Fov 91+, how?

rakzrakz Join Date: 2012-10-29 Member: 164315Members
Before this build i edited client.lua to increase horizontal fov

function GetScreenAdjustedFov(horizontalFov, standardAspect)

local actualAspect = Client.GetScreenWidth() / Client.GetScreenHeight()

local verticalFov = 2.0 * math.atan(math.tan(horizontalFov * 0.5) / standardAspect)
horizontalFov = VALUEEEEE * math.atan(math.tan(verticalFov * 0.5) * actualAspect)

return horizontalFov

now idk why my client differs from server everytime.

Is there a way? A light? A mod?

Im quake engine player and would love and appreciate some help

I wanna it workiiing ;(( love ns2 but i like fov

Comments

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    You won't be able to change the lua files because of the consistency checks. The only thing you can do is use the slider in the options menu and change your resolution to a widescreen aspect ratio.
  • rakzrakz Join Date: 2012-10-29 Member: 164315Members
    Yeah i know, but would be a nice feature enable higher fov the game is already very competitive, much people from competitive games use fov higher. faster shooter games
    I can use a software to 'fix' resolution to get a higher fov but not in this game yet, maybe never.
  • rakzrakz Join Date: 2012-10-29 Member: 164315Members
    Also change this to 3072x768 resolution in a 1080p monitor is viable but fps will crush down and not customizable, forget about trying it
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    If you using the slider in main menu, your fov would go well above 90 for all classes... im not sure how high you would want it but the slider adds 20 to the base fov (110 for marines, 135 for skulk).
  • rakzrakz Join Date: 2012-10-29 Member: 164315Members
    i believe for my experience it isnt 110, or doesnt feel so. when i get more fov via editing client.lua it looks like my quake 120fov.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=2032554:date=Nov 23 2012, 12:10 AM:name=rakz)--><div class='quotetop'>QUOTE (rakz @ Nov 23 2012, 12:10 AM) <a href="index.php?act=findpost&pid=2032554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i believe for my experience it isnt 110, or doesnt feel so. when i get more fov via editing client.lua it looks like my quake 120fov.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can read through the code if you don't believe it. On a 16:9 monitor you can have up to 125° FoV for marines and 137° FoV for skulks.
  • MAD_JIHADMAD_JIHAD Join Date: 2012-11-16 Member: 171790Members
    <!--quoteo(post=2032554:date=Nov 22 2012, 03:10 PM:name=rakz)--><div class='quotetop'>QUOTE (rakz @ Nov 22 2012, 03:10 PM) <a href="index.php?act=findpost&pid=2032554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i believe for my experience it isnt 110, or doesnt feel so. when i get more fov via editing client.lua it looks like my quake 120fov.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think quake uses diagonal FOV? I forget its been a while but yeah some games use different things like vertical or horizontal degrees.
  • rakzrakz Join Date: 2012-10-29 Member: 164315Members
    its certainly the horizontal/vertical fov that is different way them quake
    thanks so much for explaining, the field of view(<--- --->) in screen is still not enough for my mind haha but im fine
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