Jump to content
The Dark Mod Forums
Sign in to follow this  
Sodosma

Is it possible to increase FOV?

Recommended Posts

I believe that g_fov argument in the console or Darkmod.cfg can change this.

 

Do I have to add it? I don't find the line. I only find

seta r_fovRatio "0"

seta tdm_ai_showfov "0"

Share this post


Link to post
Share on other sites

Would it be too much to ask for a setting for framerate toggle as well? What was it, 'com_showfps' or something like that?


pranqname.gifLinux pranqster 4.14.44-desktop-1.mga7 #1 SMP Fri May 25 18:06:35 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux

Share this post


Link to post
Share on other sites

Yeah that would be easy to add now that I know how, but that one is very rarely used, so for now just use the console or, bind it to a key.

 

bind F3 com_showFPS 0

bind F4 com_showFPS 1


I always assumed I'd taste like boot leather.

 

Share this post


Link to post
Share on other sites

That's a bit much imho. It's only used for debug and makes you aware of low fps, players should just play not play 'oh god this isnt 999000 fps'

 

Tho I agree with the FoV one being there :)

Share this post


Link to post
Share on other sites

I wasn't aware that we could change the FOV. This might come in handy with scaling issues when running triple monitors.

 

EDIT: Nope

 

Running 5760x1200 or 5916x1200 and changing seta g_fov to "105" or any other number does nothing.

 

It does however increase the fov when running on a single monitor @1920x1200 which is curious.

 

gah... need to check in with HaYDeN from WSGF.org and see if he's made any progress on the triple monitor fix :\

Edited by Lux

Share this post


Link to post
Share on other sites

It didn't work for me (tdm 2.00)

I tried to decrease the fov a bit to reduce distortion, but inserting the line seta g_fov 65 had no effect. When I re-opened darkmod.cfg (after testing it), the line was gone. I tried this a couple times but it always deleted that line.

Share this post


Link to post
Share on other sites

This is new for 2.0? From the wiki:

 

r_fovRatio

 

From v1.06 onwards you can also set a custom aspect ratios, simply set r_fovRatio to a value > 0, and r_aspectRatio will be ignored, and the aspect ratio will be r_fovRatio : 1. The following for instance sets up the resolution 3120 x 1050 with a ratio of 2.97 : 1:

seta r_customHeight "1050"

seta r_customWidth "3120"

seta r_fullscreen "1"

seta r_mode "-1"

seta r_aspectRatio "0" // ignored

seta r_fovRatio "2.971"

 

 

 

So I'm running bezel corrected now @5916x1200 which is an aspect ratio of 5.93 : 1.

I put seta r_fovRatio "5.931" and voila!! It works! As it states in the wiki, the aspectRatio is ignored if something other than 1 is entered in the fovRatio.

 

3 screens of beautiful TDM with no stretching at least in the rendered scene. Menus, light gem, weapons (any of the overlays, really), readables, are all pretty stretched but it's bearable for me with the game render not being stretched.

 

I also have my additional settings in autoexec.cfg and they work fine, not autocommands.cfg. I think that was added with 2.0 as well.

 

Nice going whoever did this work, I sincerely appreciate it. If it was already in 1.08 than I just wasn't setting it correctly.

 

Now we just need a centered HUD :)

  • Like 1

Share this post


Link to post
Share on other sites

Oooooh that fixes the stretching? I'll have to try it... I've been accepting the stretching tradeoff for the on the sly spyglass effect you get from it...


Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

Share this post


Link to post
Share on other sites

I'm pretty sure Tels added this for v1.06. Not very prominently documented:

 

http://wiki.thedarkm...new_in_TDM_1.06

 

http://wiki.thedarkmod.com/index.php?title=Resolutions

 

Someone needs to tell the Wide Screen Gaming Forum:

 

http://www.wsgf.org/...hp?f=64&t=26703

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Share this post


Link to post
Share on other sites

Actually I found that same WSGF thread which is why I tried a different way. The TDM wiki is linked there and explained by Nox and he acknowledges its working.

 

If only we had a centered HUD so readables aren't stretched. Actually static readables are ok cause you can mouse a bit left and right and they move out from the bezels so you can read everything but readables you can pick up are covered by the bezels.

 

Workaround for that is to not use bezel compensated resolutions and aspectratio.

 

EDIT: I updated the WSGF thread.

Edited by Lux

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...