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Is it possible to increase FOV?


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#1 Sodosma

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Posted 24 October 2013 - 02:05 PM

Hi!
Is there a way to increase the FOV? 10-25% bigger would be great. Or did I miss it in the options?

#2 nbohr1more

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Posted 24 October 2013 - 02:14 PM

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

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Posted 24 October 2013 - 02:53 PM

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"

#4 AluminumHaste

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Posted 24 October 2013 - 04:12 PM

Just add seta g_fov 105 or whatever number you want to the config file.

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#5 AluminumHaste

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Posted 24 October 2013 - 04:13 PM

I really should add a slider in the game for it.....
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#6 PranQster

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Posted 24 October 2013 - 08:59 PM

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

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#7 AluminumHaste

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Posted 24 October 2013 - 10:48 PM

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

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#8 Serpentine

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Posted 24 October 2013 - 11:05 PM

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 :)

#9 Sodosma

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Posted 25 October 2013 - 02:42 AM

Thank you very much! :)

#10 Lux

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Posted 26 October 2013 - 06:15 AM

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, 26 October 2013 - 06:42 AM.


#11 grodenglaive

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Posted 30 October 2013 - 07:14 PM

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.

#12 AluminumHaste

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Posted 30 October 2013 - 07:18 PM

Needs to go in the autocommands.cfg file.

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#13 Lux

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Posted 20 November 2013 - 06:27 PM

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 :)
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#14 Xarg

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Posted 20 November 2013 - 06:33 PM

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...

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#15 nbohr1more

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Posted 20 November 2013 - 08:31 PM

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

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

http://wiki.thedarkm...tle=Resolutions

Someone needs to tell the Wide Screen Gaming Forum:

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

Edited by nbohr1more, 20 November 2013 - 08:33 PM.

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#16 Lux

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Posted 21 November 2013 - 05:01 AM

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, 21 November 2013 - 05:13 AM.





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