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Forum: Detailed Widescreen Reports Topic: Unreal Tournament |
UDoKuoio |
Posted: 15 Dec 2008, 18:16
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Replies: 29 Views: 13506
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And since Red Orchestra is primarily a multiplayer game, our DR doesn't bother documenting the widescreen support of the singleplayer mode that virtually nobody bothers with. Sad but true. Somebody thinks that Tripware (the RO creatives) locked any fov modification due to avoid differences between ... |
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Forum: Detailed Widescreen Reports Topic: Unreal Tournament |
UDoKuoio |
Posted: 15 Dec 2008, 01:57
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Replies: 29 Views: 13506
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I know my idea is very far from the WSGF idea, but it's not only mine. It's the idea of all that UT-gamers who buy a new, lange, monitor (altough thy have still a widescreen one) and look for a new FOV to keep the same "feeling" with the images. I didn't joint his forum just to say "my method (my?) ... |
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Forum: Detailed Widescreen Reports Topic: Unreal Tournament |
UDoKuoio |
Posted: 14 Dec 2008, 12:59
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Replies: 29 Views: 13506
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My idea about FOV is specified in the link posted to me last post. And I agree with the WSGFWiki: Vert-: A vert - game is a game that when played on a widescreen monitor with a widescreen resolution, decreases the vertical component of the FOV. Hor+: A hor + game is a game that when played on a wide... |
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Forum: Detailed Widescreen Reports Topic: Unreal Tournament |
UDoKuoio |
Posted: 14 Dec 2008, 01:27
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Replies: 29 Views: 13506
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Hi all. After posting here: http://www.widescreengamingforum.com/node/9849#comment-180768 the moderator Tamlin asked me to post here 'cause I have different ideas about fov setting in UT. Here The_cranky_Hermit says that Unreal Tournament use hor+ method. It doesn't. Every Unreal engine use the vert... |
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Forum: Mods, Tweaks, Tools & Tutorials Topic: FOV calculation: is it correct? |
UDoKuoio |
Posted: 14 Dec 2008, 00:41
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Replies: 10 Views: 6007
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Your method has the advantage of adjusting from viewing distance. Ours are based that viewing distance is the same and that they have done the calculations when creating the game. Going 4:3 to 16:10, our solutions are about having the same distance also after change. Objects should have the orginal... |
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Forum: Mods, Tweaks, Tools & Tutorials Topic: FOV calculation: is it correct? |
UDoKuoio |
Posted: 13 Dec 2008, 19:26
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Replies: 10 Views: 6007
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First thing what i want to say, i don't hate you for calculating different or have other idea's. So if i sound like that, sorry for that. LOL! of course not! Forgive me if MY posts isn't so clear. (bad english) I agree with U about the 42'' problems... but this is a extreme case. Tamlin says all I ... |
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Forum: Mods, Tweaks, Tools & Tutorials Topic: FOV calculation: is it correct? |
UDoKuoio |
Posted: 11 Dec 2008, 01:07
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Replies: 10 Views: 6007
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mh, let's start from the bottom. @ DAFOX: I agree: It's a personal preference. Here are only mathematical time-wasting. Maybe technically theres no correct way to determine FOV. But i compare my calculations with what I see on screen and SEEMS correct. @ P-STORM: U calculate the fov in the same way ... |
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Forum: Mods, Tweaks, Tools & Tutorials Topic: FOV calculation: is it correct? |
UDoKuoio |
Posted: 10 Dec 2008, 22:35
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Replies: 10 Views: 6007
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OFF-TOPIC First of all, sorry for my bad english. Second: Greetings from Italy and congratulations for this useful forum. 1st post here and dunno how to write for my presentation. IN-TOPIC I'm a online FPS game and, in another forum, I'm talking about FOV calculation, changing ratio and monitor dime... |
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