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PostPosted: 12 Jan 2012, 23:51 
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Joined: 09 Jan 2011, 19:02
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Is this still available for testing? The link in the OP is invalid. If you uploaded a new version, you need to update the link because Mediafire generates a new file key for every file uploaded even if it replaces a file with the same file name.


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PostPosted: 13 Jan 2012, 20:52 
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Joined: 12 Nov 2011, 22:00
Posts: 241
i was wondering if it was still available as well. i bought the ID pack over the holidays and even though i own a box copy, i now have the steam copy installed and all updated and such as well.

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 Post subject: Here's the new
PostPosted: 14 Jan 2012, 01:43 
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Joined: 07 Nov 2005, 04:16
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Here's the new link, hosted on WSGF Media. (link removed)

As for source, I'm waiting for iodoom3 to come out with a release. I'm planning on merging my fixes into theirs. The GPL'd code is kind of a mess in places, and I cleaned parts of it up in my own way, but I'm betting the ioquake3 guys will do it better.


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PostPosted: 14 Jan 2012, 06:04 
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I just addressed the zooming issue and uploaded a new version.

Basically, the issue was that each weapon has a "zoom FOV" value built into it, but these values are meant to correspond to the xFOV of a 4:3 FOV, and my code was applying this value to the yFOV. So while the old behavior shrank xFOV from 90 to 70, the new behavior shrank yFOV from 75 to 70.

So I redefined the weapon zoomFOV function. If the aspect ratio is greater than 1:1, it will recalculate the value to an appropriate yFOV value. Fists for instance will return a value of 55, instead of 70.

Just realized that this made it vert - while zooming. I'm not quite sure why, but I'll figure it out next time I don't feel like doing something else.

Old 4:3 zooming behavior:


New 16:9 zooming behavior:


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PostPosted: 14 Jan 2012, 17:09 
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And a good night's rest made me realize a dumb math error that caused the zoom to be vert -. Fixed it, uploaded new version.


Also I realized that the HUD text's slanting is exaggerated as you increase the aspect ratio. I have no idea why, but I'm betting it's related to the misalignment that occurs in tallscreen.


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PostPosted: 13 Apr 2014, 17:37 
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Joined: 01 Dec 2013, 08:55
Posts: 23
This works except for mods. Sikkmod crashes during save loading. Shame, was really looking forward to playing with sikk and wulfen textures

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hermit, did you abandon the project?


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PostPosted: 14 Apr 2014, 10:28 
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Joined: 14 Apr 2006, 19:06
Posts: 293
I played doom 3 a while back in triple screen, there was then an update and hasnt worked for me in triple screen since.

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