From 4b3dc96fe0b3d908f093d78444e3027be0234fc3 Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Sat, 16 Sep 2023 11:28:31 -0700 Subject: [PATCH] Synched gist at Sat Sep 16 11:28:27 PDT 2023 --- Half-Life.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Half-Life.md b/Half-Life.md index 8f3fbee..3bb5d9a 100644 --- a/Half-Life.md +++ b/Half-Life.md @@ -20,7 +20,7 @@ We need this really bad. Anyone with 4K screens is having a hard time reading an ## Quality of Life: Different fov calculation modes -![Half-Life screenshot, 16:9 - default FOV](bad-fov.jpg) ![Half-Life screenshot, 16:9 - default FOV](right-fov.jpg) +![Half-Life screenshot, 16:9 - default FOV](bad-fov.jpg) ![Half-Life screenshot, 4:3 - default FOV](right-fov.jpg) > "Where is my gun? Oh. It's mostly off-screen." The standard fov mode which highly detests widescreen resolutions. [People have made](https://gamebanana.com/mods/227021) entire modelpacks to [fix viewmodels to look right in widescreen](https://gamebanana.com/mods/232432) within GoldSrc games. **This is silly** and should be replaced by a FOV calculation that is based around a 4:3 horizontal axis projection with padding. You'll find those in custom Quake engines like QuakeSpasm and [FTEQW](https://code.idtech.space/fte/fteqw/src/commit/0eeb410ce074b19cffa70049820df14773d7ec5b/engine/client/view.c#L1259) (cvar: scr_fov_mode 4)