Synched gist at Sat Sep 16 09:50:19 PDT 2023
This commit is contained in:
parent
b24396268c
commit
de429dbd1d
1 changed files with 5 additions and 1 deletions
|
@ -12,12 +12,16 @@ Here's a list of things that we'd fix in Half-Life, given the opportunity.
|
|||
|
||||
We need this really bad. Anyone with 4K screens is having a hard time reading anything.
|
||||
|
||||
[You can see demand easily by looking at this addon.](https://gamebanana.com/mods/24741)
|
||||
|
||||
## Quality of Life: Different fov calculation modes
|
||||
|
||||

|
||||
> "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). **This is silly** and should be replaced by a 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)
|
||||
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)
|
||||
|
||||
Support them all if you must.
|
||||
|
||||
Some comments on the addons, regarding their usefulness:
|
||||
|
||||
|
|
Loading…
Reference in a new issue