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Carnivorous
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 PostPosted: Fri Feb 10, 2017 6:17 pm    Post subject: Reply with quote Back to top

Thank you! I have added a feature - if you click the fov it will switch between 16:9 and 4:3. I've written this down in the readme FAQ - Check first post for new version
 
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madmax386
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 PostPosted: Fri Feb 10, 2017 6:31 pm    Post subject: Reply with quote Back to top

Is there anyway to have an option to start with a weapon? like Stolen had in his GE-MP injector?

Last edited by madmax386 on Fri Feb 10, 2017 6:36 pm; edited 1 time in total
 
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deuxsonic
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 PostPosted: Fri Feb 10, 2017 6:33 pm    Post subject: Reply with quote Back to top

Carnivorous wrote:
Thank you! I have added a feature - if you click the fov it will switch between 16:9 and 4:3. I've written this down in the readme FAQ - Check first post for new version


How does this work with the games, since both games have aspect ratio settings within them?
 
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Carnivorous
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 PostPosted: Fri Feb 10, 2017 6:38 pm    Post subject: Reply with quote Back to top

madmax386 wrote:
Is there anyway to have an option to start with a weapon? like Stolen had in his GE-MP injector?
gemp was deleted because it was commonly flagged as a virus [possibly cause it could connect to the internet]. Replacing player inventory - it would be best done with the ge editor instead of the plugin
deuxsonic wrote:
How does this work with the games, since both games have aspect ratio settings within them?
It is for display purposes so 4:3 users know what the slider translates to in-game [by default slider calculates for 16:9 fov]
 
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deuxsonic
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 PostPosted: Fri Feb 10, 2017 7:08 pm    Post subject: Reply with quote Back to top

graslu wrote:
deuxsonic wrote:
I'm curious about what FOV 90 looks like in widescreen.


Really good.


What plug-in and settings are you using? I'm not seeing lens flares in PD.
 
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Carnivorous
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 PostPosted: Fri Feb 10, 2017 7:09 pm    Post subject: Reply with quote Back to top

Glide64 with frame buffer emulation enabled
 
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deuxsonic
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 PostPosted: Fri Feb 10, 2017 7:22 pm    Post subject: Reply with quote Back to top

So are lens flares broken in GLideN64?
 
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Carnivorous
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 PostPosted: Fri Feb 10, 2017 7:26 pm    Post subject: Reply with quote Back to top

they shouldnt be - match these settings http://i.imgur.com/7tLpUyy.jpg
~~
noticed a bug - while the emulator is paused the 'locked - stop to change' fov message is replaced with the ratio message - I have fixed this
 
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Graslu
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 PostPosted: Fri Feb 10, 2017 7:58 pm    Post subject: Reply with quote Back to top

I believe the interface should state somewhere that now the FOV is calculated horizontally; or show both, as some people may be used to calculating it vertically. Modern games tend to calculate it vertically and have the horizontal equivalent next to it.
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Carnivorous
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 PostPosted: Fri Feb 10, 2017 8:04 pm    Post subject: Reply with quote Back to top

Hmm I see do you have any example in mind? I'm not sure what is the best way to display both values
 
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Graslu
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 PostPosted: Fri Feb 10, 2017 8:18 pm    Post subject: Reply with quote Back to top

Rainbow Six Siege for example is just a slider with vertical FOV (Stated on the side) and no horizontal values at all.
DOOM 2016 is just a slider with the horizontal values and no vertical, I suppose this is because it's aimed to an older audience which is used to horizontal values and not vertical.
Battlefield shows the vertical (or 4:3, I recommend using this page to check how it works for Battlefield) FOV and then the horizontal between brackets, like this:



I think that's the best way to show it.
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Last edited by Graslu on Fri Feb 10, 2017 8:20 pm; edited 1 time in total
 
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deuxsonic
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 PostPosted: Fri Feb 10, 2017 8:20 pm    Post subject: Reply with quote Back to top

A lot of modern games don't let you change the FOV at all. It is more common now for it to be represented vertically though since not everyone is using the same aspect ratio anymore and the vertical FOV will appear the same no matter what aspect ratio is being used (I wish games would default to 74 but it seems like in the last 10 years a lot of shooters were released with an unusually low FOV for reasons I don't know.)

Not everyone will know what Hor+ means. I would just say "vertical FOV:" and then have the number.


Last edited by deuxsonic on Fri Feb 10, 2017 8:22 pm; edited 1 time in total
 
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Carnivorous
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 PostPosted: Fri Feb 10, 2017 8:21 pm    Post subject: Reply with quote Back to top

graslu wrote:
Battlefield shows the vertical (or 4:3, I recommend using this page to check how it works for Battlefield) FOV and then the horizontal between brackets, like this:



I think that's the best way to show it.
Thank you I will do this now
 
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Graslu
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 PostPosted: Fri Feb 10, 2017 8:23 pm    Post subject: Reply with quote Back to top

Most multiplayer games will let you change the FOV even if it's just a little at least.

As for the low FOV probably it's because the console market and ports, where they'd use low FOVs since "you're supposed to see it further away on your TV". Then there's GE and PD, giving us good FOV even back in N64 days.
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deuxsonic
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 PostPosted: Fri Feb 10, 2017 8:43 pm    Post subject: Reply with quote Back to top

graslu wrote:
Most multiplayer games will let you change the FOV even if it's just a little at least.

As for the low FOV probably it's because the console market and ports, where they'd use low FOVs since "you're supposed to see it further away on your TV". Then there's GE and PD, giving us good FOV even back in N64 days.


Rare did, I can't say the same for Iguana with Turok (although I can set it at 90 on the Night Dive remake and it'll be nice to do the same when they release the second.) The earliest PC shooter I can think of that started this was Deus Ex, but it's easy enough to reset it (you can see the end of the GEP gun viewmodel however.) Even Half-Life 2 has a default FOV of only 75 and that was a PC game long before it got ported. It's kind of nausea-inducing because it's like looking at the world through a telephoto lens, so you're constantly having to swing your view around just to see. I love how Bioshock made it painful to try and reset it, as it will keep reverting it back any time the view is changed for whatever reason. You end up having to start double-binding keys so that when they're pressed (like movement keys) it sets the FOV higher.
 
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