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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
Posted: Fri Feb 10, 2017 8:49 pm Post subject: |
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Yeah a lot of games have horrible settings for FOV which is a shame. Half-Life 2 goes all the way up to 90 though, doesn't it? At least when you play at 16:9 it does, and you can always use the "fov X" command to change it if you wish which is what I did for the GE:S screenshots. (Requires sv_cheats 1, at least for multiplayer)
Not sure about the original Turok 1 release, but for Turok 2 you're also able to change the FOV with "set fov X" if I remember correctly. _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Fri Feb 10, 2017 9:04 pm Post subject: |
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It does now. It was patched in. I was surprised that Human Revolution had a FOV slider at release because I thought for sure it was going to be another case of consolitis. What else. STALKER? The original game was fine, but then with the release of Clear Sky and Call of Pripyat you had to use a hacked game DLL to fix it. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Fri Feb 10, 2017 9:34 pm Post subject: |
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deuxsonic wrote: | Not everyone will know what Hor+ means. I would just say "vertical FOV:" and then have the number. | Yes I agree - I had to move the text boxes and now it fits
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sat Feb 11, 2017 12:48 am Post subject: |
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I never really thought there needed to be a max FOV set, I mean if you figure out what would result in a horozontal FOV of 360 then you have a max, or I guess when the games just flat-out break as a result. It reminds me of the people who somehow got 360 degrees out of Quake -- it's mapping a sphere onto a rectangle basically. Very important to make sure no one can sneak up behind you.
https://www.youtube.com/watch?v=f9v_XN7Wxh8 |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Feb 11, 2017 1:39 am Post subject: |
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Yes it could be set to max 180 after that the screen inverts [180] but i prefer if slider range was within usable territory cause the lod make the game borderline unplayable. The video - I think it uses multiple projection views onto the screen to avoid distortion that comes with wide fov. Something which you would need source code access to do properly, shame nobody has yet to reverse GE to code |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sat Feb 11, 2017 5:55 am Post subject: |
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I just linked that video because it's amusing how Quake ended up this testbed for extreme FOVs. I actually never noticed the LOD switching and the fade-in of objects playing it on the 64, but it's really obvious when you're not playing the game at close to quarter VGA which makes me nostalgic for all the DOS games that used mode 13h (320x200) -- really not seeing much detail at that resolution. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Sat Feb 11, 2017 5:57 am Post subject: |
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Something very strange is happening!
I've been testing the builds right along and they've been working fine, but I just tried the one dated Feb. 11th, and noticed a lot of strange things.
The functions for forward/back and analog up/down are swapped. In other words, pushing "W" makes the game think I'm pressing analog up, and pressing the up arrow makes me walk forward. When using the mouse for aiming, the view doesn't stay set vertically all the time. Some of the time it does and sometimes it drifts back to center so that I'm looking straight ahead instead of up or down. It seems to depend on when you last used the forward key (in this case, up arrow). Also, the saves included with the bundle seem corrupted. Goldeneye defaults to a new game with nothing unlocked and Perfect Dark says the expansion pak is damaged and repairing it doesn't work.
Even worse, this problem seems to have retroactively affected all the previous versions which used to work perfectly for me!
Well, almost all of them. For some reason, the copy on my C drive that I was using to play Goldeneye seems unaffected. All the controls still work fine and the saves are all intact. However that's an older version (I've been lax about updating). When I try unzipping any of the versions that I have archived to a temporary directory and then run them, I get the messed up controls and corrupted saves. I assume that the recent changes to FOV somehow corrupted something in the registry, although that doesn't explain why the copy I was playing with still works, when archived copies that are even older now exhibit these problems.
I haven't yet tried searching the registry and deleting any settings for 1964. Frankly this is why I GREATLY prefer that programs store all their settings in a local config file! It prevents this kind of cross-contamination from happening. The Windows registry is a cesspool and the fewer programs that use it, the better! |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Feb 11, 2017 6:01 am Post subject: |
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The mouse injector stores all the settings in mouseinjector.ini - it does not use any registry saving\loading. Have you checked the in-game controller profile is set to 1.2? Another thing - I made a recent change to device polling. If you have one profile active it will accept all device input. I think that some other input device might be interfering. I'm not entirely sure about this feature as I added it in response to many users who complained the mouse injector did not detect their mouse and uninstalled before even configuring their devices in the settings panel
~
I have gone through and checked over the saves and I confirm they are working. I don't know if the zip you downloaded was corrupted but I am unable to recreate the save issues. It's a shot in the dark but maybe redownload and try again?
edit - fixed the url link, thanks graslu
Last edited by Carnivorous on Sat Feb 11, 2017 6:23 am; edited 3 times in total |
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Graslu Agent


Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain  |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Sat Feb 11, 2017 7:09 am Post subject: |
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OK, I figured out what was going on and it's something really dumb...
When I download new versions, I unpack them to a temporary directory to test them out. I usually don't create a special directory, I just put them in an existing directory that I'm not using at the moment. The directory that I used for the most recent tests happened to be named "!New". Apparently it was the exclamation point that caused all the problems. Somehow that causes 1964 to think that the saves are corrupt, which then causes the control problems, since the games aren't set to the proper control style. In Goldeneye's case, it makes it impossible to select 1.2. You can only select from 1.1 and 1.4.
The weird thing is that the plugins directory worked perfectly fine in that same directory, so for some reason, it only affected the saves.
So I guess that's another thing to add to list of 1964's list of quirks; Can't access the saves if there's an exclamation point anywhere in the path. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Feb 11, 2017 7:11 am Post subject: |
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Well that's good to know, I need to properly investigate that with the space charcter bug |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sat Feb 11, 2017 12:33 pm Post subject: |
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Interesting, I named my ROM files !goldeneye.z64 and !perfectdark.z64 so they'd appear before all the other files and it doesn't mind that. |
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Rekrul Agent

Joined: 06 Dec 2016 Posts: 43
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Posted: Sat Feb 11, 2017 2:23 pm Post subject: |
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It's weird. I thought maybe the ! was affecting 1964's ability to automatically locate the save directory within the current program directory, but even when I unchecked that box and manually selected the save directory, it still didn't work.
The saves were in;
G:\!New\1964\save\
If I change it to;
G:\New\1964\save\
Then everything works as intended.
BTW, I've noticed that I still sometimes have to press the 4 key more than once to activate the mouse injector. Sometimes it works on the first try, sometimes I have to press it twice. Not really a big deal, I just thought I'd mention it. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Feb 11, 2017 4:18 pm Post subject: |
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Thanks I will try to find the issue in 1964 Rekrul wrote: | BTW, I've noticed that I still sometimes have to press the 4 key more than once to activate the mouse injector. Sometimes it works on the first try, sometimes I have to press it twice. Not really a big deal, I just thought I'd mention it. | I've noticed it too - maybe related but when compiled using no optimization flag the input plugin fails to poll for devices. Might be my code or manymouse - I will investigate the issue |
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deuxsonic Agent


Joined: 03 Jan 2017 Posts: 140 Location: Ohio, USA, Earth  |
Posted: Sat Feb 11, 2017 4:37 pm Post subject: |
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Rekrul wrote: |
BTW, I've noticed that I still sometimes have to press the 4 key more than once to activate the mouse injector. Sometimes it works on the first try, sometimes I have to press it twice. Not really a big deal, I just thought I'd mention it. |
Having it automatically grab the mouse on startup solved this for me. There aren't any situations where I'd be playing and need for it to let go of the mouse anyway.
Why is it that after all this time the best video plug-ins are still based around Glide, a graphics API that has been dead for like 17 years now? I remember when UltraHLE came out and that was quite impressive at the time and in those years Glide made sense and was still viable as 3dfx was producing video cards that were designed to use it. Today the best video plug-ins are still Glide-based? Why has there never been a really accurate straight OpenGL or Direct3D video plug-in where you don't have performance loss due to Glide calls being translated to one of these APIs via a wrapper? |
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