-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Viewmodel FOV #3
Comments
Sorry. I don't think there is a good solution. You could try changing the "cg_gun_.." dvars but it likely won't be good. :/ That's just how they coded it and that's maybe why they didn't include fov sliders. |
@marvinl97 Are
Commands are poorly documented, likely I have to experiment myself. |
Yea, that's what I meant. |
@marvinlehmann Can you add support for the |
@07416 Sorry that didn't answer until now. I just can't get me to work on this project because there are many things I want to improve. I planned a bigger change on the internal structure, so it's more modular and dynamic but I just don't have the motivation for it. I also need to greatly improve my knowledge about assembler and memory editing which also needs a great amount of time which I'm using for other projects/gaming/university. Sorry for now but when I start working on it again, I won't forget about this feature. |
Modifying FOV also changes viewmodel FOV, giving the game somewhat odd look (reloading animation wasn't meant to be seen, the same clip is instantly put back to a gun when reloading).
Happens when changing field of view using native methods too and also in other IW 4.0 engine COD games.
I wonder if maintaining original viewmodel FOV is possible?
106 FOV in MW2
The text was updated successfully, but these errors were encountered: