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I don't think MOHAA supports the cg_fov variable!
https://www.wsgf.org/phpBB3/viewtopic.php?f=64&t=12794
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Author:  The_cranky_hermit [ 19 Nov 2005, 04:43 ]
Post subject:  I don't think MOHAA supports the cg_fov variable!

I have the latest version of MOHAA, but the solution posted here doesn't seem to do anything to the FOV, even if it's set to 1. Furthermore, once I run the game and exit it, the "cg_fov 110" line in "unnamedsoldier.cfg" is gone!

Does anyone want to verify that the FOV solution does or does not work? Without a second opinion, I would guess that the original poster of the solution just assumed it would work like it does in most Quake 3 engine games, and didn't bother checking, when in fact it doesn't work.

If this is the case, and .ini FOV adjustment is impossible, there IS an FOV adjustment method, but it's less elegant, and probably doesn't work in multiplayer. The default FOV is 80, so an adjustment to 90 will preserve the full vertical range in 16:10 while increasing the horizontal range. When developer mode is on and a level is loaded, bring down the console and type "fov 90". This must be re-typed on each new level.

Author:  skipclarke [ 19 Nov 2005, 20:02 ]
Post subject:  I don't think MOHAA supports the cg_fov variable!

I don't own MOHAA, but the Quake 3 engine allows you to bind a key to a command. So couldn't you bind a key to "cg_fov 110" and then you'd just have to hit that key when a new level loads. Still not a full solution (and I'm not sure if it works in MOHAA), but better than bringing down the console every time.

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