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PostPosted: 22 Dec 2005, 19:40 
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Yeah ... but doesn't it depend on what you set the FOV to ?


Oh, absolutely. I was just pointing out that when you have titles that were designed and developed around a 4:3 scheme, anamolies are more likely to pop up when adjusting FOV for widescreen resolutions.

Which reminds me of something...

Yeah, if you make it wide enough, you can almost see everything on the map at once... it's trippy. Eventually, you just see a set of arms holding an incomplete gun model floating in space.


Hehe, you're right! It got me to thinking about something really neat in Counter-Strike (original) which to this day I don't think any other game has emulated. If you took a weapon in that game, the MP5 sub-machine gun for example, and looked all the way upward at the sky, or all the way down towards the ground, more of the weapon model would be revealed. I loved this effect and would periodically stop just to look up or down to see it. It was something very simple, yet it aided the idea of immersion immensely, helping the player to think that there was "more" of the game world out there being rendered. I'm not even sure that the HL 1 engine originally did this - as I can't recall at the moment - but it might have been attributable to gooseman's programming. I remember him doing something very similar with navy seals quake.

Contrast that with games based on the Quake III or Unreal engines, in which the view of the gun model remains static, no matter which degree or at which angle you turn. Funny enough too - I don't think Half-Life 2 carried this tradition on either, it was liminted to CS (and perhaps HL 1, though I can't recall precisely). To this day, no FPS game that I know of does this either.


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