Field of view?

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Shuffle

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Sonic Team Junior
Dunno if anyone would consider this a pointless topic, but is there a console command for the "field of view" option in the 3D card options in OpenGL mode?
 
However, to prevent cheesy multiplayer tactics, it is prevented from use in all multiplayer games. Otherwise you can set up binds to sniper people, which is rather overpowered.
 
*Didn't even realize I had posted my reply a mere three minutes after the topic was started!*

My regards on cheating: Never cheat in multiplayer, only cheat in single player once you already know how to do everything and are bored.

I beat DooM before I even knew there were cheat codes for it :P

--- Gemini
 
Mystic said:
However, to prevent cheesy multiplayer tactics, it is prevented from use in all multiplayer games. Otherwise you can set up binds to sniper people, which is rather overpowered.

Damnit, that's the exact reason I wanted to do it.
Why would it be considered cheating? Everyone has the ability to use it.
 
Software lacks true perspective. If I understand correctly what gr_fov does, it's not possible.
 
I know ZDOOM has this funky FOV-like function that occurs everytime you teleport.

Of course, this is Legacy we're talking about, and a good deal of ZDOOM's additions are a little too tough to incorporate to be worth incorporating at this point in time (coughslopescough). Still, I suppose that means that it CAN be done, it's just a lot more work than it's really worth.

And no, this doesn't mean I know how to incorporate it myself. If I knew how, I'd probably have attempted it already.
 
The reason GR_FOV was removed from multiplayer is because I DID make a sniper bind and played with it for a week or so, and decided that that was WAY overpowered with the Rail. It's surprising how powerful a sniper sight is.

Hence, I requested it be blocked in 1.08.
 
Just a thought here... SRB2 at the moment uses sprites, not 3D models, so the hit detection has to be either bounding box or bounding sphere based, it can't be polygon based because there's no polygons. Perhaps having a sniper sight in SRB2 is too powerful as compared to other 3D games because you don't have to hit a polygon to actually hit someone, just the area that SRB2 is calculating the hit detection for?

But because a lot of the movements in SRB2 require acceleration or have fixed inertial lag it would likely make aiming with a sniper sight very simple since there's not as many different directions a player can move in each game cycle. Whereas a game like Quake 3 you can almost instantly move in any direction you want, thus easily throwing someone's aim off.

And making an FOV command for software mode wouldn't generate the same kind of look you would get in OpenGL mode because you're dealing with a ray scanning engine instead of an actual 3D engine. I mean, you could do it but I don't think you'd like the look you'd get out of it.

--- Gemini
 
It wasn't the hit detection as much as the way SRB2 plays. The thok forces you in a direction, making you a prime target if you're good enough to align your crosshair right. Tails is a target with Rail as it is, and Knuckles is really quite hard to sniper out.

You still miss a lot, but considering all the other weapons don't instantly hit, if they don't have Rail, they have no means to fight back, so you can fire at will, and there isn't anything they can do about it. Without the sniper sight it's more balanced because they can at least see the player sprite they're aiming at.

In other first person shooters, most all of the weapons shoot really fast bullets which hit instantaneously. Hence, a sniper weapon is still great, but you can still be hit by spray in your general direction, so while they're in a bad situation, they can still at least futilely fight back =P
 
Gemini said:
Just a thought here... SRB2 at the moment uses sprites, not 3D models, so the hit detection has to be either bounding box or bounding sphere based, it can't be polygon based because there's no polygons. Perhaps having a sniper sight in SRB2 is too powerful as compared to other 3D games because you don't have to hit a polygon to actually hit someone, just the area that SRB2 is calculating the hit detection for?

Actually, most games don't use per-polygon collision detection. Even modern ones. If anything, they'll use a recursive bounding box method.
 
...really?

Hunh... most of the games I play tout the fact they've got polygon-based hit detection... maybe that's why? *shrugs*

--- Gemini
 
Gemini said:
...really?

Hunh... most of the games I play tout the fact they've got polygon-based hit detection... maybe that's why? *shrugs*

--- Gemini

Yeah, when they tout polygon-level hit detection, it most likely means they're using recursive bounding boxes (did the bullet hit the general area of where the player is? Ok.... Now did it hit their head, torso, leg, or arm? Ok... Did it hit their eye, ear, finger?). Doing collision on the polygon level is far too CPU-intensive and usually isn't needed.
 
What about autorail?

And, FOV would be more than possible with Raytrace engine. See?
FOVExample.GIF

In the top one, the rays are scattered out and less dense, but in the bottom one, they are more dense and less width.
 
*shrugs*

Regardless, there's no good reason to make FOV changes in SRB2, especially since it would take a great deal of editting to the software renderer.

--- Gemini
 
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