Author Topic: fov 120/gun display glitches  (Read 3557 times)

Offline peewee_RotA

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fov 120/gun display glitches
« on: June 11, 2010, 01:02:04 PM »
I know that this is fairly obvious but I'm sure that people out there playing at fov 120 get annoyed with their hud view gun showing the back of the model or being cut off by the camera.

All you have to do to fix this is adjust the gun_x, gun_y, and gun_z values.

The following setting should work for fixing any fov120 glitches.
set gun_x 4          //horizontal position
set gun_y -2         //forward positioning
set gun_x 1.5       //vertical positioning


The gun_x should correctly mirror when you switch hand 0 and hand 1



*note, standard quake 2 removes the gun from the HUD when you change your FOV above 90.
**note note, I tested all of these settings in r1q2. No idea how other clients treat these values.
« Last Edit: June 16, 2010, 03:39:28 AM by peewee_RotA »
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Offline VaeVictis

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Re: fov 120/gun display glitches
« Reply #1 on: June 15, 2010, 07:23:03 PM »
The gun_x should correctly mirror when you switch hand 1 and hand 2

hand 0 is right hand 1 is left :)

other than that, very helpful and nice of you to post it peewee
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Re: fov 120/gun display glitches
« Reply #2 on: June 15, 2010, 08:52:18 PM »
Personally, I don't like seeing the in-hand weapon on the screen at all. It blocks that portion of your view. I prefer to fire from the center with no part of the gun showing. Supposedly that makes crosshairs more accurate too. It was kinda hard to get used to at first, but eventually I learned to make paks with larger weapon icons that I could easily identify with my old shitty half-blind eyeballs.
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Offline peewee_RotA

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Re: fov 120/gun display glitches
« Reply #3 on: June 16, 2010, 03:47:09 AM »
The gun_x should correctly mirror when you switch hand 1 and hand 2

hand 0 is right hand 1 is left :)

other than that, very helpful and nice of you to post it peewee

Good catch, fixed.
Personally, I don't like seeing the in-hand weapon on the screen at all. It blocks that portion of your view. I prefer to fire from the center with no part of the gun showing. Supposedly that makes crosshairs more accurate too. It was kinda hard to get used to at first, but eventually I learned to make paks with larger weapon icons that I could easily identify with my old shitty half-blind eyeballs.

Yeah, center handedness makes you fire from the bottom center of the screen (more like quake 1) where as left and right hand originate from the side. Your shots with right and left will always hit the bottom right and left of the crosshair respectively.

I used to play with center exclusively until I started learning to place certain railshots around corners. Where the shot originates, it's possible to make some blind shots around corners without exposing your position.

My other annoyance with seeing the icons was that you obviously don't see the frames anymore. It complicates timing your shots as well as timing when switching weapons. If you play mods with center handedness then it gets even harder to time and you don't get to see any new models that you may want.


Another interesting note is that a gun_x of about -5 or -6 places the weapon in the center and angles it straight forward. Looks kind of cool, and only a couple of the guns glitch at that angle.
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Offline |iR|Focalor

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Re: fov 120/gun display glitches
« Reply #4 on: June 16, 2010, 12:18:35 PM »
My other annoyance with seeing the icons was that you obviously don't see the frames anymore. It complicates timing your shots as well as timing when switching weapons.

If I'm in a fight with someone and want to switch from something like railgun to a shotgun or double barrel, I usually hit the key for it, hold down fire, keep it aimed on them, and pray the gun goes off before they get me. :D
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Offline gaudy

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Re: fov 120/gun display glitches
« Reply #5 on: June 25, 2010, 01:44:08 AM »
cl_gun 0 completely gets rid of the gun--not sure if anyone mentioned this, but I felt it was the best idea.
« Last Edit: June 25, 2010, 03:05:31 AM by gaudy »
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