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No, seta cg_fov only widens the field of view, but the position of the gun remains unchanged. As in, it looks like what happens if you make a 4:3 game into 16:9 but without readjusting the fov to 106.

I can barely see the tip of the Thompson jutting out slightly from the bottom. This shouldn't be the case, because for other games changing the fov also changes the weapon viewmodel fov accordingly. Not only that, this problem persists on all the Quake 3-engine based games I have (including Quake 3 and Wolfenstein: Enemy Territory).


How it normally looks like (4:3 FOV 90, notice the sleeves on the Thompson):
http://vignette4.wikia.nocookie.net/wolfenstein/images/d/d2/Thompson_being_fire.JPG/revision/latest?cb=20111110195854

How it looks like on widescreen without FOV changes (16:9 FOV 90)
http://i.imgur.com/LMjVA7e.jpg

How it looks like on widescreen with FOV correction (16:9 FOV 106.29)
http://i.imgur.com/OMP2eXX.jpg

Notice how the sleeves are gone on the latter two screens. Normally for other FPSes, setting FOV correction on widescreen just makes it a wider view with the weapon viewmodel position the same as in 4:3 FOV 90. It's even worse in Quake 3 (and also ioQuake3) where I can only barely see the tip of the weapons.
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PikaCommando: I can barely see the tip of the Thompson jutting out slightly from the bottom. This shouldn't be the case, because for other games changing the fov also changes the weapon viewmodel fov accordingly. Not only that, this problem persists on all the Quake 3-engine based games I have (including Quake 3 and Wolfenstein: Enemy Territory).
Are you using the unofficial patch? Only I found this page on the WSGF and the screenshot comparisons show no movement in the weapon model.

http://www.wsgf.org/dr/return-castle-wolfenstein

That said, I do get some movement of the weapon model downwards off the screen in ioQuake3 when I increase the FOV.

EDIT: In fact, on WSGF, Quake 3 doesn't score as highly as RtCW being as the HUD stretches, too.
Post edited November 29, 2015 by korell
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PikaCommando: I can barely see the tip of the Thompson jutting out slightly from the bottom. This shouldn't be the case, because for other games changing the fov also changes the weapon viewmodel fov accordingly. Not only that, this problem persists on all the Quake 3-engine based games I have (including Quake 3 and Wolfenstein: Enemy Territory).
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korell: Are you using the unofficial patch? Only I found this page on the WSGF and the screenshot comparisons show no movement in the weapon model.

http://www.wsgf.org/dr/return-castle-wolfenstein

That said, I do get some movement of the weapon model downwards off the screen in ioQuake3 when I increase the FOV.

EDIT: In fact, on WSGF, Quake 3 doesn't score as highly as RtCW being as the HUD stretches, too.
Yes, I'm using the unofficial patch. It works for SP, but doesn't for MP. The same problem happens to ET:W and Quake 3 as well as other games running its engine. Unfortunately, such patches don't exist for these games so I'd be happy if there's a way to fix this issue, or know what's causing it since changing the FOV usually changes the weapon viewmodel FOV as well in other games.