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Cold_Brains
Village Dweller
Joined: 09 Jan 2002
Posts: 23
Location: Sydney, Australia |
Field of View...Developers, or anyone else? |
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I've played the demo, and am just wondering if the 'field of view' can be adjusted - perhaps through a config setting (field of view is kind of like the level of zoom of the camera). At the moment it seems set way too wide - ie zoomed back too much - you get this 'fish-eye' effect, that really detracts from the 'you are there' feel (this is especially the case in first-person mode).
If any of the devs are reading this, might a field of view variable be introduced for the english release?
btw - does anyone have an e-mail contact for the PBytes developers for feedback? Thanks. |
Fri Apr 11, 2003 12:06 am |
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Delo
City Guard
Joined: 27 Mar 2003
Posts: 125
Location: Center of the Universe |
That can be done during the game. Merely press the + or - key on the keypad. Or, use the mouse wheel to adjust the zoom. _________________ I don't do autographs. |
Fri Apr 11, 2003 12:28 am |
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Jaz
Late Night Spook
Joined: 20 Jan 2002
Posts: 9708
Location: RPGDot |
webmaster@piranha-bytes.com _________________ Jaz |
Fri Apr 11, 2003 5:16 am |
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Cold_Brains
Village Dweller
Joined: 09 Jan 2002
Posts: 23
Location: Sydney, Australia |
Thanks for that Delo, but the mouse wheel only changes the camera position - brings it in closer to the character. I'm actually talking about something quite different - reducing the Field of View reduces the 'fish eye effect' - at the moment it's like you are seeing through a convex lens - things get more squashed and distorted away from the centre of the screen. The devs will know exactly what i mean, if any of them are reading these forums..... |
Fri Apr 11, 2003 7:24 am |
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HornOx
Eager Tradesman
Joined: 22 Oct 2002
Posts: 34
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code: CLASS CCamSys
{
// angles -180 to 180
VAR FLOAT bestRange;
VAR FLOAT minRange;
VAR FLOAT maxRange;
VAR FLOAT bestElevation;
VAR FLOAT minElevation;
VAR FLOAT maxElevation;
VAR FLOAT bestAzimuth;
VAR FLOAT minAzimuth;
VAR FLOAT maxAzimuth;
VAR FLOAT bestRotZ;
VAR FLOAT minRotZ;
VAR FLOAT maxRotZ;
VAR FLOAT rotOffsetX;
VAR FLOAT rotOffsetY;
VAR FLOAT rotOffsetZ;
VAR FLOAT targetOffsetX;
VAR FLOAT targetOffsetY;
VAR FLOAT targetOffsetZ;
// dynamic
VAR FLOAT veloTrans;// velocity while easing to best position
VAR FLOAT veloRot;// velocity while rotating to best orientation
VAR INT translate;// rotate around target, 1: on, 0:off
VAR INT rotate; // rotate around target, 1: on, 0:off
VAR INT collision;// disable collision for this mode (ideal pos must be near player)
};
No Field of View |
Sun Apr 13, 2003 4:06 am |
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ziBzi
Necromancer
Joined: 10 Apr 2003
Posts: 460
Location: The Lost Land |
this games gonna rock _________________ \\//\\//\\//
//\\//\\//\\ |
Mon May 05, 2003 8:04 pm |
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noah
Eager Tradesman
Joined: 31 Dec 2001
Posts: 35
Location: MD |
Yes, it would be cool if the end user had the ability to adjust the FOV (*hint* *hint*) as I know of a few people who were put off from playing Gothic because of the 'swimmy' camera. Truth be told, it will often (unfortunately) make me seasick while I'm playing the game. It'd also be nicer if the camera would stay fixed with the player's head (a la UIX and MW), instead of there being a slight delay when looking around. $0.02.
quote: Originally posted by Cold_Brains
Thanks for that Delo, but the mouse wheel only changes the camera position - brings it in closer to the character. I'm actually talking about something quite different - reducing the Field of View reduces the 'fish eye effect' - at the moment it's like you are seeing through a convex lens - things get more squashed and distorted away from the centre of the screen. The devs will know exactly what i mean, if any of them are reading these forums.....
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Tue May 06, 2003 6:16 am |
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ziBzi
Necromancer
Joined: 10 Apr 2003
Posts: 460
Location: The Lost Land |
I personaly think the camera i fine..better than morrowind and most other rpgs i have encountered. _________________ \\//\\//\\//
//\\//\\//\\ |
Sun May 11, 2003 2:49 pm |
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kugraw
City Guard
Joined: 06 Jan 2003
Posts: 147
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I have one problem with the camera position though. The camera is positioned slightly behind the character. If you get pushed to a wall the camera position automatically moves to a place over your head. Because of this, I have lost orientation a couple of times when I was fighting in a cave. If I know there is a fight ahead I always try to find a position to be able to go backwards without approaching a wall.
Kay |
Tue May 27, 2003 9:57 am |
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m00nchile
Eager Tradesman
Joined: 04 Jan 2003
Posts: 35
Location: Portoroz, Slovenia |
Well, that's a fighting tactic that keeps you alive in real life _________________ For all you headbangers, check out my band's page @ http://www.black-oath.com |
Tue May 27, 2003 3:17 pm |
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kugraw
City Guard
Joined: 06 Jan 2003
Posts: 147
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Well, in real life I wouldn't run around with a big sword. A wall behind your back would make sure that you can't be attacked from behind. Which is actually not a bad thing but in Gothic it can screw up your orientation If you try to dodge a blow by stepping backwards.
Kay |
Wed May 28, 2003 9:51 am |
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