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Field of View...Developers, or anyone else?
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RPGDot Forums > Gothic 2 General

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Cold_Brains
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Joined: 09 Jan 2002
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Location: Sydney, Australia
Field of View...Developers, or anyone else?
   

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.
Post Fri Apr 11, 2003 12:06 am
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Delo
City Guard
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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.
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Post Fri Apr 11, 2003 12:28 am
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Jaz
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Post Fri Apr 11, 2003 5:16 am
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Cold_Brains
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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.....
Post Fri Apr 11, 2003 7:24 am
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HornOx
Eager Tradesman
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Joined: 22 Oct 2002
Posts: 34
   

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
Post Sun Apr 13, 2003 4:06 am
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ziBzi
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Joined: 10 Apr 2003
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Location: The Lost Land
   

this games gonna rock
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Post Mon May 05, 2003 8:04 pm
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noah
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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.....
Post Tue May 06, 2003 6:16 am
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ziBzi
Necromancer
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.
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Post Sun May 11, 2003 2:49 pm
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kugraw
City Guard
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Joined: 06 Jan 2003
Posts: 147
   

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
Post Tue May 27, 2003 9:57 am
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m00nchile
Eager Tradesman
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Joined: 04 Jan 2003
Posts: 35
Location: Portoroz, Slovenia
   

Well, that's a fighting tactic that keeps you alive in real life
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Post Tue May 27, 2003 3:17 pm
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kugraw
City Guard
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Joined: 06 Jan 2003
Posts: 147
   

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
Post Wed May 28, 2003 9:51 am
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