'Viewmodel' FOV?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
Blackgrowl
Posts: 88
Joined: Sun Oct 06, 2019 8:47 am
Graphics Processor: nVidia with Vulkan support

'Viewmodel' FOV?

Post by Blackgrowl »

One time, when I reset my whole GZDoom settings because I was switching from an old 2.0 (I think it was the latest of the 2.0 versions actually) version to the latest 4.3.1 and got new hardware, I noticed that my weapons have changed, for all games.
They feel more "up front", like I can see the metal butt of the shotgun and some hand sprites on the supershotgun.

This made me wonder, what actually made it so? Is there a command, console or otherwise, that changes "viewmodel FOV"?
User avatar
MFG38
Posts: 414
Joined: Sun Apr 14, 2019 8:26 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Finland
Contact:

Re: 'Viewmodel' FOV?

Post by MFG38 »

There is the "fov" console command, but I doubt that's got anything to do with it. Something in the source code that got changed with the implementation of ZScript is my best guess.
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: 'Viewmodel' FOV?

Post by StroggVorbis »

All I can think of right now is the Weapon.YAdjust property in Decorate & ZScript. Positive values shift the sprite down, negative raise it. Heretic's crossbow has a YAdjust of 15 for example.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: 'Viewmodel' FOV?

Post by comet1337 »

did you switch from statusbar to fullscreen hud?
the statusbar hides a little of the lower part of weapon sprites
Post Reply

Return to “General”