Defining FOV with ACS

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adeon
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Defining FOV with ACS

Post by adeon »

How can I define a FOV value in a OPEN script in ACS?
I am not sure how to make a script call console variables. :|
Any help would be appreciated.
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Nash
 
 
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Re: Defining FOV with ACS

Post by Nash »

You can't. :( You can only mess around with cvars using ACS in Skulltag.
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adeon
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Re: Defining FOV with ACS

Post by adeon »

Oh.. too bad :(:(
I wanted to change the started field of view to about 75 (very approached of the real FOV of the eye, I think)

There's a doom 3 weapons wad in which gives you an additional option to change the game FOV by keyboard. I hope there's an alternative way to make it automatic instead of using ACS for this.

So "cvars" means console commands? Sorry, I'm still a newbie.

Thanks
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Re: Defining FOV with ACS

Post by Nash »

ZDoom doesn't allow you to change any console-related stuff on-the-fly... so that means the FOV, too.

There's currently a feature suggestion open requesting an FOV-change command in ACS... let's just hope it gets implemented soon.
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Chris
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Re: Defining FOV with ACS

Post by Chris »

adeon wrote:I wanted to change the started field of view to about 75 (very approached of the real FOV of the eye, I think)
The "proper" FOV depends on the user's monitor size and aspect ratio, and their distance from it. The closer someone is relative to the size, the larger the FOV should be, and the farther they are, the smaller it should be. If you have a larger FOV when you're farther away from a small screen, you'll get an unsightly vanishing-point effect.

There are times when such effects could be useful (eg. games tend to do something like that when they want to give a sense of high speed), but it should work relative to the player's base FOV, not a replacement to it.
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Re: Defining FOV with ACS

Post by Enjay »

adeon wrote:I wanted to change the started field of view to about 75 (very approached of the real FOV of the eye, I think)
The other side to that, of course, is that my real eye can swivel in its socket and my head can move quickly and relatively independently compared to my body. Also, my world view isn't laid out in a flat monitor in front of me but rather I am totally immersed in it. I can look up and down, hear sounds all around and feel the world too. I don't tend to walk into walls, off ledges or throw things into walls when trying to throw them past an obstruction. In other words, a screen already massively restricts what I can see and cuts down my spacial awareness. So, reducing my FOV in game to a "realistic" setting actually just increases a bunch of already quite artificial restrictions on my sensory experience of the game world.

Just saying. ;)
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Re: Defining FOV with ACS

Post by Zippy »

This is all besides the fact that the human field of view is closer to 180 degrees and not 90 or 75.
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Re: Defining FOV with ACS

Post by Enjay »

Zippy wrote:This is all besides the fact that the human field of view is closer to 180 degrees and not 90 or 75.
True.
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adeon
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Re: Defining FOV with ACS

Post by adeon »

Hello hello!
Zippy wrote:This is all besides the fact that the human field of view is closer to 180 degrees and not 90 or 75.
Not quite true. It's 170 to 180 degrees in total (both eyes). One eye has a FOV in between 60 to 80 even because of the shape of your face.
You might know that the vertical angle of FOV of the eye is about 60 to 70. How would it be 100° more on the horizontal angle? Our view would be a lot more wide, and the eye would be oval instead of spherical.

Anyway... You are right about the monitor that limits the view and this stuff. What I wanted to do is a new-styled mod. I was pretending to do something with the weapons too. For example: when you're wearing a bow, if you hold the fire button, the fov would increase little by little til a certain limit to give more tension. Also, it would look less weird than increasing from the 90 value, because it'd be lower than the default value which people are used to.

See ya!



EDIT: Actually, if you make a search, you'll find numerous of resources with different FOV indexes. Some say that it's 160 to 180 degrees whereas others may say it's close to 70 degrees.
Well, I studied the human eye for a while. I recommend a great book called The Biology of the Eye (I can't really remember the author's name, sorry). It seems that the FOV value of the eye is subjective: some people may use the resolution aspect as a limit while some others don't.
But here is a curious thing: your view has a decent resolution in a angle of about 2 degrees. It's because the dimensions of the Fovea - the part of the eye in which there are a lot more photoreceptors per neurons (generally a 1:1 proportion). It's like seeing four full moons side by side with nice definition. The remaining area is completly blurry.
Last edited by adeon on Tue Mar 17, 2009 5:34 pm, edited 1 time in total.
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Re: Defining FOV with ACS

Post by HotWax »

adeon wrote:Not quite true. It's 170 to 180 degrees in total (both eyes). One eye has a FOV in between 60 to 80 even because of the shape of your face.
Zippy said nothing about the FOV of "one eye." He spoke of the "human [FOV]", which of course would encompass both eyes for most people.

Also: If animals such as deer or fish (eyes on the side of the head) evolved to our level of intelligence, what would their TVs and monitors look like? Discuss.
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Re: Defining FOV with ACS

Post by Enjay »

HotWax wrote:Also: If animals such as deer or fish (eyes on the side of the head) evolved to our level of intelligence, what would their TVs and monitors look like? Discuss.
doom
doom -left
doom -right
;)
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Re: Defining FOV with ACS

Post by XutaWoo »

HotWax wrote:Also: If animals such as deer or fish (eyes on the side of the head) evolved to our level of intelligence, what would their TVs and monitors look like? Discuss.
Image
:P
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Re: Defining FOV with ACS

Post by HotWax »

I expected such answers, but that assumes a single individual is viewing a single apparatus. How would you account for families of fish-people who want to watch TV together? Would everyone have to wear the visual equivalent of headphones? (Eye-phones?!) and settle for that?
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Re: Defining FOV with ACS

Post by XutaWoo »

Image :P
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adeon
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Re: Defining FOV with ACS

Post by adeon »

HotWax wrote:I expected such answers, but that assumes a single individual is viewing a single apparatus. How would you account for families of fish-people who want to watch TV together? Would everyone have to wear the visual equivalent of headphones? (Eye-phones?!) and settle for that?
hahaha
imagine how their glasses would be!
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