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An FOV command?
Posted: Sun Nov 06, 2005 9:58 pm
by Apothem
would it be possible to have an FOV ACS command? I think it would be a great help toward making certain types of new monsters and/or effects on maps. Anyone agree?
Posted: Sun Nov 06, 2005 10:02 pm
by Caligari87
I agree, but at the same time I gotta kinda roll my eyes. You realize this is probably the thousandth time someone's asked for this, right?

Posted: Sun Nov 06, 2005 10:05 pm
by HobbsTiger1
We should have a contest to see what becomes the face bug thread of feature suggestions. Or, we could stop wasting randys time.
Posted: Sun Nov 06, 2005 10:12 pm
by Deathsong12
It's a little annoying how often this comes up, but I can envision some cool efects with it. An Archvile type monster that warps your veiw inward as it sucks your soul?
Posted: Sun Nov 06, 2005 10:48 pm
by Apothem
You mean this has been asked for before?.... Now I feel dumb.
The main reason why I presented this tho, is so we could finally make those damn sniper rifles at least half as good as we want them, instead of them being cheap imitations of the real thing

Posted: Sun Nov 06, 2005 11:03 pm
by Caligari87
In answer to your request, what's mostly been said is that it's hard to give just FOV to ACS or DECORATE; it would involve giving full console access, which could lead to potentially dangerous capabilities for the map maker (kill all your savegames, etc).
At least, that's what I've gathered.

Posted: Sun Nov 06, 2005 11:36 pm
by Skunk
...wad viruses? What has the world come to...
Posted: Sun Nov 06, 2005 11:43 pm
by Caligari87
Not viruses in the true sense, but a malicious wadmaker could screw with all of your console variables and keybindings, making for an extremely long fixing-up process.

Posted: Mon Nov 07, 2005 1:28 am
by Chris
Why would you need to give full console access to adjust the FOV? Just make a FOV command that's multiplied with the current FOV setting (with the result clamped appropriately), and not saved to the ini. The FOV console var would remain how it is, but what you'd see would be altered according to the ACS commands used. Thusly, if you have the FOV set to 45 or 60 or something, and do Set_FOV(0.5); the FOV variable would remain 45 or 60, but you'd have a 22.5 or 30 degree FOV. It would probably work best as an Actor property, and thusly be saved and restored properly with savegames/between levels.
Posted: Mon Nov 07, 2005 4:36 am
by Doomguy0505
Because nowdays, everyone thinks about security too much
Posted: Mon Nov 07, 2005 8:59 am
by Necromage
I would have to vote for this option. It would allow for so much. I also like Chris's idea on how to impliment this option.
Posted: Mon Nov 07, 2005 10:24 am
by Cutmanmike
A_Chanefov(fov)
How hard could it be?
Posted: Mon Nov 07, 2005 4:41 pm
by AFADoomer
Caligari_87 wrote:Not viruses in the true sense, but a malicious wadmaker could screw with all of your console variables and keybindings, making for an extremely long fixing-up process.

Erm. So just don't play their .wad?
Ideally, a per-wad config section would be nice to get around situations like this.
Posted: Mon Nov 07, 2005 10:22 pm
by Apothem
Actually, what Chris described was exactly what I had in mind. Not full console access, as that is definently too much, but just command specific access, like FOV. Mayber down the line we could possibly get other ones too, but FOV is the biggest one in demand.
Posted: Mon Nov 07, 2005 11:22 pm
by chaoscentral
if any of you remember, the kgwsw drivable vehicles build actually had a FOV command... maybe someone could take the source(if he released it) and possibly add it into the current 96x or something...