ztorm Real widescreen gameplay ! 03-05-2009, 06:36 PM
Gniarf Idea:tell the devs that if... 03-05-2009, 07:43 PM
ztorm Now that's helpful ! :)... 03-05-2009, 08:58 PM
Gniarf with a tool named Painfull... 03-05-2009, 09:07 PM
cocolapin can't see pictures :'( 03-05-2009, 09:14 PM
ztorm They work for me, mon lapin.... 03-05-2009, 10:11 PM
Csimbi Mean or not, I have to agree... 03-06-2009, 08:23 AM
ztorm The lack of any 16:9... 03-06-2009, 10:51 AM
Gniarf In which directory is your... 03-06-2009, 03:05 PM
Csimbi Thanks for the fix ztorm!
I... 03-07-2009, 12:04 PM
ztorm Oh. Thanks for the heads-up,... 03-07-2009, 02:30 PM
Csimbi Oops, I hope I did not spoil... 03-07-2009, 03:06 PM
ztorm :) Not at all, but I'm eager... 03-09-2009, 12:12 PM
devilc helppppp 03-10-2009, 04:26 PM
ztorm Well, you probably did not... 03-11-2009, 11:01 AM
ztorm Comparison screenshots of... 03-13-2009, 12:48 PM
Gniarf Not sure about what you mean... 03-13-2009, 09:58 PM
ztorm Thank you ! I don't know if... 03-14-2009, 03:48 PM
ztorm First post updated : the FOV... 03-18-2009, 06:16 PM
Gniarf Did a quick investigation on... 03-28-2009, 08:25 PM
Csimbi What other thread? ;-) 03-29-2009, 11:10 AM
Gniarf For those who tried the... 03-31-2009, 12:15 AM
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Not sure about what you mean by "they always look like in 4:3".
1-To "push the weapon forward" you can either try 1.1-opening every .CWeapon file and patching by hand o.Pos (very lame, but easy) 1.2-looking at function CWeapon:ClientTick2(delta) (in CWeapon.lua) and adjust the term(s) in z in ENTITY.SetPosAndRotRelativeTo (ok if 1.3 fails) 1.3-Look at the various self.Pos:Interpolate(self.PosZoom.... I suspect the core of the problem might be here. 2-I you want to stretch (actually schrink) the model in one direction (ie: make it less wide), well, honestly, go flak yourself 455 holes in hell, 'coz if I could stretch in only one direction, that would have spared me a whole lot of trouble in the symetry thread...I think. |
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