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neoWidescreen
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Post subject: Far Cry [+FOV Hack]: Detailed Report Posted: Sun May 14, 2006 9:23 am |
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Joined: Tue Jan 24, 2006 4:39 am Posts: 1326 Location: Matrix://
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==Game Information==
Upon its release, Far Cry awed the world by beating Half Life 2 and Doom 3 (then most anticipated titles) by being the first of a series of “next genâ€Â
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Last edited by neoWidescreen on Sun Aug 06, 2006 5:56 am, edited 11 times in total.
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The_cranky_hermit
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Post subject: Posted: Sun May 14, 2006 12:12 pm |
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Joined: Sun Nov 06, 2005 10:16 pm Posts: 4051
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A couple of things.
==Method==
Can you figure out what FOV settings should be used to make the game Hor+, for both 16:10 and 16:9 resolutions?
==Screen change==
Using screenshots to demonstrate that the game is Vert- BEFORE the FOV fix isn't really necessary and is potentially confusing. I would remove them.
==Multiplayer support==
You said that most FC servers override the FOV setting. Is it possible to create a server that does not?
==Aspect ratio support==
Rather than saying 16:9 uses vert-, I would say that you need to use a higher FOV setting in order to maintain Hor+.
==Grading==
How did you arrive at B+? Based on my rubrick, Far Cry gets either a D+ or a C+, depending on whether or not it's possible to create a server that permits FOV change. These are the values I used:
C59: Hor+
D59: Full
E59: Full
F59: (blank)
G59: Full
H59: .ini
I59: Stretch
J59: Uncorrected
When F59 is "Unsupported," the grade is "D+." When F59 is "Supported," the grade is "C+."
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neoWidescreen
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Post subject: Posted: Tue May 16, 2006 9:31 am |
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Joined: Tue Jan 24, 2006 4:39 am Posts: 1326 Location: Matrix://
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I'm going to leave the 16:9 ratio for someone else to work out. I've just wasted another night trying to solve this.
At 1280x1024 (4:3) FOV=90
At 1280x720 (16:9) FOV=96
BUT
At 1280x768 (16:10) FOV=96 ... shouldn't it be less???
Yet at 1920x1200 (16:10) the FOV needs to be 108. This is confusing the hell outta me, and since I intend to run this at 1920x1200 & I don't have a 16:9 monitor this doesn't concern me.
The multiplayer testing was difficult too; ubi.com blocked me out of my own account for 15mins coz it doesn't retain your username/password  took a while to figure out i was getting kicked from every server coz i was in -devmode.  Then Farcry crashes, and so it reports my cd-key is in use.  FarCry was a multiplayer only game. I'm just glad i've finished this.... another game written off the Detailed Report Request list.
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The_cranky_hermit
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Post subject: Posted: Tue May 16, 2006 7:14 pm |
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Joined: Sun Nov 06, 2005 10:16 pm Posts: 4051
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Now that you've said that Punkbuster ignores ZoomView.lua, the grade changes yet again.
Based on this information, and assuming that most servers will override your FOV setting if it's set through ZoomView.lua, Far Cry recieves a C+. But if this is demonstrated to be the exception, and not the rule, it will recieve a B-.
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neoWidescreen
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Post subject: Posted: Tue May 16, 2006 9:06 pm |
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Joined: Tue Jan 24, 2006 4:39 am Posts: 1326 Location: Matrix://
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Multiplayer Update:
I've just been playing FarCry on a couple of different servers using the FOV hack (zoomView.lua modified) for the last 30mins, and Punkbuster didn't kick me once. Unbelievable, coz PB has kicked me dozens of times playing America's Army for less offenses like deleting a music file or binding a key to suicide.  It's like PB isn't even running in FarCry!
So it's safe to say you can change the FOV on public servers.  You MUST zoom in & out once with a weapon for the FOV to change. Here's a couple of screenshots
NOTE: These are multiplayer screenshots. do not confuse with single player screenshots.
FOV=90
FOV=108 (after zooming in & out)
Here's some other screenies just to prove it does work.

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Last edited by neoWidescreen on Tue Oct 03, 2006 5:12 am, edited 1 time in total.
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kawasakiguy37
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Post subject: Posted: Thu Jun 01, 2006 8:49 pm |
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Joined: Fri Aug 05, 2005 6:14 pm Posts: 16
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I think I might know why it seems to not draw far off trees:
Far cry is probably going to only draw a certain number of trees on the screen at once (depending on settings) as to not totally overload your system, and in most cases increasing the FOV allows more trees to be seen on the side......so far cry then stops rendering some other trees (in this case, the farthest ones on the top of the mountain)
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neoWidescreen
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Post subject: Posted: Sun Jun 04, 2006 5:27 am |
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Joined: Tue Jan 24, 2006 4:39 am Posts: 1326 Location: Matrix://
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Yup, you're partly right on that. One thing that doesn't explain is some marginal clipping occurs with distant mountains.
i would love to upgrade to see if tree distance increases and if their quality improves.
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k1darkknight
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Post subject: Posted: Sat Jul 29, 2006 11:52 pm |
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Joined: Thu May 11, 2006 11:02 pm Posts: 15
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notes and questions:
1 - Widescreen resolutions that seem to be supported in-game via the options menu, without any modifications: 1280x720, 1280x768, 1360x768
2 - Shouldn't the FOV for 16:9 resolutions be more like 120? If we break down the aspect ratios to their x:1 equivalents, 4:3, 16:10, and 16:9 work out to ~1.33:1, 1.6:1, and ~1.77:1, respectively. 16:10 is exactly 1.2 times the width of 4:3, and 16:9 is 1 1/3 times the width of 4:3 (given identical heights). If the FOV for 4:3 is given as 90, and the FOV for 16:10 is given as 108 (1.2 times 90). Shouldn't the FOV for 16:9 be 1 1/3 times that for 4:3, or 120?
3. Does changing the FOV in the scripts.pak file make it +H or -V? The screenshots showing the difference between 16:10 and 16:9 seem to indicate that it is -V.
4. Finally, is there an easy ingame, console (~ key) method of changing the FOV? If so, what is the syntax for that command, and is -devmode required?
Thanx a bunch!
k1darkknight
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The_cranky_hermit
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Post subject: Posted: Sun Jul 30, 2006 12:12 pm |
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Joined: Sun Nov 06, 2005 10:16 pm Posts: 4051
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FOV is an angle, not a linear scaling number. If the correct FOV were directly proportional to the aspect ratio, triple-head would require an FOV of 270, which is much too high since the monitor's don't actually go behind you.
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mengzor
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Post subject: Posted: Sun Jul 30, 2006 2:22 pm |
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Joined: Tue Jun 06, 2006 12:49 pm Posts: 295 Location: London UK
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dang. i cant seem to get the fov to change =/
wonder what im doing wrong.
you say you can use the devmode to change fov
whats the command?
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k1darkknight
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Post subject: Posted: Sun Jul 30, 2006 2:46 pm |
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Joined: Thu May 11, 2006 11:02 pm Posts: 15
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mengzor wrote: you say you can use the devmode to change fov whats the command?
Actually, I was asking if there was a way to change the fov in the console. Someone had posted it, but it was slightly confusing. They said it was " \fov xyz " and I wasn't sure if that meant that it had to be a 3-digit number or what.
If you type the following, you will get the default fov:
\fov 90
For other fov's, just change the number to whatever you want to try. 108 seems to work well for 16:9 monitors, though 120 worked well, too. This site has a FOV Calculator. It came up with 106.something (can't get it to work, just now) for 16:9 on FarCry. Someone had suggested 108 for 16:10, though it seems it should actually be a bit lower, as 16:10 is a little less wide than 16:9.
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mengzor
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Post subject: Posted: Thu Aug 03, 2006 12:53 pm |
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Joined: Tue Jun 06, 2006 12:49 pm Posts: 295 Location: London UK
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k1darkknight wrote: \fov 90
cheers <3
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neoWidescreen
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Post subject: Posted: Sun Aug 06, 2006 5:57 am |
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Joined: Tue Jan 24, 2006 4:39 am Posts: 1326 Location: Matrix://
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good point. i can see why "fov xyz" could be confusing so i've updated my 1st post
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Ibrin
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Post subject: Posted: Mon Aug 28, 2006 10:48 am |
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Joined: Mon Oct 13, 2003 10:17 am Posts: 5776 Location: My Mac Pro & My Dell 3007WFP
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Added 2560x1600 support based on Ruaviator's testing
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Stretch
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Post subject: Posted: Sat Sep 02, 2006 1:50 pm |
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Joined: Wed May 18, 2005 3:22 pm Posts: 1039 Location: Irvine, CA
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Quote: Far Cry v1.33 supports any widescreen resolutions natively
Just for my own clarification: With version 1.33, is it simply a matter of choosing my (standard 1920x1200) resolution in the menu, or will I have to alter the FOV as well?
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