Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
It is currently 11 Dec 2024, 12:27

All times are UTC [ DST ]




Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Civilization IV
PostPosted: 22 Mar 2008, 07:20 
Offline

Joined: 07 Jul 2007, 23:55
Posts: 2866


Widescreen Grade: B
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: B
4k Grade: Incomplete

Read Full Detailed Report - Civilization IV

Civilization IV is a historical-simulation game where players develop factions throughout the known history of mankind. Players build cities which produce the structures and units of the game and are the source of income and technological growth. As time progresses factions will discover new technologies which allow them to improve their cities and build more things. Each faction is led by at least one historical figure famous in history. Diplomatic relations between different factions are represented by interactions between these historical avatars. Everything is cool until someone gets stupid and destroys my work boats.


4:3


16:10


16:9


3x1



Last edited by Tanuki on 13 Nov 2013, 10:19, edited 2 times in total.
Edit


Top
 Profile  
 


PostPosted: 22 Mar 2008, 18:32 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
C+, 100%


Top
 Profile  
 
PostPosted: 14 Apr 2008, 04:21 
Offline
Founder
Founder
User avatar

Joined: 13 Oct 2003, 05:00
Posts: 7358
Did you try the .ini hack listed here - http://www.widescreengamingforum.com/wiki/index.php/Civilization_IV


Top
 Profile  
 
PostPosted: 14 Apr 2008, 04:27 
Offline

Joined: 07 Jul 2007, 23:55
Posts: 2866
Yes. Camera distance. Not zoom. Good for triplehead.


Top
 Profile  
 
PostPosted: 20 Sep 2009, 11:36 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
there is a parameter, which could be interesting to correct the vert- aspect without changing zoom levels

Code:
; A non-zero value overrides the FIELD_OF_VIEW parameter from GlobalDefines.xml
   FIELD_OF_VIEW = 0

it's in the file "My DocumentsMy GamesBeyond the SwordCivilizationIV.ini"

default value in GlobalDefines.xml seems to be 42°
which should mean about 49° for 16/10 as calculated by the FOV Calc website tool

Did anyone try this already ?

I did a small test and it seems to work, although maybe fov49 is a bit too wide since it seems we gain a bit too much vertical view over 1280x1024@defaultfov

1680x1050@defaultfov


1280x1024@defaultfov


1680x1050@fov49



link to album : http://img22.imageshack.us/gal.php?g=civ41280x1024.jpg


Top
 Profile  
 
PostPosted: 20 Sep 2009, 19:55 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
This is a great find. If we assume that 42 degrees is correct for 4:3 (not 5:4), do you think you could find proper values for 16:10 and 16:9? There's also a tutorial I wrote on how to get more accurate FOV results, using Google Calculator, though based on your shots, Civ4 may be a bit funky.


Top
 Profile  
 
PostPosted: 20 Sep 2009, 21:46 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
ok here's the result : 49.4650776°

marginally wider than the value I used (probably quite difficult to notice )
and it needs testing to check if floats are supported as a fov value ...

however as a comparison screenshot it dawns on me that I probably should have chosen a 4:3 resolution
I chose 1280x1024 because it's near 1680x1050 and allows to easily see differences between screenshots

edit: according to this : http://civ4.wikia.com/wiki/XML/Documentation/GlobalDefines.xml
field of view is a float so there should be no problem on this front.


Top
 Profile  
 
PostPosted: 21 Sep 2009, 14:21 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
I think I figured out the formula for this one. The FOV value is actually HALF the angle. So, the formula for calculating the FOV in this game would be this:
atan(( new AR )/( default AR ) * tan( default FOV degrees)) in degrees

I'm going to get the demo and test this.


Top
 Profile  
 
PostPosted: 21 Sep 2009, 15:01 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
hum that gives : 47.2154182 for 16/10
it seems like it should work out

plus it would make sense that the default "real fov" be 84° since 42° seemed a bit narrow


Top
 Profile  
 
PostPosted: 21 Sep 2009, 16:13 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
Just tried the demo. That formula works pretty well... until you go past 16:9. At 1920x768, which is the widest it will let me go, the formula returns 59.3606095 degrees, but that's too small. 63 degrees looks about right.

I'm stumped for the time being.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  




Powered by phpBB® Forum Software © phpBB Group