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This happens to pretty much all Q3-engine games such as Return to Castle Wolfenstein.

Basically, in widescreen resolutions, the weapon viewmodels become so barely visible (they are pushed back at the bottom of the screen) at 90 FOV. Setting it to 106.27 FOV (or any FOV other than 90) makes them nearly invisible (only the rocket launcher and machine gun's tip is viewable, only the gauntlet's spark when attacking can be seen, other things like the Lightning Gun is so pushed back that they are completely invisible save for the electric stream when you attack).


tl;dr FOV can change but the weapon viewmodel doesn't
Post edited May 15, 2016 by PikaCommando
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PikaCommando: This happens to pretty much all Q3-engine games such as Return to Castle Wolfenstein.

Basically, in widescreen resolutions, the weapon viewmodels become so barely visible (they are pushed back at the bottom of the screen) at 90 FOV. Setting it to 106.27 FOV (or any FOV other than 90) makes them nearly invisible (only the rocket launcher and machine gun's tip is viewable, only the gauntlet's spark when attacking can be seen, other things like the Lightning Gun is so pushed back that they are completely invisible save for the electric stream when you attack).

tl;dr FOV can change but the weapon viewmodel doesn't
I think ioQuake3 (and the equivalent RtCW source port) might fix this. It's been a while since I played, though, so I might need to go back and check.
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PikaCommando: This happens to pretty much all Q3-engine games such as Return to Castle Wolfenstein.

Basically, in widescreen resolutions, the weapon viewmodels become so barely visible (they are pushed back at the bottom of the screen) at 90 FOV. Setting it to 106.27 FOV (or any FOV other than 90) makes them nearly invisible (only the rocket launcher and machine gun's tip is viewable, only the gauntlet's spark when attacking can be seen, other things like the Lightning Gun is so pushed back that they are completely invisible save for the electric stream when you attack).

tl;dr FOV can change but the weapon viewmodel doesn't
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korell: I think ioQuake3 (and the equivalent RtCW source port) might fix this. It's been a while since I played, though, so I might need to go back and check.
ioQuake 3 doesn't work either.
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korell: I think ioQuake3 (and the equivalent RtCW source port) might fix this. It's been a while since I played, though, so I might need to go back and check.
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PikaCommando: ioQuake 3 doesn't work either.
<span class="bold">Spearmint</span> fixes all that, it's based on ioquake3 plus, it adds 4 player split-screen support, and more.