Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Another thing of note is that the distance of the viewmodel changes your mouse sensitivity. If it's far away, your mouse starts to freak out whenever you move even a little, and if it's extremely close to the screen, it moves slowly.
Uh, sorry about that, i'm kind of a yapper.
If it's set to any number under 90, it zooms in and the viewmodel gets left behind, but if it's a number over 90, the viewmodel will move back, like what viewmodel_fov is supposed to do.
Also, if the value is over 160, it appears upside down on the top of the screen, which i think may or may not be a bug related to any scope-based weapons, considering i've seen this bug happen on a Crossbow reskin in a Half-Life 2 mod before. By the way, this weird upside down effect works exactly like the 'weapons move back but fov doesn't' part i mentioned before.
Remember how any number under 90 changed the fov but not the viewmodel fov? Well, after fov 1024, the opposite happens, and the viewmodel returns to the correct position on the screen. The fov doesn't change, but the viewmodel fov does.
Oh, and, yes, viewmodel_fov doesn't work in CS:S, as you probably could've told by what i said before.