Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506804668
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.