The black bar thing is really just a bad hack. It would get around the problem, but in no way fix it. The problem is that the engine is designed to work with a fixed set of reslutions, but to support all resolutions we have to scale everything. All of the sizing would have to be seriously re-thought and all new code put in place to allow the game to properly deal with the over-wide resolution. It's really just too much work for something that isn't really going to fix the problem, merely hide it. New interface code is in the works which will finally be able to properly handle widescreen resolutions (mostly because it easily isolates the positioning and scaling of screen elements), but it will be a while before anyone sees it.
We might end up going with a temporary, and limited, black-bar support deal though, assuming that it can be easily coded. It would basically just be what Backslash mentioned, a fixed 4:3 aspect. So, running at 1280x768 would be the exact same as running at 1024x768, except that the screen would simply be centered and you would have two 302 pixel black bars on either side of the screen. That isn't exactly a simple change though. First we have to make such a thing optional, since undoubtedly some people aren't going to like it, and then we have to modify the graphics code to create a full screen window, yet artificially restrict the viewport to not only a particular size, but a particular position. And the extra math will cost additional CPU time in all drawing functions. A little annoying to say the least, but it is doable.
Testing widescreen resolutions is simple though, since you can just run the game in a window and use any resolution that you like. That's what I've done in the past in order to test/fix issues, most recently the greatly improved widescreen support for movies.
The FOV issue will be fixed as soon as I figure out how best to do it. The problem is that there are several different issues that need to be addressed, but I have a completely different fix for each one of them, and each fix is API specific. I keep putting off doing anything about it since I would like to be able to come up with a simple, single, API agnostic fix that solves all of the problems. In my mind I know what I want, but coding it is a far different story, especially considering that my brain is mathematically retarded.
