[minimod][1.4.1] Precise Crosshair

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m8f
 
 
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Re: [minimod][1.3] Precise Crosshair

Post by m8f »

I haven't decided yet if that feature will depend on loaded TargetSpy or it will work without TargetSpy.

In any case, it will be an option that is Off by default.
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vapidscum
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Bugs!

Post by vapidscum »

Some bugs I probably should've brought up sooner:
Target Spy crosshair gets offset when not fullscreen
Max distance + weirdness with it and no respect for crouching

The max distance issue has been less of an annoyance than I thought it would be when I found it, though after playing through Lost Civilization's massive spaces, I gotta bring it up.
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m8f
 
 
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Re: [minimod][1.3] Precise Crosshair

Post by m8f »

Thanks for reporting! Sorry, but I won't be able to fix it quickly. Other doomish stuff consumes my time.
Created issues: https://github.com/mmaulwurff/precise-c ... /issues/10, https://github.com/mmaulwurff/precise-c ... r/issues/9
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vapidscum
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Re: [minimod][1.3] Precise Crosshair

Post by vapidscum »

m8f wrote:Sorry, but I won't be able to fix it quickly. Other doomish stuff consumes my time.
Hey, no problem, just wanted to make sure they're known.
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Re: [minimod][1.4] Precise Crosshair

Post by m8f »

Sudden update! v1.4 is out.

Fixes:
- aim when crouching;
- weirdness with big distance.

New:
- enhanced health color from GZDoom is ported;
- an option to show target health instead of player health;
- y position change is slightly smoother.

Also, Tekish added Vertical style for HitMarkers, so it's now more or less compatible with Precise Crosshair. Check it out, if you haven't already, it's a cool add-on, together with other things from Simple UI Add-ons.

One more thing: I vaguely remember that Precise Crosshair is displayed when the player looked through a security camera, but it shouldn't be. I checked on Doom 64: Retribution, and there it's OK. So, if you find a map where looking through a camera displays Precise Crosshair, please let me know.
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m8f
 
 
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Re: [minimod][1.4.1] Precise Crosshair

Post by m8f »

Minor update: v1.4.1.

Changelog:
  • fixed a bug when the crosshair wasn't displayed for certain weapons;
  • added Pixel crosshair;
  • moved strings to language lump.
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Re: [minimod][1.4.1] Precise Crosshair

Post by Neophyte_Ronin »

Virtually everything m8f makes should be booted into GZDoom and standardized. This one in particular. Because now I can be sure I am aiming at the dying imp's head for that +5 Health Bonus instead of hitting the body!
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Re: [minimod][1.4.1] Precise Crosshair

Post by nekostuffing »

Can i implement precise crosshair into my mod?
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m8f
 
 
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Re: [minimod][1.4.1] Precise Crosshair

Post by m8f »

Yes, but I have to warn you that Precise Crosshair uses a hack for calling play-scoped functions from ui code. I'd rather refactor it before including in other mods.
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Re: [minimod][1.4.1] Precise Crosshair

Post by Rodman909 »

Playing this with Russian Overkill; after picking the Yellow Junk Box, which allows to dual-wield your starting pistol, the crosshair disappears when I switch to my pistol. Oddly, it still shows up with the other Slot 2 weapon (the satchel).
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Re: [minimod][1.4.1] Precise Crosshair

Post by m8f »

Set "Disable when weapon is not ready" option to "Nyet!" (off).

Why? I don't know at the moment. Created an issue so I don't forget.

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