POLL: New Crosshair Setup [ENDED]

How should crosshairs be shown, by default?

Poll ended at 24 Oct 2011, 13:11

Different crosshairs depending on the weapon in use.
9
43%
One fixed crosshair that never changes.
10
48%
There shouldn't be a crosshair at all!
2
10%
 
Total votes : 21

POLL: New Crosshair Setup [ENDED]

Postby qreeves » 10 Oct 2011, 13:11

In the upcoming release, there is a new option for per-weapon crosshairs, which I have turned on by default. It has been brought to my attention that this may not be the best idea, as many people may prefer to just have the one crosshair by default (the "one that allows them to aim best"). So here's a poll, vote now! (Clarify: We are just looking for what the default value should be when you haven't modified it yourself, all the options will still be there regardless of what default gets chosen).
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 10 Oct 2011, 14:00

I request a fourth poll option, one that allows usage of both if desired. As I have already noticed in the SVN version, the per-weapon crosshairs can be disabled and a static crosshair may be used. Why not just keep this functionality? I've long been an advocate of features and settings being optional, as that allows for free customization to fit each player as best as possible. The only annoying part is that you must reset your crosshair and hit crosshair when you switch, but a script could simplify this, so I really don't see a problem with what is currently available. You wouldn't even need to change anything ;)

Though I do notice that in SVN, "hitcrosshairtex" is no longer a var, yet there remain to be weapon hit crosshairs. Has this been renamed? If so, what is it? I don't tinker with SVN very much, since either not many bother to play SVN builds, or I'm never online when they do :/
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Re: POLL: New Crosshair Setup

Postby fawstoar » 10 Oct 2011, 18:05

Yes, ZeroKnight's suggestion sounds most desirable. Preferably this is integrated into the GUI, I find myself using the console way more than I should - and would be utterly at a loss for how to change crosshair, fov, etc. if I were a brand new player. These things should be easy to adjust!
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Re: POLL: New Crosshair Setup

Postby Goku » 10 Oct 2011, 18:20

The changing reticule will help me know which weapon i have in third person. I think the option would be great. Leaving the default to one crosshair is probably the best option though.
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Re: POLL: New Crosshair Setup

Postby inpersona64 » 10 Oct 2011, 21:40

You know what'd be cool. NO CROSSHAIR AT ALL! LOL actually only in, say, a sort of "Hardcore" mode. Think about it for a bit. :) let it sink in.
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Re: POLL: New Crosshair Setup

Postby fawstoar » 10 Oct 2011, 22:35

@Inpersona64

I don't think it fits with RE. Hardcore mode works better for me when it's a game focused on realism, like Red Orchestra. RE is about as far away from that as you can get - futuristic, parkour-influenced shooter that requires quick reflexes and precise aiming, esp. in instagib. Maybe it would work fine, but I'm assuming that having no crosshair would mean spraying and praying all the time; no skill, just lucky shots.
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Re: POLL: New Crosshair Setup

Postby inpersona64 » 11 Oct 2011, 01:50

fawstoar {l Wrote}:@Inpersona64

I don't think it fits with RE. Hardcore mode works better for me when it's a game focused on realism, like Red Orchestra. RE is about as far away from that as you can get - futuristic, parkour-influenced shooter that requires quick reflexes and precise aiming, esp. in instagib. Maybe it would work fine, but I'm assuming that having no crosshair would mean spraying and praying all the time; no skill, just lucky shots.

Actually on the contrary, it would take skill, because you don't have a crosshair to help you. And to be more clear, I didn't mean no crosshair ALL THE TIME. Perhaps as a game mode. But it was an idea anyway. You can be precise without a crosshair, because it's not like its moving anywhere. It's just not visible. I only brought up this argument because of the third choice. Quin didn't put it there to troll. Maybe there are members of the community that want to remove the crosshair altogether lol (idk why, but yeah)
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Re: POLL: New Crosshair Setup

Postby qreeves » 11 Oct 2011, 03:06

ZeroKnight {l Wrote}:I request a fourth poll option, one that allows usage of both if desired. As I have already noticed in the SVN version, the per-weapon crosshairs can be disabled and a static crosshair may be used. Why not just keep this functionality? I've long been an advocate of features and settings being optional, as that allows for free customization to fit each player as best as possible.

I think people misunderstand, I am asking which option the default should be, not if I should remove anything :heart: I believe in options myself, obviously :)

inpersona64 {l Wrote}:I only brought up this argument because of the third choice. Quin didn't put it there to troll.

You sure about that? :lol: Ok, so it isn't a totally seriously option, but I am curious how many people would actually take that choice :)
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Re: POLL: New Crosshair Setup

Postby inpersona64 » 11 Oct 2011, 03:31

qreeves {l Wrote}:You sure about that? :lol: Ok, so it isn't a totally seriously option, but I am curious how many people would actually take that choice :)

Aww u did? damn..well i take back that argument. lol i'm fighting for a cause that would never actually be implemented.
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 11 Oct 2011, 13:00

Ahh...how silly of me for misunderstanding. I jumped the gun and misunderstood the title, hehe.
As a default option, I think it would be good to keep a static crosshair as default, but there really definitely should be a crosshair GUI coming, otherwise it's very likely a lot of people will go without noticing the option is even there.
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Re: POLL: New Crosshair Setup

Postby inpersona64 » 11 Oct 2011, 17:37

ZeroKnight {l Wrote}:Ahh...how silly of me for misunderstanding. I jumped the gun and misunderstood the title, hehe.
As a default option, I think it would be good to keep a static crosshair as default, but there really definitely should be a crosshair GUI coming, otherwise it's very likely a lot of people will go without noticing the option is even there.

GUIs are nice ;)
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Re: POLL: New Crosshair Setup

Postby qreeves » 11 Oct 2011, 22:31

inpersona64 {l Wrote}:GUIs are nice ;)

If someone wants to make some that don't require modifications to the source code I'd be happy to include them :x
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 12 Oct 2011, 02:15

I'm going to attempt this.

[EDIT]
Can you use loopfiles to display images? My idea is to just do that, so even someone with custom xhairs can use them in the GUI, yet I'm not sure how to feed it to an image display.

My vision is a wide and short scrollbox with thumbnails of the crosshairs that are selectable via click, which is all just under the "crosshair size" part of the UI tab.
But yeah, how could I get images through loopfiles?

[EDIT 2]
Nevermind, I got it.
Last edited by ZeroKnight on 13 Oct 2011, 06:45, edited 1 time in total.
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Re: POLL: New Crosshair Setup

Postby Wazubaba » 12 Oct 2011, 19:50

ZeroKnight {l Wrote}:I'm going to attempt this.

[EDIT]
Can you use loopfiles to display images? My idea is to just do that, so even someone with custom xhairs can use them in the GUI, yet I'm not sure how to feed it to an image display.

My vision is a wide and short scrollbox with thumbnails of the crosshairs that are selectable via click, which is all just under the "crosshair size" part of the UI tab.
But yeah, how could I get images through loopfiles?



I think they should be default to static, so new players don't get too confused. also, glad to hear this Zeroknight, every time I want to change my crosshairs, I have to come on the forums and dig up the post with the commands lol, so a new GUI would help a lot of people.
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 13 Oct 2011, 06:54

So, my progress so far on this is coming quicker than I anticipated. I've run into trouble with guislider, though. I really don't know it interacts with the rest of the GUI, and it's quite confusing.

Here's a snippet from menus.cfg:

{l Code}: {l Select All Code}
//Just before "newgui options"
loopfiles crosshairs crosshairs.test png [
    crosshairlist = (concat $crosshairlist $crosshairs)
]

[ ... ]

// Just after the zoom crosshair size modifier in the UI tab of options
    guitext "Crosshair Texture"
    guicontainer [
        guilist [ // how do all of these extra lists make the slider go to the right side? o_O
            guilist [ guistrut 8 ] // not sure on this value. set random for now
            crosshairindex = (min (max 0 (listlen crosshairlist)) $crosshairindex) // I don't have any idea what I'm doing here. just copied "mapindex" more or less
            guilist [
                guilist [ guistrut 34 ] // not sure on this value either. copied again
                guilistsplit n 6 $crosshairlist [
                    guiimage (format "crosshairs.test/%1" $n) [crosshairtex (format "crosshairs.test/%1" @n)] 1.5 1
                ]
            ]
            guistrut 2
            guislider crosshairindex 10 10 [] 1 1 // not much of a clue on these args...have just been playing with them
        ]
    ]


I'm really struggling to make progress here. What I'm trying to get is a little scrollbox container. It is to be 6 images wide, and the box itself should be large enough to hold 3 rows of images before needing to scroll. (might decide to change the size later. who knows) As you can see from the comments in the code I provided, honestly I have no clue on this...the code I'm referencing is the code that's used to make the map list in the game creator:

{l Code}: {l Select All Code}
guicontainer [>= $lastmode 0] [
    nummaps = (- (listlen $maplist) 1)
    guilist [
        guilist [
            guilist [ guistrut $mapscount ]
            mapindex = (min (max 0 (- $nummaps $mapscount)) $mapindex) //safeguard
            mapnum = (min $mapnum $nummaps)
            guilist [
                guilist [ guistrut 34 ]
                break = 0
                loopwhile i $mapscount [if (= $break 0) [ 1 ] [ 0 ]] [
                    q = (+ $mapindex $i)
                    curmap = (at $maplist $q)
                    if (strcmp $curmap "*") [
                        guifont "radar" [ guitext "maps not in the rotation" ]
                    ] [
                        if (strcmp $curmap "?") [ break = 1 ] [ guiradio $curmap mapnum $q ]
                    ]
                ]
            ]
        ]
        guilist [ guifont "radar" [ guitext "^custom map" ] ]
        guilist [
            guiradio "" mapnum $nummaps
            mapextraval = $mapextra
            guifield mapextraval 32 [mapextra = $mapextraval]
        ]
    ]
    guistrut 2
    guislider mapindex 0 (max (- $nummaps $mapscount) 0) [] 1 1
]


So quin (or anyone who happens to know), could you help me out a bit? Help me tame this wild beast known as guislider :P Also, if you could explain why the way some of the things are, that would be great too, as insight is helpful. Other than this obstacle of getting the scrollbox to work properly, I really have a working GUI crosshair changer. The crosshair changes on image selection. I just need to get this box right, then duplicate everything for the hit crosshair and zoom crosshair :)
Last edited by ZeroKnight on 18 Oct 2011, 17:09, edited 1 time in total.
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Re: POLL: New Crosshair Setup

Postby riidom » 14 Oct 2011, 01:32

per-weapon :)
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Re: POLL: New Crosshair Setup

Postby LuckyStrike-Rx » 14 Oct 2011, 21:55

I would say customizable with a clear gui, as the pool is about 50/50
(I voted 1 per weapon, I like that the crossair Indicate in with which spread the gun will shoot)
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Re: POLL: New Crosshair Setup

Postby srbs » 15 Oct 2011, 06:57

ZeroKnight {l Wrote}:crosshairindex = (min (max 0 (listlen crosshairlist)) $crosshairindex) // I don't have any idea what I'm doing here. just copied "mapindex" more or less

This is a clamp, it clamps values between 0 & the list length:
x < 0, become 0
0 < x < list length, stay the same
x > list length, become the list's length


ZeroKnight {l Wrote}:guilist [ guistrut 34 ] // not sure on this value either. copied again

guistrut is a structural component designed to resist compression (stolen from: http://en.wikipedia.org/wiki/Strut)
So, it is basically a spacer, the value is the space count:
horizontally: 1 space (i think, I've never actually calculated it, maybe it was .5 of a checkbox length)
vertically: 1 full line


ZeroKnight {l Wrote}:guislider crosshairindex 10 10 [] 1 1 // not much of a clue on these args...have just been playing with them

guislider <var> <min (integer)> <max (integer)> <on change (code)> <reverse (boolean)> <scroll (boolean)> <color (integer/hex)>

var: variable to store the value in
min: minimum value
max: maximum value
on change: code is executed every time the value is changed
reverse*: reverse direction (max on left, min on right)
scroll*: use the mouse's scroll wheel to change values
color: color

*: I'm not 100% sure of these

Hope this helps,
srbs

P.S. Any other questions? :P
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 15 Oct 2011, 07:54

On that guistrut 34 part, I knew what guistrut itself does, I just don't know why it was thrown in there, and why the combination of the two in the two separate guilists made the scrollbar vertical. That's what I don't get.

I'll continue playing around, thanks for telling me what the params for guislider were, and what clamping is :P
I'll edit this post if I need more help.

[EDIT]
Yeah, I still have no idea how to specify how large to make the "box" that the scrollbar lets you scroll.
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Re: POLL: New Crosshair Setup

Postby qreeves » 15 Oct 2011, 12:13

Yeah, I think your mistake is trying to understand the extremely complicated setup I've got going for those menus. The guistrut is what sets the size of the guilist and guislider then fills that space. Ill try to provide more info when I'm not browsing from a cheap ass phone.
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 15 Oct 2011, 22:32

qreeves {l Wrote}:Yeah, I think your mistake is trying to understand the extremely complicated setup I've got going for those menus. The guistrut is what sets the size of the guilist and guislider then fills that space. Ill try to provide more info when I'm not browsing from a cheap ass phone.


Heh, from trying to figure out where all the aliases used are coming from, and why and when they're used really gave me a headache, haha. My hat goes off to you for even getting that down in the first place. I eagerly await your help :)

FlyingHigh {l Wrote}:Theres a crosshair error on mine...i can't see them.

I hope you're not trying to use my Crosshair GUI...it's not done yet! XD Or do you mean you messed up setting your crosshair and just don't have one? o.O
In that case, just make absolutely sure on your path. crosshairtex <path>/<image>
If you still have the older crosshair folder, this should still be: "crosshairs/<shape>/<shape>-#<hit>" Where "shape" can be circle, square, triangle or cross, and "hit" can either be left out, or be "-hit".

If you're using the "newer" folder layout, which I believe came about in either Supernova or one of the SVN builds, it would just be: "crosshairs/<shape>-#<hit>"

Just reference your "data/crosshairs" folder :)
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Re: POLL: New Crosshair Setup

Postby srbs » 16 Oct 2011, 06:24

ZeroKnight {l Wrote}:On that guistrut 34 part, I knew what guistrut itself does, I just don't know why it was thrown in there, and why the combination of the two in the two separate guilists made the scrollbar vertical. That's what I don't get.

I'll continue playing around, thanks for telling me what the params for guislider were, and what clamping is :P
I'll edit this post if I need more help.

[EDIT]
Yeah, I still have no idea how to specify how large to make the "box" that the scrollbar lets you scroll.


I think quin meant that the guistrut forced the height (maybe width, didn't look at code) and that the scrollbar just fills that area up.

The horizontal/vertical orientation is based on the guilists, each nested guilist switches the orientation of how components are displayed, with vertical being default.

Note:
vertical means each component is displayed on its own row
horizontal, column

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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 25 Oct 2011, 19:04

Hey quin, do you still plan on posting that info? It's the only roadblock in my crosshair GUI, and your insight on this funky slider box will more or less be what completes it. If you're busy with other things, that's fine :P No rush, just curious.
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Re: POLL: New Crosshair Setup

Postby qreeves » 26 Oct 2011, 18:00

I will when I can, just kinda homeless and couch-surfing at the moment. Trying to get up the resources to get a new place, but for now I am relying mostly on my phone for internet. Sorry I haven't gotten back to you, I was kinda hoping someone else might step in and provide you with more information, but obviously my CubeScript is a little obfuscated for even the more advanced people around here to fully wrap their head around (I hate scripting, lol).
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Re: POLL: New Crosshair Setup

Postby ZeroKnight » 26 Oct 2011, 18:34

I'm sorry to hear that, quin :( Apologies aren't necessary, it's quite alright. Get to me when you feel you can, I don't mind at all. I wish you luck in solving your endeavors swiftly and with an acceptable outcome :)
Heh, I know what you mean. CubeScript is great, and pretty powerful for just a scripting language...but god it's annoying at times ' _'
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