FA Crosshair feedback thread

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FA Crosshair feedback thread

Postby darkChozo » Mon Jan 23, 2017 1:19 am

Today, in a completely planned and not at all last-minute action, we revealed our new solution to the ages-old crosshair debate: the FA Crosshair®™℠℗©
(patent pending)! Thanks to Ciaran for getting the ball rolling, and the Party code-masons for shaping the raw code into a working server-side mod.

We'll likely be upgrading the crosshair as time goes on. If you have any feedback, this is the place to post it. We're especially interested in specific improvements/issues, but yea/nay opinions are welcome as well (spoilers: we're probably keeping it).

EDIT: I made a github thing! If you have specific technical feedback (ie. issues, bugs, suggestions for improvments), that'd be a good place to give it.
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Re: FA Crosshair feedback thread

Postby Netkev » Mon Jan 23, 2017 1:41 am

In case anyone is wondering, the original game's crosshair is generally unnecessary and fairly distracting. The current reticle draws a line directly from the muzzle of the weapon you're using out to about 25m, allowing the player to get a better read on their body's position in relation to the world around them.
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Re: FA Crosshair feedback thread

Postby Costno » Mon Jan 23, 2017 2:00 am

I'm a big fan of this, and I'm interested in discussing different options for the reticle since currently the grenade one is kinda trippy, but might feel better once I get used to it. Also we could probably shorten from 25 m to like 10 m?
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Re: FA Crosshair feedback thread

Postby DirtyHarry » Mon Jan 23, 2017 10:29 am

Ciaran dun gud. :zoidberg:

Agree on Costno's points. :hist101:
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Re: FA Crosshair feedback thread

Postby SuicideKing » Tue Jan 24, 2017 6:40 pm

Good work from Ciaran and darkChozo!

My request would be to only run it when the normal walk/combat pace/stationary options are active. It's kinda distracting to have it on while jogging/running.

I don't mind it in vehicles much, since it's off screen most of the time, but seems wasteful (since you're still running calculations when it's not required).

And yeah, what costno said about the 10m thing, because at the moment it ends up being visible most of the time, and at that point you might as well just use the vanilla crosshair.

It also seems to move around a lot (small movements), which is mildly distracting...

Suggested:

Code: Select all
while {animationState player in _arrayOfAllowedStates} do {stuff}


or something
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Re: FA Crosshair feedback thread

Postby darkChozo » Tue Jan 24, 2017 8:57 pm

I made a github thing!

If you have specific issues/bugs/suggestions, feel free to add issues to the github tracker.

Undocumented pre-github changes:
crosshair max distance reduced from 25m to 15m
changed default crosshair, added selection menu for crosshair type
crosshair now disables if you're not actively aiming a small arm
crosshair now gets slightly smaller at close range (<5m)

Jiggly crosshair is not an easy one to fix (and honestly, I kind of like it). Might be an option in the future.
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