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Alien Crosshair?

Started by Woo_Hoi, November 28, 2006, 02:08:01 PM

Woo_Hoi

Do alien have crosshair like human?Why I don't have when I am a alien , how to make crosshair appear for aliens?

by the way , the maps of tremulous should be light up , too dark for my screen. (I adjusted setting still bad) :advmarauder: nice smiley

Door Slammer

Quote from: Woo_HoiDo alien have crosshair like human?Why I don't have when I am a alien , how to make crosshair appear for aliens?

by the way , the maps of tremulous should be light up , too dark for my screen. (I adjusted setting still bad) :advmarauder: nice smiley

http://tremulous.net/phpBB2/viewtopic.php?t=2616


for the brightness, go to options while in game and adjust the brightness level.

cp blast

Aliens dont need crosshairs anyway, its easy to know where the centre of your screen is
I'm a Mexican who likes eating tacos and nachos. Are you?

Thrash

If you have trouble hitting humans with aliens, practice with either Adv. Maurader or Adv. Dragoon. They both have crosshairs, and maybe u will learn to aim a bit better.

Caveman

Quote from: ThrashIf you have trouble hitting humans with aliens, practice with either Adv. Maurader or Adv. Dragoon. They both have crosshairs, and maybe u will learn to aim a bit better.

Now how would he do that? If he does not hit as a dretch his chances to evolve are quite low.

Juno

Quote from: cp blastAliens dont need crosshairs anyway, its easy to know where the centre of your screen is




are you willing to get rid of your cross hairs while playing humans?



if aliens dont need cross hairs, why the hell should humans need them ???


use the search button please in future threadstarter

Undeference

Humans don't need crosshairs. You can turn them off by setting cg_drawCrosshair to 0.
Need help? Ask intelligently. Please share solutions you find.

Quote from: tuple on February 15, 2008, 11:54:10 PMThats what we need, helpful players, not more powerful admins.

benplaut

Aliens don't need crosshairs because, to quote timbo, the hitbox is huge.

Seriously...

rasz_pl

Quote from: benplautAliens don't need crosshairs because, to quote timbo, the hitbox is huge.

huge hitbox is a bug, seriously :)

vcxzet

Quote from: rasz_pl
Quote from: benplautAliens don't need crosshairs because, to quote timbo, the hitbox is huge.

huge hitbox is a bug, seriously :)
well since there isnt skeletal models you can see tyrant clawing a human that is not too close
and big hitbox simulates it

Woo_Hoi

Quote from: Door Slammer
Quote from: Woo_HoiDo alien have crosshair like human?Why I don't have when I am a alien , how to make crosshair appear for aliens?

by the way , the maps of tremulous should be light up , too dark for my screen. (I adjusted setting still bad) :advmarauder: nice smiley

http://tremulous.net/phpBB2/viewtopic.php?t=2616


for the brightness, go to options while in game and adjust the brightness level.
why the tremulous map can't as bright as the counter strike maps...?

Caveman

You just have to find the right settings.

rasz_pl

Quote from: vcxzet
Quote from: rasz_pl
Quote from: benplautAliens don't need crosshairs because, to quote timbo, the hitbox is huge.

huge hitbox is a bug, seriously :)
well since there isnt skeletal models you can see tyrant clawing a human that is not too close
and big hitbox simulates it

erm? skeletal animations have nothing to do with tyrr range :)

vcxzet

there is only 2 attack animations for tyrant
and they are attacking near
so there is no visulalisation for far attacks
and big hitbox simulates that
(even if there is no anim it would be able to attack far objects)

rasz_pl

Quote from: vcxzetthere is only 2 attack animations for tyrant
and they are attacking near
so there is no visulalisation for far attacks
and big hitbox simulates that
(even if there is no anim it would be able to attack far objects)

let me repeat myselfe, "animations have nothing to do with tyrr range"
you can define ANY range you like and ANY animations you like, they are independent
tyrr charge is bbox bound, but attack is hitscan and doesnt touch tyrrs bbox in any way
bboxes are a bug in itselfe, it would be 10x more l33tH4xor'errr to have proper collision detection routines up to a single plane of simplified model (or at least a BSP tree of BBOXes 5-10 levels deep), now you can shoot above the dretch and kill it, with 5 levels of BBOX tree you would get 32x more accurate detection collision, the cost would be model data size (bbox tree x every anim frame)

BTW tyrr hitbox is SMALLER than the model :/