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Old 04-17-10, 04:11 AM   #181
Arclight
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Ehm, that's what was being discussed, and I figured I answered it by answering Panosrxo's question:
Quote:
Originally Posted by panosrxo View Post
Do you know if we can remove the stock vertical lines and numbers?
The stock crosshair may or may not be easily removed, at the very least we have had one of the devs state that it is at least possible, ie. no longer hardcoded:
Quote:
Originally Posted by Hitman View Post
Before SH5 was released, I opened a thread with modder's requests to make it easy to mod, and one of the Devs said that the reticle was no longer hardcoded but instead stored in an external graphic that could be modified easily.
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Old 04-17-10, 05:11 AM   #182
rededge
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Ah, right

I know the centre crosshair activates the deck gun crew, so rather than get rid of it completely, maybe a better option would be to make it less "strident" in a future update...

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Old 04-17-10, 05:19 AM   #183
Arclight
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Centre crosshair activates the deckgun crew?
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Old 04-17-10, 11:42 AM   #184
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Um, yeah, you've made me doubt myself now!!

I think what happens is if you have your merchie (for example) in range you focus your binos on it and the crosshair will turn red, then hit spacebar and your deckcrew man up and fire at your target.

Someone else confirm please??



Not replied earlier as I've been out/about in the sun, most beautiful spring day of the year so far! (UK).
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Old 04-17-10, 11:53 AM   #185
Arclight
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Not sure, but think it's just about pointing your binocs on the bearing of your target.

Crosshair is probably just a graphic bit, no real function.
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Old 04-17-10, 08:24 PM   #186
kylania
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Is there a way to get a version that does away with the green marked thicker line here:



When I can't read a bearing this becomes intrusive instead of immersive. This line wasn't there in earlier versions, was it?
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Old 04-18-10, 01:51 AM   #187
Arclight
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Think I'll just move the bearing strip instead.

Shouldn't be there to begin with.
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Old 04-20-10, 02:32 AM   #188
TheDarkWraith
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I'm trying to merge many other great mods into my UIs mod. Would you mind if I packaged yours with my next release?
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Old 04-20-10, 07:21 AM   #189
Arclight
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Not at all, go right ahead.

Let me know if there's any trouble, and I'll keep you up to date on updates.
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Old 04-24-10, 01:49 PM   #190
Yoram777
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just wondering why you made the UZO and binocs view circular?
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Old 04-24-10, 03:46 PM   #191
Arclight
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Because lenses are round.

Your brain combines the vision from your 2 eyes into stereoscopic vision. Looking through binoculars, the same thing happens.

That's the theory, anyway. Can't remember the last time I looked through binocs.
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Old 04-28-10, 10:21 PM   #192
Capt Jack Harkness
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Random question, quite possibly answered in earlier posts... Why are the top and bottom cut off of the obs scope mask?
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Old 04-29-10, 12:08 AM   #193
Arclight
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Because that's how it looked (to the best of my knowledge), not a clue on why it was like that though.
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Old 04-29-10, 07:36 AM   #194
Capt Jack Harkness
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Okay, another silly question that may have been answered previously... What causes the mask to be shifted to the right of my screen and does the shift have any effect on my accuracy?
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Old 04-29-10, 07:47 AM   #195
Arclight
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Not sure what you mean.

For me, offset to the right is default behaviour (4:3 res). I think it's the UI mods that center it. The mask being misplaced relative to the actual "view" will definetly mess up your accuracy.

I've only made a compatible version for DarkWraiths UI mod; getting overwrite warnings with anything but the TDW-UI version in combination with that mod will break something, typically the mod being overwritten.
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