for the unbelievers <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I like how in your screenshot the 2 pentagons are not centered around the crosshair. Its actually going to the left a little.
For me I think it'd just be easier to aim a little lower and to the left - aiming at strange hitbox locations is something I'm used to in ns, this won't be much different. ;p
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
Once again, it comes down to making the playing of the game harder on yourself. If you think that it is a skill to always remember to divert your shotgun crosshair down and left whenever aiming, then there's something that you can enjoy doing. Having an accurate crosshair should be the right of any NS player, since nowhere in the manual or readme are there indications about the true nature of the shotgun's spread.
flayra did not create his own code for the "random spread" of bullets that half life has by default.
he did not modify the spread of the shotgun VERY FAR from the original code in the SDK.
-=-=-=-=-=-=-=-=-
now.... as seen in the graphic, we have our shotgun... and the subsequent cone or "possibillity" the first code box is the defenition of what to do when the shotgun shoots... not the calling of the random shelling code... which is included inside the HL shell (i didn't find any deffinitions of it)
second is the cone defenition... depending on the placement of you in the cone, the better your chances of being hit... but then again, this is part of the random placement code inside of half life itself.
so please, do not blame flayra for the "un-randomness" of the shotgun until you can code your own random spread algorithm(s).
yes we know it's a problem, and no, it won't be adressed anytime soon (to my knowlage)
but then again, if any of my asumptions are wrong, so am i.
Interesting stuff... But wouldn't it be possible to make the spread pattern on the server similar to the client one (which is random)? Or is it some bug in the hl code (i.e you need to code your own spread for it to work properly)?
<!--QuoteBegin-Dantemss+Jun 5 2004, 02:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Jun 5 2004, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Interesting stuff... But wouldn't it be possible to make the spread pattern on the server similar to the client one (which is random)? Or is it some bug in the hl code (i.e you need to code your own spread for it to work properly)? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i think he said you need to code your own <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->\
Wow. They descend from the heavens bringing fire like Prometheus, lighting our dim perception of the game and providing an item of enormous value. I can only wonder how long this one has been known about and kept under a veil of silence. I of course fall to my knees in gratitude that we have all* been allowed to share in this gift. Swallowing my pride took depressingly little gagging. <span style='font-size:8pt;line-height:100%'> *"all" does not include non-forumgoers.</span>
No, because a skulk will be bigger when it's nearer to you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit: If anyone still has 2.0 installed could they boot it up and take pictures of where the bullets land on a hive for a few different shots?
hmm, didn't know about this thread. i posted this as a bug after seeing the crosshair customization post moomin made. <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72475' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=72475</a>
<!--QuoteBegin-Lt. Hendrickson+Jun 5 2004, 07:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt. Hendrickson @ Jun 5 2004, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> o course doesnt changing your resolution change the size of your crosshair, so you'll need to make a crosshair for each resolution <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The original crosshair was made in only one size, so why would a replacement need to be made any different?
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
<!--QuoteBegin-Grahf+Jun 5 2004, 11:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Jun 5 2004, 11:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To bad the sg has a range to it so you cant snipe. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> up to 20 metres
I checked with cl_lw and cl_lc on 0, and in that case even the bulletdecals match up to Moomins crosshair. Pretty sweet.
But it makes me wonder wether cl_lc and cl_lw 0 bulletdecals are also true for HMG/LMG - its slightly offset to the lower left of the crosshair, and doesn't spread around the CoF like it should. Does anyone know about this?
You can see it in first person demos when people are shooting nodes especially, where they would usually be shooting at the middle of the node but their bullets are only just hitting the side.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->To bad the sg has a range to it so you cant snipe.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You can snipe a lot <i>better</i> now. In a scrim yesterday a guy in my clan took down a fade that was just about to go around the corner into cargo from well up the hallway that leads from cargo -> dome on ns_veil. That shot wouldn't have happened without the fixed crosshairs.
The shotgun seems to do fine IMO. It sorta adds some luck to it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yeah because random damage and bullet movement makes a game fun <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's perfectly fun for me.
I dont know whats wrong with your shotgun. The shotty is probly one of my fav weapons. I've had verrly little problems killing skulks with it. Just aim and unload <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->. Works fine. As of the bug while reloading, that should be fixed, but personaly I hardly run into this problem.
Yeah, yor right, I'v Finnished the thread now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> woops (i failed to see that there was like 7 more pages.)
While i do agree the shotty Cross hair needs agusting slightly, I still have a hard time complaining that the shot gun cross hair off set is makeing the shotgun hard to use.
Comments
for the unbelievers <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I like how in your screenshot the 2 pentagons are not centered around the crosshair. Its actually going to the left a little.
flayra did not create his own code for the "random spread" of bullets that half life has by default.
he did not modify the spread of the shotgun VERY FAR from the original code in the SDK.
-=-=-=-=-=-=-=-=-
now.... as seen in the graphic, we have our shotgun... and the subsequent cone or "possibillity" the first code box is the defenition of what to do when the shotgun shoots... not the calling of the random shelling code... which is included inside the HL shell (i didn't find any deffinitions of it)
second is the cone defenition... depending on the placement of you in the cone, the better your chances of being hit... but then again, this is part of the random placement code inside of half life itself.
so please, do not blame flayra for the "un-randomness" of the shotgun until you can code your own random spread algorithm(s).
yes we know it's a problem, and no, it won't be adressed anytime soon (to my knowlage)
but then again, if any of my asumptions are wrong, so am i.
Note: I have no idea what I'm talking about.
i think he said you need to code your own <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->\
and that pic is a great idea whats up
<span style='font-size:8pt;line-height:100%'>
*"all" does not include non-forumgoers.</span>
I have my own custom crosshair for it too!
It's weird, however, that you never needed this for 2.01; it makes me think Flayra did indeed change the shotty for 3.0.
Edit: If anyone still has 2.0 installed could they boot it up and take pictures of where the bullets land on a hive for a few different shots?
Download Here:
<a href='http://svr20.thump.net/1190199/drdanke/offsetshotgun.zip' target='_blank'>http://svr20.thump.net/1190199/drdanke/offsetshotgun.zip</a>
Screenshot:
<img src='http://svr20.thump.net/1190199/drdanke/screenshot.jpg' border='0' alt='user posted image' />
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72475' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=72475</a>
The original crosshair was made in only one size, so why would a replacement need to be made any different?
up to 20 metres
But it makes me wonder wether cl_lc and cl_lw 0 bulletdecals are also true for HMG/LMG - its slightly offset to the lower left of the crosshair, and doesn't spread around the CoF like it should. Does anyone know about this?
Edit: Just shot a hive up, LMG and HMG seem fine.
You can snipe a lot <i>better</i> now. In a scrim yesterday a guy in my clan took down a fade that was just about to go around the corner into cargo from well up the hallway that leads from cargo -> dome on ns_veil. That shot wouldn't have happened without the fixed crosshairs.
The shotgun seems to do fine IMO. It sorta adds some luck to it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah because random damage and bullet movement makes a game fun <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's perfectly fun for me.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72633' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=72633</a>
Yeah, yor right, I'v Finnished the thread now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> woops (i failed to see that there was like 7 more pages.)
While i do agree the shotty Cross hair needs agusting slightly, I still have a hard time complaining that the shot gun cross hair off set is makeing the shotgun hard to use.