[RELz/WIPz]Bullseye - The FPS Crosshair Replacement Project

Post » Sun Aug 29, 2010 3:10 am

Okay, so I've received two complaints now of people who's reticle and hud graphics have become blurry when using my mod, and I had assumed this was due to me having saved my files with mipmaps as one of the two people told me he was experiencing the problem only on medium settings. So I went back and removed the mipmaps from every single file in my mod and expected the problem to be solved, but no sooner had I uploaded the latest version than I received a message from the same user informing me that the problem still persisted, but only in some of the files. I thought to myself, 'Okay, I must have missed a few files in my haste,' but after changing my settings to medium I could not replicate the problem with any of the files included in my mod. That is until just now; I was playing normally (settings back on Ultra) when I clipped through a building and had to fast travel to resume my adventuring. Upon load, I immediately noticed my crosshair was now a misshapen mess, and that my hud was both blurry and pixelated. I closed the game and relaunched it and everything was looking fine again - for about 20 minutes and then suddenly I have the ugly hud again.

I'm really scratching my head here guys. What is going on?
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suniti
 
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Post » Sun Aug 29, 2010 12:17 am

Beats me. I haven't experienced anything like that, and I pay very close attention to the UI... Your UI gfx should be without mipmaps though, so at least that was not in vain. :)
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stevie critchley
 
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Post » Sat Aug 28, 2010 9:58 pm

One thing puzzles me though; why would mipmaps blur the UI gfx? It's not like you're far away from them, so you should always be looking at the original image...

Sounds like an engine glitch to me. Maybe the clipping screwed up the far/near plane or whatchamightcallit. :)
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Jon O
 
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Post » Sat Aug 28, 2010 9:51 pm

T_T
GTA44 uploaded 3 crosshair designs as separate downloads (only one of which isn't available in my mod) and he's already at 1/4 of my download count after only 1 day. There is no justice in this world!
Anyway, I'm still alive and am preparing for releases 2.1 and pretty soon after that 2.2. :D

2.1 will add support for the Pitt-Gal status display and the Asuka HUD.
2.2 will add 35 (as of the most recent count) new crosshairs. I'm still looking for suggestions for more reticle designs as I'm running out of ideas that aren't gimmicky (Casino Chips, and

In version 2.3 I'd like to add support for partially red crosshairs that remain red regardless of your choice of HUD colour, but I'm not sure how to accomplish this outside of theory. If you're reading this DarN, your expertise would be invaluable! Actually - while I'm at it - I was thinking it would be a lot easier for me and everyone else (not to mention it would decrease the file size immensely) if it was possible to separate the crosshair graphic from the interfaceshared0.dds file. Is it possible to assign the combat and active reticle to individual files through the xml files?

Preview of version 2.2:
http://img195.imageshack.us/img195/8179/lqreferencechartv22.jpg
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amhain
 
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Post » Sun Aug 29, 2010 9:48 am

No problems here. And if your stuck in a building with clipping issues, 'tcl' has always proven to be more reliable for me. ^.^

Otherwise, I hope to see you continue on with your work. Good job n' all that jazz.
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John Moore
 
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Post » Sun Aug 29, 2010 2:04 am

No problems here. And if your stuck in a building with clipping issues, 'tcl' has always proven to be more reliable for me. ^.^

Otherwise, I hope to see you continue on with your work. Good job n' all that jazz.

I prefer not to disable achievements. Fast travel works out faster than tlc when using tcl means I have to quit and then reopen the game to re-enable achievements.
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Chloe :)
 
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