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Old Yesterday, 12:56   #4661
abu_the_monkey
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attached are screen shots of the same location in full and 2/3 size and a picture of the difference between them.

in the third, between the red lines are what you see onscreen in full screen.
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Old Yesterday, 23:06   #4662
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final attempt offsetting the crosshair to suit full screen before looking for a more robust solution.
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File Type: lha tkgc_dev_crosshair.LHA (332.0 KB, 3 views)
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Old Today, 00:03   #4663
Karlos
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Quote:
Originally Posted by abu_the_monkey View Post
final attempt offsetting the crosshair to suit full screen before looking for a more robust solution.
Sorry squire, I can't test until after next week
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Old Today, 00:11   #4664
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Originally Posted by Karlos View Post
Sorry squire, I can't test until after next week
there is no rush

I will have a look for a better solution in the meantime.
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Old Today, 01:43   #4665
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Quote:
Originally Posted by coachman View Post
Practically, crosshair is most important for long-range shots with scarce ammo (e.g., rocket launcher). Thus, if you make it work precisely for "infinite" distance, any close-range deviations would be well acceptable. But if the deviation is caused by numerical inaccuracies that sum up with the distance, that will be tough.
if you have the time could you test the binary I posted in #4662 and leave feedback on your experience with the 'accuracy' of long range projectiles in full screen (did they hit where you aimed and not did they kill what you aimed at please)?

it is the dev build so if you press 'n' in game the first time you start a level the aliens will not shoot at you unless you press 'n' again.
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Old Today, 01:54   #4666
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Big grin

Quote:
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if you press 'n' in game the first time you start a level the aliens will not shoot at you unless you press 'n' again.
I think this should be called "cabbaged mode" from now on.
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Old Today, 01:55   #4667
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I think this should be called "cabbaged mode" from now on.
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Old Today, 10:33   #4668
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@abu I will try it this evening.
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