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crosshair dissapears


War_Dog

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the prob i have is the following: if i disable the "cg_dynamicCrosshair" the crosshair dissapears in 3rd person mode. i got the following messages in the con:

unknown shader [nomaterial] (not exactly but..)

 

then:

shader not found crosshairj.tga

 

i know why he can't find it, cause there are several crosshair*.tga in the *.q3* (downt now the packet name) but they end at "i"...

 

now: why does this failure occurs???

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I also ran into this situation. I don't think there's a problem with the shader, despite the error msg you quoted. I've noticed that msg come up at other times, too. I think the issue is that the non-dynamic crosshair simply can't work with 3rd-person. This is just a guess. But consider that since your viewing angle and distance relative to Kyle is constantly changing in 3rd person, that means that a non-dynamic crosshair would have to be moving around, too. But then, of course, it wouldn't be non-dynamic.

 

If anyone else knows anything different, I'd be interested to hear it. But it was because of this issue that I decided to give the dynamic crosshair more of a chance. I hated it at first, like most people who have played a lot of shooters, but once I got used to it I realized that it is actually a pretty good enhancement to the conventions of this style of game. It does make it harder to do things like shoot around corners, but it feels more realistic somehow. In fact, I'm finding Jedi Outcast to be a "paradigm shift" game; it's so good that I'm willing to try new ways of playing rather than just approaching it like all the other shooters, and in general it makes the experience better. For example, I'm using 3rd person now for guns as well as saber, and it's actually more immersive than 1st person, which I wasn't expecting.

 

Bottom line is, you need the crosshair in 3rd person in order to be able to see the Force hints, so it's worth it just for that.

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