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[Solved] Crosshairs disappear when walking backwards

Posted: Tue Feb 13, 2007 8:43 pm
by Nowic
Just to remind us of that bug: Crosshairs disappear when walking backwards!

Posted: Tue Feb 13, 2007 8:51 pm
by patrick
Explanation: Crosshair is an Element2D and is drawn always in the walking direction. If one decides to walk backwards, the crosshair is drawn "behind" the player and therefore disappears.

Posted: Tue Feb 13, 2007 8:55 pm
by beni
ingenious :D

Posted: Tue Feb 13, 2007 11:30 pm
by patrick
It's a feature!

Posted: Wed Feb 14, 2007 8:32 am
by hofzge
And I must say it's one of the most wicked features of Orxonox!!

Posted: Wed Feb 14, 2007 10:48 am
by beni
Is it connected to the jump bug? I mean if one jumps, the crosshair is drawn over the player and when falling down below the player, right?

Posted: Fri Feb 16, 2007 9:17 am
by bensch
I like it!

Posted: Fri Feb 16, 2007 11:48 am
by hofzge
Seems like a feature as everybody seems to like it...

Posted: Fri Feb 16, 2007 11:51 am
by bensch
I support it. Let's take it into the feature section and close the bug report :D

Posted: Thu Feb 22, 2007 4:20 pm
by patrick
Created a ticket for this bug https://dev.orxonox.net/ticket/207

Posted: Thu Feb 22, 2007 5:22 pm
by bensch
Ow... can't we just leave it as a feature?

Posted: Thu Feb 22, 2007 8:28 pm
by beni
Let's make a feature branch where we leave all the bugs.. I mean features for funny moments in the future ;)

Posted: Sat Apr 28, 2007 11:24 pm
by beni
I isolated the bug. It occurs only in the FPSPlayer class and I suspect something is wrong with the heading/attitude there. I cannot specify it at the moment but it'll be only a short time until I can. Stay tuned for this bug to be solved.

EDIT: Bug found. Somehow setting the crosshair's RelCoors to (0,0,0) (to close to the camera?) makes it disappear sometimes. Setting those coors to anything bigger than 0 the crosshair is not in the middle of the screen anymore but at a fixed position relative to the player.

Posted: Thu May 03, 2007 3:04 pm
by beni
Bug solved. Too complicated to explain it. The crosshair was basically too close to the camera (and the camera was wicked as well).

Phew, was quite a lot of work.

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