• sv_pure whitelisting vgui/crosshairs now?
    4 replies, posted
On Sunday, August 19th at about 10PM EST my internet cut mid-game on a sv_pure 2 server. When I got my internet back I found a few things had changed. My custom vtf animated crosshair stored in materials/vgui/replay/thumbnails/deerxhair.vtf stopped working as it had been for a few months now. The material began displaying as a purple/black texture box in localized, sv_pure 0 servers. Despite having worked for quite some time, console started reporting this error: ] cl_crosshair_file vgui/replay/thumbnails/deerxhair --- Missing Vgui material vgui/crosshairs/vgui/replay/thumbnails/deerxhair ] cl_crosshair_file "" CMaterial::PrecacheVars: error loading vmt file for vgui/crosshairs/deerxhair I have no idea if the two issues are at all related, but I figured I'd mentioned the second one anyways.
The crosshairs are 100% whitelisted in sv_pure.
Apparently not, and I have recorded evidence in both screenshot and video forms of these crosshairs working on Valve and sv_pure 2 servers. Which confuses the hell out of me.
Some crosshairs aren't actually crosshairs but elements added by .res(ource) files which are on custom HUDs, so the traditional method of using custom crosshairs is locked behind sv_pure, but the complex one related to HUDs isn't. Thankfully, a few custom HUDs have various ways of getting around this by having the player add their own custom crosshair to the HUD which essentially circumvents sv_pure, but it depends on the implementation and you'll have to research how to do this.
I've known about the HUD associated crosshairs for a while now, and understand that placing "Crosshair1" { "controlName" "CTFImagePanel" "fieldName" "ImageExample" "visible" "1" "enabled" "1" "visible_minmode" "1" "enabled_minmode" "1" "xpos" "c-25" "ypos" "c-25" "zpos" "0" "wide" "50" "tall" "50" "alpha" "150" "image" "replay/thumbnails/deerxhair" "scaleimage" "1" } in the hudlayout.res file for Flawhud will then appropriately display the crosshair as if it were an image element. https://files.facepunch.com/forum/upload/315994/84c80862-e58a-4e34-897b-093367d62f65/20180829211731_1.jpg The problem with this, and the difference you see in this image compared to the previous, are the lack of color functionality. I have a script I tore out of stabby's spy cfg collection at one point that changes the color of the crosshair every time a different directional movement key is pressed: (i.e:) alias dotxhaircolor "dotxhaircolorb" alias dotxhaircolorb "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 0;alias dotxhaircolor dotxhaircolorc" alias dotxhaircolorc "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 255;alias dotxhaircolor dotxhaircolord" alias dotxhaircolord "cl_crosshair_blue 240; cl_crosshair_green 255; cl_crosshair_red 0;alias dotxhaircolor dotxhaircolorb" ... This script uses the cl_crosshair properties, and I don't believe its possible to interact with hud elements using a cfg. Might sound needlessly elaborate and eye cancer educing, but oddly enough I find that having eye catchy things in the center helps me to zone out so-to-speak effectively enough to aim without other distractions.
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