ImmramAtani Posted April 13, 2022 Report Share Posted April 13, 2022 If the view.rotate.x value is (relatively) small, the rectangle of the minimap is transformed into a cross. To reproduce: In user configuration, set: view.rotate.x.default = "20.0" view.rotate.x.min = "10.0" (or some small angle) Launch a game in (for example) Watering Holes It can be done with different angles in different maps. The screenshot was done in the SVN version of Alpha 26, it also happens in Alpha 25. I think it typically occurs when the sight of the camera reaches further than the map limits (the top horizontal line of the rectangle would be outside the minimap). Probably related to #6116 @Langbart Quote Link to comment Share on other sites More sharing options...
Langbart Posted April 13, 2022 Report Share Posted April 13, 2022 (edited) 15 hours ago, ImmramAtani said: Probably related to #6116 @Langbart More related to #941 - [PATCH] Experiment with camera FOV (2/Sep/11) @historic_bruno mentioned the issue that a higher field of view (FOV) causes this behavior. Ticket #941 comment:2 Quote > [...] and also that the view quad on the minimap got messed up with a higher FOV [...] @Ykkrosh (Philip Taylor) recommends: Ticket #941 comment:10 Quote view.rotate.x.min [...] should always be at least > view.fov/2 If you keep your current values and reduce the "view.fov" it should fix your issue. Edited April 14, 2022 by Langbart add the forum alias for Philip Taylor 1 1 Quote Link to comment Share on other sites More sharing options...
ImmramAtani Posted April 13, 2022 Author Report Share Posted April 13, 2022 Thank you so much for the references! Sorry I did not find this before posting 4 minutes ago, Langbart said: (It should always be at least > view.fov/2.) This is a nice thing to know! Quote Link to comment Share on other sites More sharing options...
ImmramAtani Posted April 14, 2022 Author Report Share Posted April 14, 2022 On 13/04/2022 at 7:29 PM, Langbart said: f you keep your current values and reduce the "view.fov" it should fix your issue. Indeed, setting view.fov = "10" does solve the issue. I think I'll stick with the default values for the time being! Quote Link to comment Share on other sites More sharing options...
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