# Crosshair selectable from the menu

**URL:** <https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992>\
**Category:** Quake Engines\
**Created:** [August 24, 2022, 4:14am UTC](https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992 "2022-08-24T04:14:41Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![triple\_agent](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/triple_agent/32/53_2.png) [@triple\_agent](https://discuss.quaddicted.com/u/triple_agent)\
**Post date:** [August 24, 2022, 4:14am UTC](https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992/1 "2022-08-24T04:14:41Z")

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I saw that since ‘vkQuake’ version “1.13.1”, the crosshair is now selectable from the menu, as either cross or dot style. If I am not mistaken, the function is represented as a c-var of either “crosshair 1” or “crosshair 2”, possibly more. I think it would be more solid though if the crosshair style, was given a new c-var - such as “crosshair\_style” - while the actual “crosshair” c-var, ought to be left as a traditional binary parameter, to determine if the crosshair altogether is turned on or off.

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**Author:** ![Gila](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/gila/32/769_2.png) [@Gila](https://discuss.quaddicted.com/u/Gila)\
**Post date:** [August 24, 2022, 6:03am UTC](https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992/2 "2022-08-24T06:03:46Z")

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It probably would be, but maybe author of the engine decided against creating many extra console variables, or it was just easier to implement it this way. You can submit your suggestions over at [https://github.com/Novum/vkQuake/issues](https://github.com/Novum/vkQuake/issues)

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**Author:** ![Spirit](https://discuss.quaddicted.com/user_avatar/discuss.quaddicted.com/spirit/32/6_2.png) [@Spirit](https://discuss.quaddicted.com/u/Spirit)\
**Post date:** [August 28, 2022, 8:46am UTC](https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992/3 "2022-08-28T08:46:50Z")

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“crosshair n” has been a standard for more than a decade, many engines use that for different styles.

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**Author:** ![Hepativore](https://discuss.quaddicted.com/letter_avatar/hepativore/32/5_e30499b05c07943df9b13d07c8c32459.png) [@Hepativore](https://discuss.quaddicted.com/u/Hepativore)\
**Post date:** [January 12, 2023, 5:10am UTC](https://discuss.quaddicted.com/t/crosshair-selectable-from-the-menu/2992/4 "2023-01-12T05:10:26Z")

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> [@triple\_agent](#):
>
> I saw that since ‘vkQuake’ version “1.13.1”, the crosshair is now selectable from the menu, as either cross or dot style. If I am not mistaken, the function is represented as a c-var of either “crosshair 1” or “crosshair 2”, possibly more. I think it would be more solid though if the crosshair style, was given a new c-var - such as “crosshair\_style” - while the actual “crosshair” c-var, ought to be left as a traditional binary parameter, to determine if the crosshair altogether is turned on or off.

Darkplaces also has different selectable options for crosshair styles, and some of them are even different colors, and if I am not mistaken, the old Tenebrae alternate Quake engine also let you select the color of the crosshair using RGB sliders, UT '99 style.

Because of the color palette of Quake, a yellow or amber crosshair actually stands out more than red for aiming purposes.
