Those are requests.
Mediafire Download (42kb)
[size=75]All known previous versions can be found here(Courtesy of DevilHunter)[/size]
Made out of a desire to have Quake 3/4's amount of crosshair customization, which then spiraled out of control at the people's whim.
2.1 focuses on choices tailored to both low-res and emerging ultra-hd resolutions.
Place the .pk3 file into your skins folder in your Z& directory (Zandronum\skins). They will be available in the usual ingame menu selection.
[spoiler=How to add, edit, or swap reticles from previous versions]As there are only 99 slots, some oddballs have been pushed out of the file to make room for new variations.
All images in this pack are 99x99 PNG images with 49y:49x offsets in Slade. If you modify any reticle, remember to draw it in grayscale and save as truecolour (32-bit) PNG. Then, set their offsets in Slade once you import them to the .pk3 file. They must be named "xhairb<number>.png" to register as a crosshair. Only xhairb1 through xhairb99 are supported.[/spoiler]
[spoiler=Fair warning to non-Windows players and those running on old graphics hardware]Without DirectX, ZDoom nor any derivatives (incl. Zandronum) can process alpha blending on the HUD, which includes crosshairs. When this happens, these reticles will appear as a big coloured square with shaped holes in it.
If you're one of these people, you're not SOL for custom reticles.
BMP-formatted two-tone custom crosshairs can be made by using a cyan, grey, and black palette as such:
Be aware that these are limited to solid and 50% translucent. Any shade of grey will be regarded as 50% transparency, and black is solid. Cyan is rendered as invisible, like standard Doom sprites.
Oh yeah, and very low resolutions (<640x480) use files named xhairs## ("small"), tiny versions of xhairb## ("big"). Since I don't care to redraw tiny versions of each one, this will not work on such resolutions and will appear as ZDoom's crosshair 1.[/spoiler]