Bug:
The shadow of artillery shell doesn't match the shadow of the artillery turret that shot the shell.
Steps to reproduce:
1) Start a game.
2) Place an artillery turret and give it some artillery shells.
3) (Optional) Slow the game down with /c game.speed = 0.1
4) Use artillery targeting remote to command the artillery turret to shoot.
5) Zoom in and observe the turret.
Expected:
The shell should be shot from the cannon.
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[posila][0.16] Artillery shell shadow mismatches turret shadow
Re: [0.16] Artillery shell shadow mismatches turret shadow
Tbh I would be a bit more concerned that bullet flies like rocket not like artilliery shell
Re: [0.16] Artillery shell shadow mismatches turret shadow
I am concerned about both
- TruePikachu
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Re: [0.16] Artillery shell shadow mismatches turret shadow
My theory as to the cause of this bug is from how the lighting is set up in the render process -- it is configured to act as a point source, which causes distortion on the cast shadow. In effect, the artillery shell and cannon are being lit by two different light sources, which causes their misaligned shadows.
The proper fix to this would involve reconfiguring the entire render setup to use "sun" light sources (parallel beams) instead of "lamp" light sources (radiant beams), followed by ensuring that entity shadows are correctly aligned.
The proper fix to this would involve reconfiguring the entire render setup to use "sun" light sources (parallel beams) instead of "lamp" light sources (radiant beams), followed by ensuring that entity shadows are correctly aligned.
Re: [0.16] Artillery shell shadow mismatches turret shadow
It's nothing near that complex. The cannon is one entity and the shell is something else with its own fake height of 3 tiles. It just doesn't line up with the fake height of the cannon because it was never meant to have a visible shell coming out of the cannon but someone thought it would be a good idea to add one last minuteTruePikachu wrote:My theory as to the cause of this bug is from how the lighting is set up in the render process -- it is configured to act as a point source, which causes distortion on the cast shadow. In effect, the artillery shell and cannon are being lit by two different light sources, which causes their misaligned shadows.
The proper fix to this would involve reconfiguring the entire render setup to use "sun" light sources (parallel beams) instead of "lamp" light sources (radiant beams), followed by ensuring that entity shadows are correctly aligned.
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- Ranakastrasz
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Re: [0.16] Artillery shell shadow mismatches turret shadow
Also the shell clearly turns like 30.degrees as soom as.it leaves the barrel.
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Re: [0.16] Artillery shell shadow mismatches turret shadow
That's what I thought orzelek means by flying like a rocket.
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Re: [0.16] Artillery shell shadow mismatches turret shadow
I was thinking it was homing like a rocket vs a grenade myself.posila wrote:That's what I thought orzelek means by flying like a rocket.
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Re: [0.16] Artillery shell shadow mismatches turret shadow
It's the trajectory.Ranakastrasz wrote:I was thinking it was homing like a rocket vs a grenade myself.posila wrote:That's what I thought orzelek means by flying like a rocket.
It's very un-artilliery like. It's more like railgun with the exception that it turns.. thats more like homing missile
Re: [posila][0.16] Artillery shell shadow mismatches turret shadow
The shadow will be aligned properly in 0.16.17
I'll look into trajectory of the projectile ... sometime in future
I'll look into trajectory of the projectile ... sometime in future