Search found 95 matches

by Baughn
Sat Mar 16, 2024 1:53 am
Forum: Assigned
Topic: [raiguard/posila][1.1.104] HDR causes broken rendering with KDE6
Replies: 3
Views: 418

Re: [1.1.104] HDR causes broken rendering with KDE6

This should be the one: https://brage.info/factorio-hdr-weirdness.log

I don't see anything unusual. The pixel format is still RGB888, so I would be suspicious of the compositor more than anything else. Though I don't think that could cause the weird shoreline rendering.
by Baughn
Fri Mar 15, 2024 6:15 pm
Forum: Assigned
Topic: [raiguard/posila][1.1.104] HDR causes broken rendering with KDE6
Replies: 3
Views: 418

[raiguard/posila][1.1.104] HDR causes broken rendering with KDE6

Well, it's marked as an experimental feature and the checkbutton literally landed yesterday, but I thought I'd mention anyway. If you enable HDR in KDE6, as such: https://usercontent.irccloud-cdn.com/file/AVuECqFo/image.png Then the rendering of Factorio breaks fairly badly: https://usercontent.ircc...
by Baughn
Thu Mar 14, 2024 2:10 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

That is somewhat relieving.
by Baughn
Thu Mar 14, 2024 12:24 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

O-kay...

I haven't yet played a full game with this, doing that this Friday, but I trust your integration tests. And/or the possibility that you don't mean "set *(unsigned int*)Wayland_ShowCursor = 0xc3c03148".
by Baughn
Wed Mar 13, 2024 12:40 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

Ah, I see. There's a lot of bugfixes to the code in question in 2.30.1, so you might want to consider that. I'll admit my setup is a bit rare at the moment, but it won't be staying that way; part of what I'm doing is searching for problems that can be fixed on the distro level. Though unfortunately ...
by Baughn
Wed Mar 13, 2024 4:28 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

I was able to do that regardless. It's a little bit of a hack, but I suppose this is fine; I don't see any difference in game behavior from what's expected. Pretty simple, just do this: gdb ./bin/x64/factorio --write # wayland_get_system_cursor does not exist. # It is presumably inlined. Whatever; d...
by Baughn
Wed Mar 13, 2024 4:00 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

Setting an XCURSOR_THEME does not appear to solve the problem. svein@saya ~/factorio [1]> echo $XCURSOR_PATH /nix/store/7brazl8m0rhc8yacpw98flwaxs5g12qz-plasma-workspace-6.0.0/share/icons /home/svein/.icons /home/svein/.local/share/icons /home/svein/.local/share/flatpak/exports/share/icons /home/sve...
by Baughn
Tue Mar 12, 2024 11:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

NixOS, Plasma 6. Though as I said, this might be fixed upstream; it appears similar to https://bugzilla.redhat.com/show_bug.cgi?id=2165386, which isn't GPU-related. I'd love to test a newer SDL version for you, except... I wound up rebuilding my OS with a newer SDL, then realised it's statically lin...
by Baughn
Tue Mar 12, 2024 9:02 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

Re: [1.1.104] Crash in wayland_get_system_cursor

I spot a lot of changes to that particular function, some in reference to crashes.

Factorio appears to have SDL linked statically, so I can't test it, but I suspect that updating to the newest SDL2 release might do it.
by Baughn
Tue Mar 12, 2024 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104] Crash in wayland_get_system_cursor
Replies: 12
Views: 1014

[1.1.104] Crash in wayland_get_system_cursor

This is with SDL_VIDEODRIVER=wayland. Note that Factorio is unplayable without this set; the window blinks white several times per second during normal gameplay. No mods are loaded. It reliably happens while scrolling the mod menu; I haven't gotten far enough to try gameplay. svein@saya ~/factorio [...
by Baughn
Sat Sep 24, 2022 1:49 am
Forum: Technical Help
Topic: Instantly dropped on joining multiplayer server
Replies: 3
Views: 1139

Re: Instantly dropped on joining multiplayer server

Considering that it's a modded game, it's likely that you're running flib . If you are running it (it shows up as "Factorio library" in-game), try updating it to the latest version if it's not already updated. The library had a bug with translations that had almost exactly these symptoms,...
by Baughn
Fri Sep 23, 2022 7:27 pm
Forum: Technical Help
Topic: Instantly dropped on joining multiplayer server
Replies: 3
Views: 1139

Re: Instantly dropped on joining multiplayer server

> This may be a buffer bloat problem as once both the client and server have timed out, the host can still receive UDP packets 5-10 seconds later.

This is actually the client.
by Baughn
Fri Sep 16, 2022 8:43 pm
Forum: Releases
Topic: Version 1.1.69
Replies: 25
Views: 25235

Re: Version 1.1.69

Definitely not a fan of the new icons. They're fine on the ground, but as an icon in my inventory they're frankly ugly.
by Baughn
Wed Mar 24, 2021 8:48 pm
Forum: Releases
Topic: Version 1.1.30
Replies: 21
Views: 24324

Re: Version 1.1.30

If this is the changelog for .29, what's the one for .30?

:D
by Baughn
Fri Jan 15, 2021 10:47 am
Forum: Technical Help
Topic: Does Factorio work on the new Macbooks?
Replies: 4
Views: 4376

Re: Does Factorio work on the new Macbooks?

It runs fine, and in headless mode actually about 20% faster than on my 1920X (impressive!). But. This is a huge but. Using --benchmark on the same save and mod config, on both machines, I get a different checksum on the M1. Connecting to a multiplayer sessions seems to have worked, however, so I'm ...
by Baughn
Sat Jul 18, 2020 3:42 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586361

Re: pY Coal Processing - Discussion

immortal_sniper1 wrote: ↑
Wed Jul 15, 2020 9:16 pm
https://discord.gg/SNVbNC
That doesn't seem to be working.

I guess it's expired? It's the weekend now, so I should be able to check the forum more often.
by Baughn
Wed Jul 15, 2020 7:20 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586361

Re: pY Coal Processing - Discussion

immortal_sniper1 wrote: ↑
Wed Jul 15, 2020 5:41 pm
no for stuff like that talk with py , are u on discord (our server) u can ask there
I would be, but can't find a link. Help?
by Baughn
Wed Jul 15, 2020 4:25 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586361

Re: pY Coal Processing - Discussion

i forgot that glass in stone furnace was removed , i should make a fast recipe(fast since it would use just a little fuel ) but not great in terms on molten/quartz ratio and it affects all mod combinations since it is a pyCP thing not pyAL i need to finish bioprinting then i will take a look again ...
by Baughn
Wed Jul 08, 2020 6:51 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586361

Re: pY Coal Processing - Discussion

I guess I am blessed with ears that do not hear the high pitched noise, though I wonder if that's really a blessing or rather a curse... :? The post processing one does sound very muffled though. My sound card driver let's me setup EQ-profiles, perhaps setting up a specific profile for Factorio mig...
by Baughn
Tue Jul 07, 2020 8:08 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 586361

Re: pY Coal Processing - Discussion

Definitely not. Your headphones and/or ears might be missing it; it's up at 8kHz, as you can see here: https://brage.info/factorio/squeal/Screenshot_20200707_205902.png I took the liberty to apply a low-pass filter to the existing sounds; ffmpeg -af lowpass=f=1000 . You can see the results here: htt...

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