Search found 23 matches

by trad_emark
Fri Jul 17, 2020 11:43 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 31898

Re: Friday Facts #356 - Blueprint library for real

This is the kind of change that makes me want to play again!
by trad_emark
Fri May 15, 2020 3:45 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 15273

Re: Friday Facts #347 - New hope demo levels

SuperSandro2000 wrote:
Fri May 15, 2020 3:33 pm
To be honest the cliff just vanishes into thin air. No explosions or something.
Exactly my thought. It needs way more particles. And a debris too.
by trad_emark
Fri Feb 28, 2020 12:48 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 13610

Re: Friday Facts #336 - Offshore pump redesign

Add some variance to smoke. It looks really unnatural, especially in the video.
by trad_emark
Tue Feb 04, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: 20 % faster lua with goto labels
Replies: 2
Views: 553

20 % faster lua with goto labels

According to this video recording of a talk from c++con, one can speed up LUA by small change in code - replacing large switch of functions with a table with goto label pointers, a generally unknown extension to c++. https://youtu.be/IAdLwUXRUvg?t=1879 (do not let his hat distract you :D) I do not k...
by trad_emark
Sat Sep 07, 2019 2:18 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 17953

Re: Friday Facts #311 - New remnants 3

https://cdn.factorio.com/assets/img/blog/fff-311-station-walking.gif In this picture: the character has shadow as if the sun was directly above him/her while the train station remnants has shadow as if the sun was at 45 degrees. I think there were more entities in the game with inconsistent shadows.
by trad_emark
Tue Jun 04, 2019 8:58 pm
Forum: Technical Help
Topic: convert map exchange string to map generator settings
Replies: 7
Views: 2731

convert map exchange string to map generator settings

Is it possible to generate the map-settings.json and map-gen-settings.json from map exchange string or directly in the gui? I know I can start a new game and upload the save to the server, but I would prefer to "acquire" the settings anyway, for multiple reasons. - It would help me to bett...
by trad_emark
Thu May 23, 2019 4:00 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 35021

Re: Friday Facts #289 - Character GUI

Mr. Tact wrote:
Sat Apr 20, 2019 8:51 pm
trad_emark wrote:
Sat Apr 06, 2019 8:53 pm
RGB is for computers
use HSV for humans
Okay, I doubt it was intended but this was very funny. You don't get what you might expect by Goggling "HSV"... :lol:
OMG, LOL, I apologize :D
I meant hue-saturation-value color space ofc.
by trad_emark
Sat Apr 06, 2019 8:53 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 35021

Re: Friday Facts #289 - Character GUI

RGB is for computers
use HSV for humans
by trad_emark
Sat Feb 16, 2019 3:28 pm
Forum: Ideas and Suggestions
Topic: night rendering with eye adaptation
Replies: 4
Views: 836

Re: night rendering with eye adaptation

Interesting, I don't think I've ever seen a game with a hue shift towards blue at night, and it was my understanding that we tend to perceive the rod "color" as just luminance (grey) ? The hue shift is very slight IRL so most games ignore it entirely. I have mentioned it for the sake of c...
by trad_emark
Fri Feb 15, 2019 9:30 pm
Forum: Ideas and Suggestions
Topic: night rendering with eye adaptation
Replies: 4
Views: 836

night rendering with eye adaptation

TL;DR Use eye adaptation algorithm to make the game better visible during night. What ? Human eye consists of receptors of two types: rods (tyčinky) and cones (čípky). Rods are responsible for brightness and are active all day, but especially useful at night. Cones are responsible for colors and ar...
by trad_emark
Fri Nov 02, 2018 6:17 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 29475

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

BACKGROUND
FOR
CHAT
MESSAGES
PLEASE
by trad_emark
Fri Apr 13, 2018 11:22 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 37061

Re: Friday Facts #238 - The GUI update (Part II)

I am very pleased to hear that you are actually thinking about the CONTRAST.

blur the background and make it darker.
(for example, current chat is almost impossible to read!).
by trad_emark
Fri Apr 13, 2018 11:20 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 37061

Re: Friday Facts #238 - The GUI update (Part II)

STANDARDIZE PLEASE!
confirmations to bottom right! buttons that look like buttons!
by trad_emark
Wed Apr 04, 2018 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [togos] [0.16.x] map*-settings.example.json out of sync with the UI
Replies: 3
Views: 3947

Re: [togos] [0.16.x] map*-settings.example.json out of sync with the UI

honestly, I have spend DAYS to only find out that this name is illogical.
terrain_segmentation SOUNDS like a frequency setting for changing eg. dirt and desert.
the water should use water_segmentation or water_frequency.
by trad_emark
Fri Feb 02, 2018 7:47 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 61256

Re: Friday Facts #228 - High resolution turrets

Yehn wrote:Suggestion for the laser turrets: Randomize exactly where it connects with the biters ever so slightly. Or maybe have it vary slightly based on direction...
yes please
by trad_emark
Sat Oct 14, 2017 6:10 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 43325

Re: Friday Facts #212 - The GUI update (Part 1)

please make player's inventory always a separate window. eg. make it clear that it is a separate thing from the train/chest/assembler..
by trad_emark
Fri May 19, 2017 5:30 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 100261

Re: Friday Facts #191 - Gui improvements

I love it!

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