Thanks so much guys! That's perfect.
This is what I have now, which gives a smooth, consistently paced zoom:
local zoom_step
if waypoint.target_zoom > cutscene.current_zoom then
zoom_step = ( waypoint.target_zoom / cutscene.current_zoom ) ^ ( 1 / ( waypoint.duration - waypoint.current_step ...
Search found 123 matches
- Mon Oct 14, 2019 7:40 pm
- Forum: Modding help
- Topic: Formula for zooming at a constant speed through arbitrary zoom range?
- Replies: 3
- Views: 1596
- Mon Oct 14, 2019 5:19 pm
- Forum: Modding help
- Topic: Formula for zooming at a constant speed through arbitrary zoom range?
- Replies: 3
- Views: 1596
Formula for zooming at a constant speed through arbitrary zoom range?
Hi all
Maths question: what formula/calculation will enable me to zoom a player over any arbitrary range of zoom values, at a consistent, linear speed?
For example, being able to zoom from player.zoom = 0.0001 to 1.7 over 200 ticks, or 2.5 to 0.5 in 240 ticks, or any other from->to values and ...
Maths question: what formula/calculation will enable me to zoom a player over any arbitrary range of zoom values, at a consistent, linear speed?
For example, being able to zoom from player.zoom = 0.0001 to 1.7 over 200 ticks, or 2.5 to 0.5 in 240 ticks, or any other from->to values and ...
- Thu Oct 10, 2019 9:38 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
- Replies: 3
- Views: 2516
Re: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linea
Hi posila,
Thanks a lot for taking the time to reply. Advice from you is never unsolicited :)
Yes of course, this is what I should have already tried. For some reason I thought it wouldn't be as smooth as the cutscene controller provides, and that replicating chart_mode_cutoff might be a problem ...
Thanks a lot for taking the time to reply. Advice from you is never unsolicited :)
Yes of course, this is what I should have already tried. For some reason I thought it wouldn't be as smooth as the cutscene controller provides, and that replicating chart_mode_cutoff might be a problem ...
- Wed Oct 09, 2019 11:29 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
- Replies: 3
- Views: 2516
LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
I'm enjoying using LuaPlayer::set_controller { type = defines.controllers.custscene ... } to create movements around the map. I'm currently using it to create transitions and visual effects for some video tutorials.
I'm running into one issue: the cutscene controller always applies a 'curve' to the ...
I'm running into one issue: the cutscene controller always applies a 'curve' to the ...
- Tue Oct 01, 2019 10:47 am
- Forum: Implemented Suggestions
- Topic: More than 12 shortcuts
- Replies: 9
- Views: 5209
Re: More than 12 shortcuts
That's really awesome, thanks for the implementation, and for letting us know.
- Sat Sep 28, 2019 2:08 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.69] Scenario with unusable spawn point cannot be edited without complicated workaround
- Replies: 2
- Views: 1639
[0.17.69] Scenario with unusable spawn point cannot be edited without complicated workaround
Background:
A player on Reddit posted that they had been working on a Scenario in the Map Editor, but that they were now unable to open it. They now received the error: "Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point (0.0000000000. 0.0000000000 ...
A player on Reddit posted that they had been working on a Scenario in the Map Editor, but that they were now unable to open it. They now received the error: "Couldn't find suitable position to put the player in the perimeter of 200 tiles from the point (0.0000000000. 0.0000000000 ...
- Thu Sep 12, 2019 8:24 am
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3760
Re: Map/minimap sprites messed up
I saw something like this 8 months ago, Jan 2019, in 0.16.51.
I was exploring the map at the time, driving around to areas far from my normal base, in a car (or tank, can't remember), and on several occasions had a situation where the map/minimap would corrupt, exactly as the OP describes ...
I was exploring the map at the time, driving around to areas far from my normal base, in a car (or tank, can't remember), and on several occasions had a situation where the map/minimap would corrupt, exactly as the OP describes ...
- Fri Sep 06, 2019 1:27 pm
- Forum: General discussion
- Topic: Who handles macOS stuff now?
- Replies: 4
- Views: 2392
Re: Who handles macOS stuff now?
As a user who spends 90% of their Factorio time in the macOS version, I can say that you're doing an excellent job. I honestly can tell no difference between the game on macOS vs Windows. And the couple of minor (and niche) issues I've raised have been fixed very promptly.
From my side of the fence ...
From my side of the fence ...
- Fri Aug 30, 2019 10:26 am
- Forum: Modding help
- Topic: Cutscene Controller : using chart_mode_cutoff to switch into map?
- Replies: 2
- Views: 1450
Re: Cutscene Controller : using chart_mode_cutoff to switch into map?
Ahhh! That works perfectly, thanks so much.
- Thu Aug 29, 2019 10:41 pm
- Forum: Modding help
- Topic: Cutscene Controller : using chart_mode_cutoff to switch into map?
- Replies: 2
- Views: 1450
Cutscene Controller : using chart_mode_cutoff to switch into map?
Hi guys
Not sure if this is a bug or if I'm just misunderstanding something here.
I'm trying to make use of LuaPlayer::set_controller type=cutscene to do a smooth zoom from fully zoomed-out map into fully zoomed-in normal view, using chart_mode_cutoff.
waypoints (optional): List of waypoints ...
Not sure if this is a bug or if I'm just misunderstanding something here.
I'm trying to make use of LuaPlayer::set_controller type=cutscene to do a smooth zoom from fully zoomed-out map into fully zoomed-in normal view, using chart_mode_cutoff.
waypoints (optional): List of waypoints ...
- Wed Aug 28, 2019 2:26 pm
- Forum: Minor issues
- Topic: [0.17.66] Blueprint tooltip always includes loco and wagons, which is incorrect when BP Editor does not appear
- Replies: 3
- Views: 1746
Re: [0.17.66] Blueprint tooltip always includes loco and wagons, which is incorrect when BP Editor does not appear
Thanks for the report.
I tried to see if it could be easily adjusted to fit the expectation, but it can't be done without some non-trivial changes and since I don't consider this to be an issue to begin with, I am moving it to the minor issues.
OK, thanks checking and for the reply.
What about ...
- Tue Aug 27, 2019 10:26 am
- Forum: Implemented mod requests
- Topic: Map Editor: ability to trigger /editor via Lua
- Replies: 2
- Views: 1608
Re: Map Editor: ability to trigger /editor via Lua
Thanks very much!
- Mon Aug 26, 2019 10:56 pm
- Forum: Implemented mod requests
- Topic: Map Editor: ability to trigger /editor via Lua
- Replies: 2
- Views: 1608
Map Editor: ability to trigger /editor via Lua
I use Map Editor extensively, and would love to have the ability to enter in and out even more quickly. A vanilla Map Editor hotkey would be help a lot, and I hope that might be added at some point, however there would regardless also be benefit from having this be mod controllable. For example, the ...
- Sat Aug 24, 2019 9:54 am
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcut for "Entity tooltip on the side"
- Replies: 4
- Views: 2391
Re: Keyboard shortcut for "Entity tooltip on the side"
Neither of these mods provide the ability to adjust tooltip settings via hotkeys?ssilk wrote: Sat Aug 24, 2019 7:36 am https://mods.factorio.com/mod/more-minimap-autohide-017
https://mods.factorio.com/mod/UI_Hotkeys
- Fri Aug 23, 2019 5:21 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 146826
Re: Friday Facts #309 - Controversial opinions
with the release of WoW Classic, it might get slowed down a bit.
I took this to mean that the release might be slowed by devs playing WoW Classic? But that made me think: is perhaps the release of WoW Classic a reason in itself to delay 0.17 stable a little longer?
WoW Classic launches on Aug ...
- Fri Aug 23, 2019 4:08 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 146826
Re: Friday Facts #309 - Controversial opinions
I think if we changed our attitude towards default keybindings we could go nuts with adding new shortcuts and there would be little bit for everyone. I mean, how many people use hotkeys for connecting or disconnecting trains, and how many people would use a shortcut for toggling manual driving in ...
- Fri Aug 23, 2019 3:29 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 146826
Re: Friday Facts #309 - Controversial opinions
Regarding theoretical removal of Blueprint Import/Export:
Speaking purely selfishly, having the feature only as a mod would of course not prevent me using it. It would reduce the total number of available blueprints, but likely not to a huge significance for me personally, on the basis that the ...
Speaking purely selfishly, having the feature only as a mod would of course not prevent me using it. It would reduce the total number of available blueprints, but likely not to a huge significance for me personally, on the basis that the ...
- Tue Aug 20, 2019 11:19 pm
- Forum: Minor issues
- Topic: [0.17.66] Blueprint tooltip always includes loco and wagons, which is incorrect when BP Editor does not appear
- Replies: 3
- Views: 1746
[0.17.66] Blueprint tooltip always includes loco and wagons, which is incorrect when BP Editor does not appear
Train locos and wagons are not included in blueprints by default, including in Copy blueprints. However, the blueprint tooltip will always show locomotives and wagons as being included in the blueprint.
https://i.imgur.com/biq0ogrm.png results in: https://i.imgur.com/ZKo5Iokm.png
This is ...
https://i.imgur.com/biq0ogrm.png results in: https://i.imgur.com/ZKo5Iokm.png
This is ...
- Fri Aug 16, 2019 1:47 pm
- Forum: Minor issues
- Topic: [0.17.65] [macOS] Freeze or crash when Mission Control used to put game in/out Full Screen, if Full Screen=off on launch
- Replies: 3
- Views: 1818
Re: [0.17.65] [macOS] Freeze or crash when Mission Control used to put game in/out Full Screen, if Full Screen=off on la
Hey posila, just to add that I can no longer re-create the crash in .66. The pause is short enough that I don't have a chance to pull the window back out of full screen using Mission Control, before it's recovered.
So this seems fine now. I suppose technically it's still an issue that it has that ...
So this seems fine now. I suppose technically it's still an issue that it has that ...
- Thu Aug 15, 2019 11:38 am
- Forum: Minor issues
- Topic: [0.17.65] [macOS] Freeze or crash when Mission Control used to put game in/out Full Screen, if Full Screen=off on launch
- Replies: 3
- Views: 1818
Re: [0.17.65] [macOS] Freeze or crash when Mission Control used to put game in/out Full Screen, if Full Screen=off on la
That sounds like it will be fine. It's a very niche problem anyway. Thanks for the fast fix!