Search found 34 matches
- Sat Feb 16, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: night rendering with eye adaptation
- Replies: 4
- Views: 1879
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 ...
- Fri Feb 15, 2019 9:30 pm
- Forum: Ideas and Suggestions
- Topic: night rendering with eye adaptation
- Replies: 4
- Views: 1879
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 ...
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 ...
- Fri Nov 02, 2018 6:17 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 58529
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
BACKGROUND
FOR
CHAT
MESSAGES
PLEASE
FOR
CHAT
MESSAGES
PLEASE
- Fri Apr 13, 2018 11:22 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 70561
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!).
blur the background and make it darker.
(for example, current chat is almost impossible to read!).
- Fri Apr 13, 2018 11:20 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 70561
Re: Friday Facts #238 - The GUI update (Part II)
STANDARDIZE PLEASE!
confirmations to bottom right! buttons that look like buttons!
confirmations to bottom right! buttons that look like buttons!
- 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: 5622
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.
terrain_segmentation SOUNDS like a frequency setting for changing eg. dirt and desert.
the water should use water_segmentation or water_frequency.
- Fri Feb 02, 2018 7:47 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 91992
Re: Friday Facts #228 - High resolution turrets
yes pleaseYehn 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...
- Sat Oct 14, 2017 6:10 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 80002
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..
- Mon Oct 09, 2017 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Console contrast improvement (it's hard to read right now)
- Replies: 19
- Views: 9651
Re: Grey background for chat
PLEASE do this!
- Mon Oct 09, 2017 6:34 pm
- Forum: Ideas and Suggestions
- Topic: [Dedicated Server] Save on Last player quit
- Replies: 1
- Views: 1641
Re: [Dedicated Server] Save on Last player quit
PLEASE do this!
- Fri May 19, 2017 5:30 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 192180
Re: Friday Facts #191 - Gui improvements
I love it!
- Sat Nov 19, 2016 1:02 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 54518
Re: Friday Facts #165 - Death by a thousand cuts
what about mods and performance?!
me and few friends are playing factorio on vps (at wedos). when we were only playing vanilla (0.13 back then), our limit was basicly only memory. cpu usage at about 20 %.
after that i changed vps: same cpu performance, double the memory, updated to 0.14 and added ...
me and few friends are playing factorio on vps (at wedos). when we were only playing vanilla (0.13 back then), our limit was basicly only memory. cpu usage at about 20 %.
after that i changed vps: same cpu performance, double the memory, updated to 0.14 and added ...
- Sat Oct 08, 2016 8:31 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 130126
Re: Friday Facts #159 - Research revolution
alien artifacts -> pink sciences -> make laboratories produce alien plates out of them (with all the previous sciences as well) -> use alien plates in some end-game recipes that needs to be regularly crafted (ammo, blue belts, robots, upgrades, ...)
this is better end-game use of laboratories than ...
this is better end-game use of laboratories than ...
- Fri Sep 23, 2016 9:01 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 49851
Re: Friday facts #157 - We are able to eat paper, but we don't do it
decorations:
as long as they have no actual impact on the gameplay (or do they?), why store them at all?
they can be regenerated every time a player can see the chunk, or when (or preferably after) the game loads a map.
i can see only a limited number of special cases, eg, when the player changes ...
as long as they have no actual impact on the gameplay (or do they?), why store them at all?
they can be regenerated every time a player can see the chunk, or when (or preferably after) the game loads a map.
i can see only a limited number of special cases, eg, when the player changes ...