[0.17.67] Chemical plant smoke animation choppy

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kaiflife
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[0.17.67] Chemical plant smoke animation choppy

Post by kaiflife » Tue Sep 03, 2019 9:36 pm

New chemical plante is cool, but smoke animation looking weak.
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V453000
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Re: Version 0.17.67

Post by V453000 » Wed Sep 04, 2019 9:36 am

kaiflife wrote:
Tue Sep 03, 2019 9:36 pm
New chemical plante is cool, but smoke animation looking weak.
I can't reproduce this, how is this happen? Do you have some reduced gfx settings? Is it modded? I have a 12-beaconed chemical plant making solid fuel but the smoke is completely fine.

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KunibertSegensreich
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Re: Version 0.17.67

Post by KunibertSegensreich » Wed Sep 04, 2019 3:32 pm

I can't reproduce this, how is this happen?
To me it looks like if there is not enough input product or no space for output product and plant only runs for a very short time.

All my chemical plants do the same synced smoke cloud, looks wired, too.

kaiflife
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Re: Version 0.17.67

Post by kaiflife » Wed Sep 04, 2019 3:38 pm

V453000 wrote:
Wed Sep 04, 2019 9:36 am
kaiflife wrote:
Tue Sep 03, 2019 9:36 pm
New chemical plante is cool, but smoke animation looking weak.
I can't reproduce this, how is this happen? Do you have some reduced gfx settings? Is it modded? I have a 12-beaconed chemical plant making solid fuel but the smoke is completely fine.
I just update the game and it going like this all the time. In fact, beacons don't effect chemical plant smoke at all, which is strange, because fire from Oil refinery's running like from sort of turbine.
No mods
No problems with cpu, gpu, ram.
Max gfx settings. I tried to change it, same smoke.
Savefile: https://drive.google.com/file/d/1wsDwzs ... sp=sharing
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gorothdablade
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Re: Version 0.17.67

Post by gorothdablade » Wed Sep 04, 2019 4:06 pm

kaiflife wrote:
Wed Sep 04, 2019 3:38 pm

I kinda wonder if (and am kinda amused by the prospect) that we might be having a beat frequency issue here... Like what happens when watching a ceiling fan in a strobe light, or more amusingly the videos of helicopters taking off where the camera frame rate harmonizes with the propeller frequency, such that the blades look like they aren't moving, the helicopter just picks up and moves.

Basically is it possible that the change rate of the smoke is happening just off kilter with the frame rate of the view?

Though that wouldn't explain why the slower chem plant is changing at the same rate as the faster ones

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Re: Version 0.17.67

Post by DanGio » Wed Sep 04, 2019 4:32 pm

gorothdablade wrote:
Wed Sep 04, 2019 4:06 pm
kaiflife wrote:
Wed Sep 04, 2019 3:38 pm
Though that wouldn't explain why the slower chem plant is changing at the same rate as the faster ones
from what i briefly saw in 0.17.67, smoke isn't affected by chemical plant speed. This is a great feature, because smoke of this size would look REALLY weird on *10 speed...

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Re: [0.17.67] Chemical plant smoke animation choppy

Post by posila » Wed Sep 04, 2019 4:44 pm

Deploy is already running so I didn't put it to the changelog, but it's fixed for 0.17.68

Thank you Loewchen for splitting the topic.

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Re: [0.17.67] Chemical plant smoke animation choppy

Post by gorothdablade » Wed Sep 04, 2019 4:57 pm

posila wrote:
Wed Sep 04, 2019 4:44 pm
Deploy is already running so I didn't put it to the changelog, but it's fixed for 0.17.68

Thank you Loewchen for splitting the topic.
Just out of curiosity what was it?

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Re: [0.17.67] Chemical plant smoke animation choppy

Post by posila » Thu Sep 05, 2019 8:56 am

gorothdablade wrote:
Wed Sep 04, 2019 4:57 pm
Just out of curiosity what was it?
No one can ever know.




Alright, alright ... here is a hint; the frame index was calculated as gameTick * animationSpeed. gameTick is uint32_t, animatioSpeed is float ... 0.5f for this particular animation.

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