[1.0.0] player character changes color when controller is set to cutscene

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asher_sky
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[1.0.0] player character changes color when controller is set to cutscene

Post by asher_sky »

When a player controller is set to cutscene, the character color changes to default orange when the camera begins the first pan. Character color is then set back to original color when the cutscene is over and player has control again.

It's nice that character color returns to normal when the cutscene ends, but I expected the character color to stay the same during the cutscene as well.

reproduce:

Code: Select all

/color blue
-- change the position coordinates to somewhere near the character so the camera doesn't zoom away
/c game.players["PLAYER_NAME"].set_controller{
  type = defines.controllers.cutscene,
  waypoints = {
    {
      position = {0,0},
      transition_time = 300,
      time_to_wait = 30
    },
    {
      position = {10,10},
      transition_time = 300,
      time_to_wait = 30
    }
  },
  start_position = game.players["PLAYER_NAME"].position
}

asher_sky
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Re: [1.0.0] player character changes color when controller is set to cutscene

Post by asher_sky »

I forgot to add a log and such.

Upon further testing it appears to only happen on the following save file, but not when I start a new save.
save: https://drive.google.com/file/d/1iHuFHF ... sp=sharing

factorio-current.log:

Code: Select all

   0.000 2020-10-24 00:18:30; Factorio 1.0.0 (build 54889, mac, steam)
   0.000 Operating system: macOS 10.15.7
   0.000 Program arguments: "/Users/asher/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio" 
   0.000 Read data path: /Users/asher/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data
   0.000 Write data path: /Users/asher/Library/Application Support/factorio [62836/476282MB]
   0.000 Binaries path: /Users/asher/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents
   0.077 System info: [CPU: Intel(R) Core(TM) i7-5557U CPU @ 3.10GHz, 4 cores, RAM: 16384 MB]
   0.077 Display options: [FullScreen: 0] [VSync: 1] [UIScale: custom (75.0%)] [Native DPI: 0] [Screen: 255] [Special: lmW] [Lang: en]
   0.193 Available displays: 1
   0.193  [0]: Color LCD - {[0,0], 1280x800, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x4280a80(0x01)}
   0.324 Initialised OpenGL:[0] Intel(R) Iris(TM) Graphics 6100; driver: 4.1 INTEL-14.7.8
   0.325   [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO
   0.325   [Version] 4.1
   0.325 Graphics settings preset: integrated-gpuhigh
   0.325   Dedicated video memory size 1536 MB (detected from Intel(R) Iris(TM) Graphics 6100; VendorID: 0x1024500)
   0.633 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]
   0.633                   [Max threads (load/render): 32/4] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: sTDCWT] [B:0,C:0,S:100]
   0.736 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
   1.078 Info ModManager.cpp:253: Found duplicate mod aai-programmable-vehicles, using higher version (0.6.8 > 0.6.5).
   1.099 Info ModManager.cpp:253: Found duplicate mod aai-programmable-vehicles, using higher version (0.6.13 > 0.6.8).
   1.108 Info ModManager.cpp:253: Found duplicate mod aai-programmable-vehicles, using higher version (0.6.14 > 0.6.13).
   1.155 Info ModManager.cpp:253: Found duplicate mod aai-signal-transmission, using higher version (0.3.18 > 0.3.13).
   1.365 Info ModManager.cpp:253: Found duplicate mod CleanFloor, using higher version (1.0.0 > 0.1.0).
   1.439 Info ModManager.cpp:253: Found duplicate mod Dectorio, using higher version (0.10.7 > 0.10.5).
   1.465 Info ModManager.cpp:253: Found duplicate mod Dectorio, using higher version (0.10.9 > 0.10.7).
   1.729 Info ModManager.cpp:253: Found duplicate mod Power Armor MK3, using higher version (0.2.20 > 0.2.18).
   1.750 Info ModManager.cpp:253: Found duplicate mod RPGsystem, using higher version (0.18.49 > 0.18.47).
   1.760 Info ModManager.cpp:253: Found duplicate mod RPGsystem, using higher version (1.0.50 > 0.18.49).
   1.768 Error ModManager.cpp:910: Mod package read error. File /Users/asher/Library/Application Support/factorio/mods/SeaBlockPack_0.2.11.zip/info.json not found
   1.836 Loading mod core 0.0.0 (data.lua)
   1.995 Loading mod base 1.0.0 (data.lua)
   2.463 Loading mod base 1.0.0 (data-updates.lua)
   2.675 Checksum for core: 2630831588
   2.675 Checksum of base: 3509992273
   2.971 Prototype list checksum: 3301461508
   3.077 Loading sounds...
   3.396 Info PlayerData.cpp:70: Local player-data.json unavailable
   3.396 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1603523879
   3.707 Initial atlas bitmap size is 16384
   3.731 Created atlas bitmap 16384x16344 [none]
   3.733 Created atlas bitmap 16384x13216 [none]
   3.733 Created atlas bitmap 8192x4208 [decal]
   3.734 Created atlas bitmap 16384x5600 [low-object, linear-minification]
   3.734 Created atlas bitmap 8192x3760 [mipmap, linear-minification, linear-magnification, linear-mip-level]
   3.735 Created atlas bitmap 16384x5920 [terrain, mipmap, linear-minification, linear-mip-level]
   3.735 Created atlas bitmap 4096x3216 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
   3.735 Created atlas bitmap 4096x1856 [smoke, mipmap, linear-minification, linear-magnification]
   3.735 Created atlas bitmap 4096x3120 [mipmap]
   3.735 Created atlas bitmap 4096x2336 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
   3.735 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
   3.735 Created atlas bitmap 8192x1428 [alpha-mask]
   3.738 Created atlas bitmap 16384x4704 [shadow, linear-magnification, alpha-mask]
   3.738 Created atlas bitmap 4096x1312 [shadow, mipmap, linear-magnification, alpha-mask]
   3.738 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: NO/NO. 
   6.001 Parallel Sprite Loader initialized (threads: 3)
  27.065 Sprites loaded
  27.602 Generated mipmaps (4) for atlas [3] of size 16384x5600   <total: 534.01, render: 83.95, copy-to-host: 172.65, convert: 263.52, update: 12.20>
  27.800 Generated mipmaps (3) for atlas [4] of size 8192x3760   
  28.338 Generated mipmaps (3) for atlas [5] of size 16384x5920   <total: 536.44, render: 10.58, copy-to-host: 148.71, convert: 368.04, update: 8.57>
  28.461 Generated mipmaps (3) for atlas [6] of size 4096x3216   
  28.512 Generated mipmaps (3) for atlas [7] of size 4096x1856   
  28.578 Generated mipmaps (3) for atlas [8] of size 4096x3120   
  28.824 Generated mipmaps (5) for atlas [9] of size 4096x2336   
  28.851 Generated mipmaps (3) for atlas [13] of size 4096x1312   
  28.853 Custom mipmaps uploaded.
  28.945 Factorio initialised
  37.098 Loading map /Users/asher/Library/Application Support/factorio/saves/18_first_post_rocket_fun_with_pearls.zip: 27674323 bytes.
  37.138 Loading level.dat: 68760947 bytes.
  37.150 Info Scenario.cpp:187: Map version 1.0.0-0
  39.967 Loading blueprint storage: Local timestamp 1603523883, Cloud timestamp 1603523881
  40.362 Loading script.dat: 280086 bytes.
  40.369 Checksum for script /Users/asher/Library/Application Support/factorio/temp/currently-playing/control.lua: 3931528263
  73.114 Info AppManager.cpp:298: Saving to _autosave2 (blocking).
  75.782 Info AppManagerStates.cpp:1837: Saving finished

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boskid
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Re: [1.0.0] player character changes color when controller is set to cutscene

Post by boskid »

Thanks for the report. This is not a bug.

Character color is determined from 3 possible sources:
- attached player's color
- custom character color
- color of its force

When the character is attached to your player it has your color so it shows blue (after the `/color blue`), however when it is detached it passes to next case.
This character has no custom color (it is set to {0,0,0,0} which means no custom color). In that case the character gets the color from the force, which in this particular case is represented by the first player in the game: "sheeplyfe" which has color {0.869, 0.5, 0.13}.

If you want to make sure character has the same color as the player it was detached from, you should set character's custom color to the value of player's color.
90675.png
90675.png (185.3 KiB) Viewed 1220 times

asher_sky
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Re: [1.0.0] player character changes color when controller is set to cutscene

Post by asher_sky »

Thank you, that was very helpful. I didn't know character color is determined like that. I've set up character/player color syncing for my little cutscene mod now :D

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