Friday Facts #273 - Cutscene controller & Localisation plan

Regular reports on Factorio development.
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by steinio »

Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.
Image

Transport Belt Repair Man

View unread Posts
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Gergely »

It looks like we get two new controllers in 0.17. Great!
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Gergely »

Huh... what happened to those rails? Is that part of the bug?
Attachments
Képkivágásk.PNG
Képkivágásk.PNG (269.66 KiB) Viewed 13545 times
User avatar
arrow in my gluteus
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Mon Apr 24, 2017 1:52 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by arrow in my gluteus »

Gergely wrote: Fri Dec 14, 2018 2:03 pm Huh... what happened to those rails? Is that part of the bug?
I think they hide the rails on purpose with mods.
User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 275
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by V453000 »

arrow in my gluteus wrote: Fri Dec 14, 2018 2:15 pm
Gergely wrote: Fri Dec 14, 2018 2:03 pm Huh... what happened to those rails? Is that part of the bug?
I think they hide the rails on purpose with mods.
Yeah wheybags the savage made the other pieces invisible. :D
User avatar
Philip017
Filter Inserter
Filter Inserter
Posts: 360
Joined: Thu Sep 01, 2016 11:21 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Philip017 »

i have never been a fan of cutscenes in video games, i would recommend they be optional (skip able, press ESC to skip) and any information they contain be available in other formats.

if i run into problems i usually use google and youtube.
mtreis86
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Dec 14, 2018 2:44 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by mtreis86 »

Suggestion regarding the cut scenes:
If planning to zoom in, pan first, then zoom once on-scene
If planning to zoom out, zoom out first, then pan to the scene

I think this should make it smoother, but the only way to know is test
User avatar
arrow in my gluteus
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Mon Apr 24, 2017 1:52 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by arrow in my gluteus »

mtreis86 wrote: Fri Dec 14, 2018 2:48 pm Suggestion regarding the cut scenes:
If planning to zoom in, pan first, then zoom once on-scene
If planning to zoom out, zoom out first, then pan to the scene

I think this should make it smoother, but the only way to know is test
and when panning very far, zoom out first, even if you need to zoom in at the end.
nosports
Filter Inserter
Filter Inserter
Posts: 274
Joined: Fri Jan 19, 2018 5:44 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by nosports »

That clock looks very cool……

I don’t know how difficult is to translate it to a Screen saver ?

Running Factorio as Screensavere seems somewhat very resourcefull…..
But on the other hand you need only an animation for every number 0-9 and then place it on the screen accordingly….
User avatar
wheybags
Former Staff
Former Staff
Posts: 328
Joined: Fri Jun 02, 2017 1:50 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by wheybags »

steinio wrote: Fri Dec 14, 2018 1:50 pm Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.
Because it's much easier that way.
Feel free to send a pr when 0.17 is out :v
nosports wrote: Fri Dec 14, 2018 3:19 pm I don’t know how difficult is to translate it to a Screen saver ?
Probably fairly hard. It's a multiplayer game, and windows screensavers iirc need to be compiled as some special kind of executable, which factorio.exe is not.
That said, a prerendered video might work.
User avatar
mexmer
Filter Inserter
Filter Inserter
Posts: 870
Joined: Wed Aug 03, 2016 2:00 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by mexmer »

wheybags wrote: Fri Dec 14, 2018 3:41 pm
steinio wrote: Fri Dec 14, 2018 1:50 pm Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.
Because it's much easier that way.
Feel free to send a pr when 0.17 is out :v
nosports wrote: Fri Dec 14, 2018 3:19 pm I don’t know how difficult is to translate it to a Screen saver ?
Probably fairly hard. It's a multiplayer game, and windows screensavers iirc need to be compiled as some special kind of executable, which factorio.exe is not.
That said, a prerendered video might work.
record 24 hour cycle with obs, a pack it into scr? :D
nosports
Filter Inserter
Filter Inserter
Posts: 274
Joined: Fri Jan 19, 2018 5:44 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by nosports »

mexmer wrote: Fri Dec 14, 2018 3:53 pm
wheybags wrote: Fri Dec 14, 2018 3:41 pm
steinio wrote: Fri Dec 14, 2018 1:50 pm Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.
Because it's much easier that way.
Feel free to send a pr when 0.17 is out :v
nosports wrote: Fri Dec 14, 2018 3:19 pm I don’t know how difficult is to translate it to a Screen saver ?
Probably fairly hard. It's a multiplayer game, and windows screensavers iirc need to be compiled as some special kind of executable, which factorio.exe is not.
That said, a prerendered video might work.
record 24 hour cycle with obs, a pack it into scr? :D
in the end you need only the movies for every single number 0-9.
You need to place them the naccordingly
User avatar
Nova
Filter Inserter
Filter Inserter
Posts: 960
Joined: Mon Mar 04, 2013 12:13 am
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Nova »

Cutscenes? Nice! I always liked making custom cutscenes in other games. Will help for the campaign, too. :)
hovissimo
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Dec 14, 2018 4:59 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by hovissimo »

arrow in my gluteus wrote: Fri Dec 14, 2018 2:53 pm
mtreis86 wrote: Fri Dec 14, 2018 2:48 pm Suggestion regarding the cut scenes:
If planning to zoom in, pan first, then zoom once on-scene
If planning to zoom out, zoom out first, then pan to the scene

I think this should make it smoother, but the only way to know is test
and when panning very far, zoom out first, even if you need to zoom in at the end.


Registered just to contribute here. The "near ground" sliding camera movement in the FFF animation is very uncomfortable. I've never made a camera controller and I obviously don't know anything about Factorio's controllers, but I have some thoughts that could maybe help.

In my head I'm imaging the camera pointing down to the ground in 3-space. The initial and final positions could be described by x,y,z coordinates where the z coordinate would correspond to zoom level. The catenary curve between these two points should satisfy mtreis86's (and my) request and also look swank. I agree that a linear interpolation is dull. I think a parabolic arc would be nearly impossible to tune so that it looks good.

A possibly simple implementation of "arrow in my gluteus''s suggestion would be making the camera interpolation a sum of functions, and adding the ground-speed of the camera to the camera's z-position/height.

This is all probably obvious to you guys, but maybe I'm helping a little bit.
User avatar
Jon8RFC
Filter Inserter
Filter Inserter
Posts: 554
Joined: Tue May 10, 2016 3:39 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Jon8RFC »

Rather than submit a second form and skew the results (I closed it as I realized I could edit my response), I wanted to give a recent example of proofreading the English for consistency, whichever way is chosen--localisation vs localization.
Image
Nightinggale
Fast Inserter
Fast Inserter
Posts: 120
Joined: Sun May 14, 2017 12:01 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Nightinggale »

NOOOO... please do not add uncontrollable camera movements and break the game with them. The problem is motion sickness. Moving the camera has a tendency to cause motion sickness in people prone to motion sickness. Moving the camera without user input makes this problem far worse. User controlled camera movements means the player expect the movement, meaning the problem is significantly reduced. On top of that if a certain kind of movement has a tendency to cause motion sickness for a certain player, that player can just avoid doing the camera movement in question. Cutscenes sounds like they could easily be the worst kind of camera movements as they are unexpected (sort of anyway), uncontrollable and unavoidable.

I fear Factorio might end up in the "can't play" category because of this and I really don't want it to end like that.

If you insist on implementing cutscenes, at least make them controllable with settings, like setting acceleration and max speed. Also make sure mods can't overwrite the user settings for those two settings. Sudden and fast movements are much worse than smooth movements when it comes to risk of motion sickness.
mtreis86 wrote: Fri Dec 14, 2018 2:48 pm Suggestion regarding the cut scenes:
If planning to zoom in, pan first, then zoom once on-scene
If planning to zoom out, zoom out first, then pan to the scene

I think this should make it smoother, but the only way to know is test
I second this. On top of likely looking better, zooming is less of an issue than scrolling when it comes to motion sickness.

Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement without feeling like a scroll. Besides if the scroll is done primarily while zoomed out, the scroll has less of an on screen distance to travel, making it much less of a scroll.

Still it would be nice to have all speeds for this user configurable, as in speed and acceleration for both scroll and zoom. Maybe configurable to not allow movement in more than one direction at once, meaning zoom out, scroll, zoom in.
Delzur
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Aug 31, 2018 5:13 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Delzur »

I wonder if there are players learning esperanto like me that would like to make a translation! (Beginner, but that would be a nice learning project)
manetje76
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Dec 14, 2018 6:51 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by manetje76 »

I can eventually help with the Dutch translation
User avatar
Lubricus
Filter Inserter
Filter Inserter
Posts: 298
Joined: Sun Jun 04, 2017 12:13 pm
Contact:

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Post by Lubricus »

The result of the questionnaire will be skewed towards people who is reading English and the FFF.
Post Reply

Return to “News”