Friday facts #154 - Challenge us

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huhn
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Re: Friday facts #154 - Challenge us

Post by huhn » Sun Sep 04, 2016 10:42 am

ok high res looks better no question. but i'm pretty sure this simply doesn't really matter in the long run. there will be a huge diminishing return when zoomed out too.

high res in factorio doesn't really make the game better in my eye.
maybe i will change my mind about this when it is done completely but right now it is more like "whatever".

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Re: Friday facts #154 - Challenge us

Post by Mengmoshu » Sun Sep 04, 2016 9:10 pm

As long as the high res graphics are optional (I don't have that much v-ram) I'm not really concerned about them. If games like Skyrim are any indication though there is a pretty large portion of the gaming community that is addicted to pixels and better "HD" support in Factorio will make them happier. I definitely don't think it's a waste of developer time to render out the sprites and what-not at higher resolutions, since it will give Factorio longevity as gaming hardware advances. I'm not super picky about pixelation myself, but there are some older games I wish had included textures or other art aimed at the bleeding edge hardware of the time instead of somewhere in the middle ground. 2D game art can age REALLY fast, and good HD support can go a long way. Wube implementing their own HD option will let them find any performance issues with the way the engine handles it, meaning an community made texture packs will also run better.

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Re: Friday facts #154 - Challenge us

Post by Leris » Sun Sep 04, 2016 10:49 pm

The team challenges are AWESOME. I have been playing LOTS.

I noticed a few strange behavior, should I file them as bugs?

* Spectators will not see "challenge" tasks
* Spectators will not see chat message, which team has completed tasks

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Re: Friday facts #154 - Challenge us

Post by aubergine18 » Sun Sep 04, 2016 11:16 pm

Modders will need info as to how to implement optional hi res graphics. Currently it seems we can only specify one resolution (whether high or low, there's no way to differentiate that I know of)...
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

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Re: Friday facts #154 - Challenge us

Post by wwdragon » Mon Sep 05, 2016 1:48 am

Neemys wrote:
wwdragon wrote:I've gotten the one released today and the basic track laying is working again, but the shift click laying still doesn't work anymore.
If it really is a problem why not fill a proper bug report ?
That I bother to login and comment at all is miraculous.

If someone else wants to file a 'proper' bug report, they are welcome to.

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Re: Friday facts #154 - Challenge us

Post by Mooncat » Mon Sep 05, 2016 2:36 am

Leris wrote:The team challenges are AWESOME. I have been playing LOTS.

I noticed a few strange behavior, should I file them as bugs?

* Spectators will not see "challenge" tasks
* Spectators will not see chat message, which team has completed tasks
For problems/ideas related to the team challenge scenario, better post them on Ideas and Suggestions as suggested by Klonan in this thread.
It is like you don't post mod bugs to the devs but to the mod author instead. But since Klonan didn't open a thread in Maps and Scenarios, Ideas and Suggestions is the best place for now. ;)
My mods (Deprecated, maybe temporary... idk. Currently enjoying vanilla 0.17): Article: List of black magic for modding

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Re: Friday facts #154 - Challenge us

Post by Leris » Mon Sep 05, 2016 3:48 pm

Thanks Mooncat, will do so!

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Re: Friday facts #154 - Challenge us

Post by Pohybel » Mon Sep 05, 2016 6:21 pm

hey Kovarex about graphic, can u look for trees in game called Balrum, i don't have time to create gif now but i think this the efect of waves trees interesting you it's make game look more livelier.

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Re: Friday facts #154 - Challenge us

Post by Neemys » Mon Sep 05, 2016 7:48 pm

wwdragon wrote:
Neemys wrote:
wwdragon wrote:I've gotten the one released today and the basic track laying is working again, but the shift click laying still doesn't work anymore.
If it really is a problem why not fill a proper bug report ?
That I bother to login and comment at all is miraculous.

If someone else wants to file a 'proper' bug report, they are welcome to.
For people to make a bug report they need to experience the problem first, as I can see not a lot of people have the problem (I haven't). If you are too lazy to fill the report, don't complain it's not fixed.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !

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Re: Friday facts #154 - Challenge us

Post by Dark_Lightning » Tue Sep 06, 2016 8:07 pm

i like the Hi-Res belts. Hope more things get converted to Hi-res!
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Re: Friday facts #154 - Challenge us

Post by Zeblote » Tue Sep 06, 2016 8:33 pm

Dark_Lightning wrote:i like the Hi-Res belts. Hope all things get converted to Hi-res!
fixed

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Re: Friday facts #154 - Challenge us

Post by Deadly-Bagel » Wed Sep 07, 2016 10:04 am

Are train signals high-res?

If not can we pleeeaaaase have higher contrast in the different colours, some of us can't see red =/

EDIT: I'll point out I can't actually see yellow either, seem to have a rare form of colour deficiency so I would recommend bumping up the brightness on the red light as it seems to be generally hard to see, and either having a toggle to have red / yellow / blue lights, or do what they do with traffic lights and have some blue added to a bright green (green traffic lights are almost white to me).
Last edited by Deadly-Bagel on Wed Sep 07, 2016 1:25 pm, edited 1 time in total.
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Re: Friday facts #154 - Challenge us

Post by Zeblote » Wed Sep 07, 2016 10:45 am

Deadly-Bagel wrote:Are train signals high-res?
they will be soon :D

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Re: Friday facts #154 - Challenge us

Post by Deadly-Bagel » Wed Sep 07, 2016 2:10 pm

Something like this would be a huge quality of life improvement for colour deficient players, and hopefully beneficial to normal players to some degree as well to improve visibility.
CBRailSignal.gif
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Re: Friday facts #154 - Challenge us

Post by scytherswings » Thu Sep 08, 2016 2:00 am

Automation of creation of automated tests
So that's why Factorio is such a stable game.. you guys are AWSOME! (I'm a test automation engineer by day :D ) It's really inspiring to see developers taking a serious stance on quality. Kudos!

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Re: Friday facts #154 - Challenge us

Post by Maximilien87 » Thu Sep 08, 2016 2:15 pm

I want to deal with ocean . Boat mechanic or hovercraft would be coolest

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Re: Friday facts #154 - Challenge us

Post by Loewchen » Thu Sep 08, 2016 3:20 pm

The research progress of a not finished previous round is still displayed in the top right in the following rounds, even if a different research is performed right now.

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Re: Friday facts #154 - Challenge us

Post by funktapus » Tue Sep 13, 2016 3:41 pm

With the new hi-res textures, it's looking pretty obvious that you are stretching the textures of the belts during the bends. The dimensions of the articulations should not change! They should overlap on the inner curve and space out on the outer curve!

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Re: Friday facts #154 - Challenge us

Post by Deadly-Bagel » Tue Sep 13, 2016 8:28 pm

Well while we're at it the angled belt graphic has the outer side moving faster than the inner side, as they are a segmented belt design. Obviously a segment of belt can't get ahead of itself. However items on the belts move at the same speed around corners so the lanes desynch.

Not that I mind the desynch, just odd the belt behaviour doesn't match its graphic.
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Mengmoshu
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Re: Friday facts #154 - Challenge us

Post by Mengmoshu » Tue Sep 13, 2016 8:59 pm

Belts used to behave more realistically, but when the belt code was optimized a while back they changed it to what we have now.

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