Friday Facts #228 - High resolution turrets

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chris13524
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Re: Friday Facts #228 - High resolution turrets

Post by chris13524 »

[Moderated by Koub]

Edit: nevermind
Last edited by Koub on Fri Feb 02, 2018 11:12 pm, edited 1 time in total.
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mngrif
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Re: Friday Facts #228 - High resolution turrets

Post by mngrif »

laser turrets are now going to shoot something we can actually call a laser
Yay finally it's making it to vanilla!
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Re: Friday Facts #228 - High resolution turrets

Post by Xterminator »

Glad that belt compression is going to actually be put into 0.16 instead of just put off longer. :)

Those laser turrets are amazing! :D I can't wait to use them. Until then, for anyone who wants the laser beams, I believe Klonan did make a mod for that. Just a heads up for anyone who didn't know.
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Re: Friday Facts #228 - High resolution turrets

Post by Zeblote »

Those lasers are nice, but not dramatic enough! Need a fancy effect at the impact point, like this :D

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Re: Friday Facts #228 - High resolution turrets

Post by Yehn »

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...
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Re: Friday Facts #228 - High resolution turrets

Post by bman212121 »

For the corrupted saves, wouldn't it just make more sense to run it through a verification after it's written to disk? If you see that the save is in fact bad, you should still have the running system to look at and see if you can fix the issue so it doesn't end up in the save. The only time that's not an option is on a desync or a connectivity loss where you are already disconnected from the running game state. But the rest of the time you should be able to fall back and make an attempt to fix so it doesn't go unnoticed until the player tries to load into it again at a later date.
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Re: Friday Facts #228 - High resolution turrets

Post by trad_emark »

Yehn 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...
yes please
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Re: Friday Facts #228 - High resolution turrets

Post by DanGio »

Fantastic. Although for once I would have liked to get sound attached to the video preview. Obviously these turrets are getting a new sound, hope it will be as good as the graphics :)

Edit: thoughts on this new turret sound
As the bzzzzzzz sound is commonly accepted by everyone as "The laser sound", I personally would like to hear something new here... How about some krrrrrrrr with hard R like J in Spanish or eeeeeeeee with an ultra high pitch? Of course it's difficult, because if it's too far of the laser sound cliché, people won't recognize it and won't like it.
Last edited by DanGio on Fri Feb 02, 2018 8:16 pm, edited 1 time in total.
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Re: Friday Facts #228 - High resolution turrets

Post by BHakluyt »

I really like the new laser turrets. Fantastic!

While you are revisiting them, how about finally unlocking vehicle grids and adding turret wagons? The arty can only do so much on its own. Would be super to have some turret wagons too... please?

Thanks for the best game ever! Keep up the excellent work.
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Re: Friday Facts #228 - High resolution turrets

Post by RocketManChronicles »

The laser turrets were pretty much the only criticism I had of this game. They needed to be beams, not only for visual effect, but they feel more realistic and give a variety of weapons. THANK YOU for the beams!
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Re: Friday Facts #228 - High resolution turrets

Post by bobingabout »

I did try to mod in lasers to the turrets from the combat robot at one point, but it didn't work too well.

Also, you had to get the train drive by in, didn't you?
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Re: Friday Facts #228 - High resolution turrets

Post by djtumolo »

It looks like there is terrain altitude in that screenshot? That's not something I've seen before, is that something they've talked about?
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Re: Friday Facts #228 - High resolution turrets

Post by ArcanErasmus »

Those lasers look great! I agree that some difference or motion in where they impact the biters would really beef up the visuals. A lot of games suffer from exact-laser-itis, which always looks silly.
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Re: Friday Facts #228 - High resolution turrets

Post by FasterJump »

posila wrote:But there are still lot of issues that need to be resolved before we declare 0.16 stable and move on to 0.17 development - the largest issue being belt compression problems.
Hype! That means belt compression fix is coming soon, I was afraid the problem was left aside.

About turrets I suggest making beams stop few pixels before the central points of the biter.
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Re: Friday Facts #228 - High resolution turrets

Post by steinio »

Zeblote wrote:Those lasers are nice, but not dramatic enough! Need a fancy effect at the impact point, like this :D

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Make a mod pleeeeeaaaaaaseee.
djtumolo wrote:It looks like there is terrain altitude in that screenshot? That's not something I've seen before, is that something they've talked about?
It's the new cliffs introduced in 0.16.

As pictured in the action movie, the laser turrets on cliffs should have a wider range or more destructive power as placed on flat ground.
This would add a use for cliffs.
Last edited by steinio on Fri Feb 02, 2018 8:22 pm, edited 1 time in total.
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Re: Friday Facts #228 - High resolution turrets

Post by LeGourmand »

Yehn 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...
Wanted to say that. It should be like that for every projectile.
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Re: Friday Facts #228 - High resolution turrets

Post by tazdu29 »

I was thinking about the latests FFFs and your Vram issues with new HD graphics.
Is it possible to pack all the old textures in a sort of "mod" so Factorio will stil be playable on lower end PC ?
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Re: Friday Facts #228 - High resolution turrets

Post by jean_doe »

Real lasers are great, but I think they might be a bit to bright. If you have a few more lasers it wil be hard to see what is going on under the laser light.
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