The hologram on the right in the example map is using this mode. FX Amount controls the level of translucency. 2 - Texture: Texture mode allows you to make an entity translucent, and I've been over it in my glass tutorial.It doesn't affect model entities or sprites. 1 - Color: Setting this replaces the entity's texture with the color specified in FX Color.0 - Normal: This is the default, plain, solid rendering mode.Render Mode ( rendermode) Render Mode is a pretty fundamental part of the rendering properties - it sets the way in which the entity is rendered. I used the hologram FX for the hologram woman on the left in the example map. You may need to tweak the other properties before the effect looks good though. Render FX ( renderfx) Render FX is probably the simplest property - it sets any special effects that the entity is rendered with, such as fading in and out, flickering etc. I'll be talking about them in this tutorial, so get ready. the content of the flicker is also different.Most of the brush-based entities (like the func_ type) and point-based monster entities have a set of basic rendering properties. the flicker is now *below* other entities while it was above them last time.(also encoding to VP9 failed, so you only get a h264 video attachment) though this makes recording a video of it much more difficult as my recorder can't keep up anymore. it's also seems critical that the game runs *above* speed=1.later i noticed it also happens while the menu is open and the game therefore paused.but when i tried to increase autosave frequency to 1min it stopped. when "waiting for it to happen" it seems to occur more often directly after an autosave. maximizing or fullscreening (1920x1200) factorio stops the flicker, but it comes right back when i downsize the window again. it seems to only reproduce if i resize the factorio window to an *inner window size* of 1838圆90 (same as the video, i use an autohotkey based window manager).There's some additional factors that seem to (un-)trigger the glitch: the bug should now become visible, though you may have to wait a while (not longer than a minute for me, see below).do NOT MOVE (later trials revealed this might not be as critical as i thought).i confirmed that it works without any mods so hopefully you can ignore them. _flickerglitch.zip (3.13 MiB) Downloaded 162 times Though it can happen more than one time per play-session.Ĭurrently playing on a i7-3630QM's (mobile) integrated "HD Graphics 4000" graphics.Ĭode: Select all 0.012 System info: Ġ.013 Display options: Ġ.016 : \\.\DISPLAY1 - Intel(R) HD Graphics 4000 Ġ.076 Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0 d3dcompiler_43.dllĠ.086 Initialised Direct3D: Intel(R) HD Graphics 4000 id: 8086-0166 driver: nvumdshimx.dll 10.Ġ.086 D3D Feature Level: 11.0, DXGI 1.2+, SwapChain: 1,discard,-,-,noneĠ.087 MaximumFrameLatency: 3, GPUThreadPriority: 0Ġ.193 Graphics settings preset: medium-with-low-vramĠ.194 Graphics options: Ġ.195 įactoflicker.gif (5.85 MiB) Viewed 13344 times reentering the "zone" won't re-trigger it. The effect completely stops after a while of being out of the chunk-"zone".When zooming out of the "zoom zone" the effect temporarily stops. Player zoom is write-only so i don't know the exact values. The flickering only happens at certain zoom levels.When leaving the zone the flickering stops. The "zone" is different each time i think, but not larger than a chunk (more like 16x16 tiles). Seems localized to a fixed "zone" on the map.Could indicate system overheating, but i haven't seen problems with other programs. It seems to only occurs after prolonged play.I haven't been able to reliably reproduce this, but there's a few factors that seem to be fixed: After a few hours of play i sometimes get a fullscreen flickering of what looks like a bit of the sprite atlas (gif attached).
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