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Posts posted by xyth
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Version 1.1 of steel bars, added rocket collision
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You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process.
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Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon.
V1.01 pushed with that edit. Thanks for catching that.
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Typo. It's now compatible. Tag collision with the helmet light item mod
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Version 1.21 pushed to repo and Nexus. HelmetCam is now compatible with Helmet Light item modifiers
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Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional?
Never tested it on the mining helm. I will look into it, i think it's an easy xml fix. I set it so you couldn't have 2 cameras in 1 helm but i can see where that might prevent any other helmet modifier working
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Version 1.2 of the HelmetCam. Removed camera debuff on stealthing (left over from bugfix testing), tightened FOV to 10 from 15. Not sure about the best FOV setting. 10 seems to give a good view with no FPS hit, but I'd like feedback on this.
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Not as a vanilla modlet. That would have to be an SDX mod.
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Added 2 more modlets. SteelBars that you can loot though, and the HelmetCam modlet.
These both had minimal testing, so let me know if you have issues or suggestions for improvements.
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So let me get this straight, these cameras are vanilla and don't require everyone on the server to download/install it?
It is vanilla but if hosted on a dedicated server, then it needs a client install as well. Any modlet that is more than pure xml needs a client load.
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Added a radios modlet. Has a Jukebox, and old radio and a RA801 military radio.
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The script from the fun with flags video should work. If you start a new project, you need to add the script file into that project. Just go into the fun with flags project, find the script file in the asset folder. Right click on it and select show in explorer. Than in explorer amke a copy and then open your new project and drag the script into that projects asset folder.
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Version 1.41 pushed. Increased the screen resolution with apparently a tiny FPS impact. 512x256 native resolution per camera screen now, up from 256x256 scaled . Distance and close up detail is improved. Angled camera down 10 degrees to reduce sky rendering. Changed material properties to reduce fog effect and glare. Still has a little biome overlay that I can't completely defeat but it is improved.
Version 1.31 which has lower resolution is still available on Nexus if you can't handle the tiny FPS hit. This older version does not have the above enhancements. If folks really can't use 1.41, let me know and I can revisit that version.
VSync should be off or you may get a greater FPS hit.
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Good to hear the FPS issue may be resolved. I also pushed out the small camera rendering to 100 as it looks better and has no significant fps impact.
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Version 1.3 pushed. Small cameras render out to 50 blocks and large cameras render out to 100 blocks. Increased panning arc and reduced FOV to 30. Removed HDR rendering and removed AntiAliasing on the cams.
Testing on moderate and powerful rigs indicate you will get a small improvement in your FPS now rather than a major decrease. Go figure. Let me know how your testing goes. As this version is a worst case baseline version, we can improve things if we want some small FPS hit per cam.
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The template Unity project for the billboard can be found here: https://github.com/7D2D/Templates-and-Utilities
Also pushed recipes for the Zombie Pinups modlet.
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I will need to upload the unity template if you want to change the display. You need to edit a single image file then replace the one I used and export the billboard block.
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Think of each camera is a player. Some amount of cpu driving the server component is getting extra load. But yea I was surprised at how much it hit. Perhaps with custom code you could isolate the impact more but I'm using the humble switch class to do all this. I'm sure its angry about the extra workload. Also, the game is built on rendering layers, like terrain layer etc. It is possible to turn off some layers to reduce load but it can have strange appearances if you turn off the wrong layers.
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At 0 fov we could do a zillion cameras! But seriously..Maybe I will put a spotlight on a camera with a tight fov like the guard tower spotlights in action movies.
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To decrease fps drop per camera, I need to reduce how much each camera renders at once. Think of a camera as a player. The player can reduce his rendering distance in video settings and us to be able to reduce field of view as well. Currently rendering distance is 100 and FOV is 80. Next release I thought I would reduce draw distance to 60 and FOV to 60. I could increase pan degrees if needed to compensate for reduced fov but will need input on that.
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Thanks for confirming. I will push a new version when I return home later this week that will improve it even more.
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Can I get some feedback on the FPS impact on the latest version with rendering distance reduced to 100? I can make it any number, but I only have 1080/i7 and a 1050TI/i3 machines to test on. The FPS impact of 4 cameras on the smaller one was minimal at 100.
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Version 1.2 : By request - Added larger monitors and smaller camera models.
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--updated--
Fixed the problems with the latest update
Works great! But a FPS eater xD
I will push a fix for the heavy FPS use shortly. I noticed im rendering out 1000 blocks on each camera....yikes! lol. I will reduce the culling to about 100 blocks, and we can adjust more or less based on feedback.
Ok, version 1.12 pushed, culling distance at 100. Feedback please. I can make a potato version if needed.
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Xyth's A19 - A17 Modlet Collection
in Mods
Posted
You can't retexture a custom asset using the texture property as far as I know. In my comment above, I thought you planned to make new models for the other types.