Okay tested it! the fps drop is completely gone ^_^ but now its showing like this weird fog in the screens vs outside...here is the gif i made showing it so you can see it first hand. Copy and Paste.
That's expected, especially on the short range "small" version of the camera. What you are seeing is the ugly biome effects TFP puts as layers on each biome. TFP uses code on the player camera to clean that up. I'm still searching for an internal way to do the same without code. However, If you run Dust@deaths base biome mod that will mostly go away. If you use a larger camera, it should be less ugly (I hope). Let me know and I can push out the distance of the small camera to 100 if it helps.
i can grab that mod on this site? and i am updating now.
edit: i couldn't find anything with that mod you mentioned... Where do you get this mod? i use the HDHQ biome baseline mod with the rest of HDHQ mods. Still haven't tested yet, sorry its taking me a bit, have a dedi server issue with something else. I appreciate you getting back to me as quickly as you have. and would like to return the favor, ha. Will post as soon as i look at the update
BIGGER EDIT! it seems to have lessened the fog look but its still there. Gif below.... https://gyazo.com/3c7d3226f4f96db56098b96d8ea50f4d--------------i may have punched your mod in the face while trying to make a gif...
This is some fantastic stuff! I am testing on my dedi with two players. A few observations. Neither are show-stoppers.
1) Cameras that are panning from one players perspective may not be from another. 2) The displays also seem specific to each player. The display state (on/off, cycling or not cycling) seems to be player-specific.
Any plan to make like Peiscope? Tube with camera that stick out 1-2 block above. I always use turret on roof to check if Z are near by. Turret need power and player line of sight (hole in roof). It also complicate builds if you build them outside claim block.
Uploaded a version that seems to work as expected on V1. Let me know if there are any issues. Still must turn off Occlusion in the video settings or the game will cull some terrain objects.
I Downloaded the Mod and it´s working kinda, the only problem is when i want to see the Cams on the TV it doesnt show the entire Map. Can someone please help me?
144 comments
- Great mod
- Possible to add an alarm system and zombie or enemy player detector
- Like vanilla cameras
- Thank you to you
https://gyazo.com/5e1336aa86f0b4563e4bea1773d52245
edit: i couldn't find anything with that mod you mentioned... Where do you get this mod? i use the HDHQ biome baseline mod with the rest of HDHQ mods. Still haven't tested yet, sorry its taking me a bit, have a dedi server issue with something else. I appreciate you getting back to me as quickly as you have. and would like to return the favor, ha. Will post as soon as i look at the update
BIGGER EDIT! it seems to have lessened the fog look but its still there. Gif below....
https://gyazo.com/3c7d3226f4f96db56098b96d8ea50f4d--------------i may have punched your mod in the face while trying to make a gif...
I am testing on my dedi with two players. A few observations. Neither are show-stoppers.
1) Cameras that are panning from one players perspective may not be from another.
2) The displays also seem specific to each player. The display state (on/off, cycling or not cycling) seems to be player-specific.
MaxH
I always use turret on roof to check if Z are near by. Turret need power and player line of sight (hole in roof). It also complicate builds if you build them outside claim block.
With the rarity of solar cells, I changed the recipe to the following:
<recipe name="solarCellSmall" count="1" craft_area="workbench" >
<ingredient name="resourceForgedSteel" count="5"/>
<ingredient name="resourceScrapPolymers" count="15"/>
<ingredient name="resourceElectricParts" count="10"/>
<ingredient name="resourceGoldNugget" count="1"/>
<ingredient name="resourceSilverNugget" count="3"/>
</recipe>
I feel this makes them easier to craft, but not too easy, and still late game.