Two Cameras#
Camera ships two kinds of camera. They share nothing but the shutter: each has its own items, its own film and its own result.
| Digital camera | Instant camera |
|---|---|---|
Item |
|
|
Uses |
|
Documentation
Using the Camera script: the digital camera and its filters, photo grades, wear, repair and film, photo albums, the instant camera, paper stocks and finishes, cards, wall frames, cork boards, card albums and settings.
Camera ships two kinds of camera. They share nothing but the shutter: each has its own items, its own film and its own result.
| Digital camera | Instant camera |
|---|---|---|
Item |
|
|
Uses |
|
|
Produces | A graded | A printed card, |
Kept in | A photo album | A card album, on a cork board or on a wall |
Wears out | Yes — breaks, and is repaired with a | No |
Using a camera opens its panel first: a drawing of the body with its serial, a condition badge — Pristine, Good, Worn, Failing or Dead — the photos it has taken, the shots left before it gives out, its filter and the film loaded. Warnings appear when it is dead, out of film or failing.
Button | Does |
|---|---|
Take photos | Raises the camera to the eye. Disabled while the camera is dead or out of film. |
Load film | Uses one |
Repair | Uses one |
Close | Back to the game. |
The camera comes up to the eye and the view follows the mouse. The frame shows the focal length from 24 to 120 mm, the filter, the film left and the frame counter, over a rule-of-thirds grid and a horizon level.
Key | Does |
|---|---|
| Take the photo. |
| Zoom in and out. |
| Next and previous filter. |
| Show or hide the grid. |
| Arm or disarm the self-timer — 3 seconds by default. |
| Put the camera away. |
A flash fires with every shot, and with Shared flash on the people around you see it too. Dying, or getting into or out of a vehicle, puts the camera away. Shooting from inside a vehicle is allowed by default and can be switched off.
Seven filters ship: Original, Vintage, Noir, Cold, Warm, Bleach and Dream. Each is one of the game's own timecycles, so it is part of the photo itself rather than an overlay. The camera remembers the last one used. Add, rename or remove them under DSLR filters in the settings panel.
Every photo gets a quality from 1 to 100, and the quality decides its grade:
Grade | From quality |
|---|---|
Masterpiece | 90 |
Sharp | 72 |
Standard | 45 |
Grainy | 20 |
Damaged | 0 |
The quality starts from a random roll between 35 and 85, and then:
Zoom adds up to 8, at full zoom.
Standing still adds 6; running, sprinting or a moving vehicle takes 18.
Night — 21:00 to 06:00 in game — takes 8.
The result is never higher than the camera's own condition: a body at 60% takes photos of 60 at most, so a masterpiece needs a camera in good shape.
Every number is under Photo quality, and the grades — with their names, thresholds and colours — under Grades.
Each shot takes 1 point of the camera's 100. On top of that, every shot has a small chance of a sudden failure: 2% on a new body, plus 0.08% for every point it has lost. At zero — or on a failure — the camera sparks, the photographer is thrown off balance, and the item turns into a broken_camera.
A camera_module brings a broken camera back to full condition. It also tops up a working camera that has lost at least 15 points, so a careful photographer can repair before it breaks. A repair takes 6 seconds and can be cancelled.
A roll holds 24 exposures. A new camera comes empty, so the first thing a player needs is a camera_film — use it, or press Load film on the panel. When the roll runs out the camera closes with The camera is out of film. Film can be switched off entirely, or new cameras can come loaded, under Wear, repair & film.
Every digital photo is a photo item carrying its picture, a title, the place and street, the date, the weather, the photographer's name, its grade and its filter. Using one asks what to do with it:
Choice | Does |
|---|---|
Show it | You hold the photo up in a frame, and everybody within 3 m sees it full screen, with its grade and who took it, until they close it. |
Store in an album | Pick one of the photo albums you carry; each shows how many pockets are free, and a full one cannot be picked. |
A photo_album holds 120 photos in pockets, laid out as pages you turn like a book. The photos belong to the album, not to the player: hand the album to somebody and the photos go with it.
To | Do this |
|---|---|
Search | Type in the search box — it matches the title, the place, the street, the photographer or the serial. |
Filter | All, Favourites, or one grade at a time. |
Look closer | Left-click a photo. |
Show, take out, title, favourite | Right-click a photo. |
Titles are up to 42 characters; an empty title goes back to the place's name. Renaming and favourites can each be switched off under Digital album.
Using an instant_camera needs at least one sheet of instant_film. The camera comes up to the eye with a square window, the paper left and the zoom.
Key | Does |
|---|---|
| Take the shot. |
| Zoom. |
| Put it away. |
Each shot slides out onto the develop screen, where the card is decided before it is printed. Click the card to turn it over.
Choice | Options |
|---|---|
Filter | 26, each previewed on your own shot. |
Paper | 30 stocks, each a paper colour, an ink colour and a finish. |
Title | Printed on the front, up to 40 characters. |
Note | Written on the back, up to 140 characters. |
Date stamp | On or off, printed inside the photo like a film camera's. |
Print uploads the card, takes one sheet of paper and puts the card in your pocket. Retake and Discard go back to the viewfinder without using any paper. When the paper runs out the camera closes.
The filters that ship are Original, Faded, Warm, Cool, Mono, Vivid, Dusk, Bleach, Sepia, Noir, Film, Pastel, Golden, Teal, Rose, Frost, Ember, Matte, Chrome, Velvet, Haze, Drama, Emerald, Night, Polar and Sunset — a list under Instant filters.
Every paper stock is a paper colour, an ink colour and one of thirteen finishes:
Finish | Looks like |
|---|---|
Matte | Plain paper, no laminate. |
Gloss | A diagonal highlight streak. |
Satin | A soft light-to-shade sheen with a faint grain. |
Holographic | A rainbow sheen with fine diagonal lines. |
Metallic | Brushed metal, in light and dark bands. |
Foil | Strong diagonal light and dark bands with gloss. |
Linen | A fine woven cross-hatch. |
Kraft | Heavy grain with brown fibre flecks. |
Marble | Thin grey veins and soft clouds. |
Carbon | A crossed carbon-fibre weave with gloss. |
Pearl | A pastel iridescent sheen. |
Glitter | Sparkle over a pastel tint. |
Denim | A diagonal twill weave. |
Holographic, pearl, glitter and foil shimmer on screen. The thirty stocks that ship are Classic, Ivory, Noir, Charcoal, Sage, Mint, Dusk, Navy, Coral, Cherry, Sky, Midnight, Lavender, Sand, Kraft, Linen, Slate, Forest, Wine, Marble, Pearl, Silver, Gold, Rose gold, Copper, Holo, Holo noir, Glitter, Carbon and Denim. Recolour them, remove them or add your own under Card stocks.
Using a card takes it out of your pocket, and a moment later it comes up close so you can read it — the mouse tilts it in the light. Everybody within 20 m sees the real photo on the card in your hand, and sees you turn it over.
Key | Does |
|---|---|
| Turn it over. |
| Closer look, and back. |
| The card menu. |
| Hang it on a wall. |
| Put it away. |
The card menu shows the title, the note, who took it, the place and the date, and offers:
Action | Does |
|---|---|
Show it around | Everybody within 7 m sees the card in the corner of their screen for 5 seconds, front and then back, with your name. |
Give | Hands it to the nearest player within 2.5 m. |
Hang on a wall | The same as |
Tear up | Destroys the card, after asking you to confirm. |
Press G with a card in your hand. It leaves your hand and a ghost of it, photo and all, follows where you aim, up to 5 m away. It only goes on a wall — the ghost fades when there is no wall to hang it on.
Key | Does |
|---|---|
| Hang it here. |
| Rotate, while held. |
| Snap flat against the wall, on or off. |
| Cancel; the card stays yours. |
The card stays where it was hung, through restarts, and everybody walking past sees its photo. Only the player who hung it sees [E] Take down beside it, and taking it down puts the card back in their inventory.
Using a cork_board places it the same way, up to 8 m away, with one extra: the mouse wheel makes it smaller or larger, from 0.6× to 1.8×. Once it is on the wall, its owner sees [E] Board when standing close, which opens:
Arrange cards — the view moves in front of the board and the cards you carry appear in a rack beside it.
Pick up — the board comes back to your inventory with every card that was on it.
To | Do this |
|---|---|
Pin a card | Drag it from the rack onto the board. |
Move it | Drag it. The card you pick up comes to the top. |
Rotate or resize | Right-click it to select it and drag its handles, or use the mouse wheel over it to resize. The toolbar turns it 15° at a time or resets it. |
Tuck it underneath | Double-click it. |
Take it off | Select it and press Take off; it goes back to the rack. |
Save or cancel |
|
A board holds 28 cards. Cards pinned to it leave your inventory when you save; cards you took off come back.
An instant_album has 6 pages of 7 cards — 42 in all — and is held open in both hands, its pages turning for everybody watching.
Key | Does |
|---|---|
| Turn the pages. |
| Closer look, and back. |
| Arrange the cards on the open pages. |
| Put it away. |
Arranging works like a cork board, over the two open pages, and the pages can be turned while you arrange. Like the photo album, the cards belong to the album item and travel with it.
Photos are drawn onto the real props for everybody — a card in a hand, a card on a wall, a board, an open album. How many can be drawn at the same time is set by the models in qs-camera-props:
Prop | Photos at once | Drawn within |
|---|---|---|
Cards in hands | 8 | 20 m |
Cards on walls | 12 | 25 m |
Cork boards | 4 | 30 m |
Card albums | 4 | 15 m |
The closest ones get their photo, and whatever you hold yourself always comes first. Any beyond that show a blank card until you walk closer — a room with forty cards on its walls shows the twelve nearest you.
Every key on this page is a default. The Keys section of the settings panel lists each action — shoot, put away, zoom, filter, grid, self-timer, flip, closer look, card menu, pages, arrange, place, cancel, rotate, snap, size and interact — with up to two keys each. Press Read a key on a row, then press the key you want; ESC cancels. The key strip at the bottom of the screen always shows the real binding.
/cameraconfig opens every setting in nineteen sections, with a search box that finds a setting across all of them. Every field has a description, unsaved changes are counted per section, and a save is applied to every player at once. The few fields that need a restart are marked Needs restart.
Section | What it holds |
|---|---|
General | The language, the shared flash, and whether game keys keep working while a window is open. |
Items | The eleven item names. Keep them as shipped — the definitions on Inventory Items use these names. |
DSLR camera | The prop and the pose, shooting from vehicles, the self-timer and the pause between shots. |
Wear, repair & film | Durability, wear per photo, breaking at zero, sudden failures and their chance, repairs, film, and the repair and reload animations. |
Photo quality | The roll, the zoom and steadiness bonuses, the moving and night penalties, and the cap by condition. |
DSLR filters | The digital camera's filters: name, timecycle, strength and tint. |
Grades | The grades, from best to worst, with their minimum quality, colours and glow. |
Digital album | Pockets per album, its prop, renaming and favourites. |
Showing a photo | Whether others see a shown photo, how far, and the frame prop and pose. |
Instant camera | Paper used per card (Film per shot — 0 makes it free), the pause between shots, title and note lengths, the date stamp, and the prop and how it is held. |
Instant filters | The card filters. |
Card stocks | The paper stocks: paper colour, ink colour and finish. |
Card in hand | The reach for giving and showing, how long a shown card stays, the sync and draw distances, and how cards are held. |
Wall frames | Hanging cards on or off, and its distances. |
Cork board | Boards on or off, their distances, cards per board and the interaction range. |
Card album | The album on or off, pages, cards per page, and how it is held. |
Uploads | The image hosts printed cards are accepted from. |
Keys | Every key the script listens to. |
Commands | The ace that may open this panel. |
Lists — filters, grades, stocks, hosts and keys — save as soon as you change them; fields save with the Save button. Reset section, Reset list and Reset everything put back what shipped.