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Foggy Idea
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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Dec 03, 2008 12:19 am    Post subject:  Foggy Idea Reply with quote  Mark this post and the followings unread

Hello all, I have a question with regards to my mod.

For my mod, I'm planning to fix the FoW, and use it extensively in Ra2 YR.

I have already learned that its possible to enable it in certain multiplayer maps, but would there be another way?

Is there a way to enable Fog of War globally?


i.e. In the rulesmd.ini or game modes' inis.

Because if not I'd have to edit every single map.
I'm prepared to do this, although its lengthy and inefficient
(to have new maps just for FoW, and other small changes).

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Dec 03, 2008 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

No. It's map only. And fixing it is out of the question last I heard.

You can edit the Westwood maps as well. It doesn't take that long.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Dec 03, 2008 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, map only... Is it the same with lighting? (no global settings?).

Quote:
fixing it is out of the question last I heard.

Other than some graphical flaws, what bugs would there be of FoW?

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Dec 03, 2008 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
[12:33] <DCoder> I haven't looked at the code responsible, but the people who tested FoW as it is reported it to be a failcock
[12:34] <IcySon55> FoW?
[12:34] <DCoder> fog of war
[12:34] <IcySon55> ah
[12:34] <IcySon55> and what's there to fix?
[12:35] <DCoder> it doesn't work
[12:35] <IcySon55> in RA2?
[12:35] <IcySon55> hmm
[12:35] <IcySon55> oh yeah, there was no option to use it in ra2..
[12:35] <IcySon55> I liked that TS had it
[12:35] <IcySon55> made the fight way more interesting
[12:35] <IcySon55> especially multiuplayer
[12:37] <DCoder> I just managed to get fog of war working in multiplayer.
[12:37] <DCoder> I added all the fog of war tags to my mod's rules file.
[12:37] <DCoder> I tried that map ComradeSpike provided and saw the fog working.
[12:37] <DCoder> I then played a network game and fog of war was still on.
[12:37] <DCoder> However, Fog Of War does not hide enemy units. All it does is darken the map slightly.
[12:37] <DCoder> Enemy units moving about under fog can clearly be seen.
[12:37] <DCoder> The fog display is extremely poor quality.
[12:37] <DCoder> Many structures' images had bits missing
[12:37] <DCoder> When you get a SpySat the following happens:
[12:37] <DCoder> ...All previously unrevealed buildings are invisible.
[12:37] <DCoder> ...Structures cannot be captured or garrisoned.
[12:37] <DCoder> Fog Of War is what is technically known as 'knackered' and is useless. I think the developers broke it in TS>RA2 and couldn't be bothered to reimplement it.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Dec 03, 2008 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*

Alright, screw it then.

At least there is still some alternatives with similar effect Smile

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Symphony
Vehicle Driver


Joined: 22 Nov 2008

PostPosted: Sat Jan 03, 2009 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Fog of War is entirely fixable, but it does not work in skirmish, only LAN or online.

Skirmish requires a workaround - editing the maps.

But no, Fog of War works, and it works well in online play, and does not require any editing of maps at all. Just setting a bunch of tags properly in rules.ini.

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