No fog of war option

No fog of war option

Requests for features in the spring code.

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Griffith
Posts: 67
Joined: 14 Jul 2009, 19:27

No fog of war option

Post by Griffith » 14 Jul 2009, 19:38

I saw a lot of ffa where people keep attacking their neighbour whereas someone has conquered half of the map. An option where you can see all (like the spec view) could add another gameplay. :-)
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: No fog of war option

Post by KaiserJ » 14 Jul 2009, 20:40

as much as i would dislike this myself for most games, i can see it being fun for playing chickens, as well as for training noobs... if i can see his base, i can tell him what to build, and if he can see my base, he knows what im up to.

+1 if its not difficult to implement.
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Idleking
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Joined: 23 Dec 2008, 18:40

Re: No fog of war option

Post by Idleking » 15 Jul 2009, 00:12

KaiserJ wrote:[..]+1 if its not difficult to implement.
Should be easy.
Simply give units "infinite" line of sight (meaning they can look far enough to cover the whole map).
Only problem with this could be the hills/mountains...

Ahh, someone will find a solution to this ;)
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Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: No fog of war option

Post by Kloot » 15 Jul 2009, 00:15

/cheat
/globallos
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eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: No fog of war option

Post by eyu100 » 15 Jul 2009, 03:26

Not calculating the LOS map would also increase performance significantly.
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Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: No fog of war option

Post by Auswaschbar » 15 Jul 2009, 10:53

Code: Select all

/cheat
/globallos
Would not increase the performance alto, as the LOS map is still calculated
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Pendrokar
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Re: No fog of war option

Post by Pendrokar » 15 Jul 2009, 11:21

Auswaschbar wrote:

Code: Select all

/cheat
/globallos
Would not increase the performance alto, as the LOS map is still calculated
So is it fixed in SVN? :roll:
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Auswaschbar
Spring Developer
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Re: No fog of war option

Post by Auswaschbar » 15 Jul 2009, 11:43

Its not "fixed" in GIT.
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Kloot
Spring Developer
Posts: 1858
Joined: 08 Oct 2006, 16:58

Re: No fog of war option

Post by Kloot » 15 Jul 2009, 12:00

Pendrokar wrote:So is it fixed in SVN? :roll:
It's not "fixed" because globallos was set up to be easily reversible. Don't claim something is broken unless you know all the details plz.
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eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: No fog of war option

Post by eyu100 » 16 Jul 2009, 02:47

So could there be an option to start Spring without an LOS map?
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: No fog of war option

Post by Evil4Zerggin » 16 Jul 2009, 06:47

I think you can skip LOS updates by setting units' sight distances to a nonpositive value. Then you can set all units to be alwaysVisible. Unfortunately I don't think there is a way to make all CEGs alwaysVisible at runtime.

Alternately, you can put a high-LOS unit really high in the air.
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moriarty
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Joined: 17 Jul 2009, 18:27

Re: No fog of war option

Post by moriarty » 18 Jul 2009, 20:22

Out of curiousity - is the fog-of-war supposed to be invisible? By which I mean - no visible way to discern which area is FoW and which area your units can currently see. In TA FoW areas had a light-grey mist. Is that in spring but just disabled in the mods I've tried? Because it'd be nice to see what area I can see.
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Peet
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Joined: 27 Feb 2006, 22:04

Re: No fog of war option

Post by Peet » 18 Jul 2009, 20:26

L
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smoth
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Joined: 13 Jan 2005, 00:46

Re: No fog of war option

Post by smoth » 18 Jul 2009, 22:22

. . . ua.... for the rest of peet's post.

This is one of those easy to lua things and it would be pretty fast to add as a mod option.

This doesn't belong in the engine, I hate to say it but it really doesn't
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smoth
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Re: No fog of war option

Post by smoth » 18 Jul 2009, 22:24

moriarty wrote:Out of curiousity - is the fog-of-war supposed to be invisible? By which I mean - no visible way to discern which area is FoW and which area your units can currently see. In TA FoW areas had a light-grey mist. Is that in spring but just disabled in the mods I've tried? Because it'd be nice to see what area I can see.
The l key enables line of sight view which is used to view sight distances.
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Peet
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Re: No fog of war option

Post by Peet » 18 Jul 2009, 23:56

smoth wrote:
moriarty wrote:Out of curiousity - is the fog-of-war supposed to be invisible? By which I mean - no visible way to discern which area is FoW and which area your units can currently see. In TA FoW areas had a light-grey mist. Is that in spring but just disabled in the mods I've tried? Because it'd be nice to see what area I can see.
The l key enables line of sight view which is used to view sight distances.
Peet wrote:L
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: No fog of war option

Post by CarRepairer » 20 Jul 2009, 18:24

CA's menu has a button for enabling for of war.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: No fog of war option

Post by zwzsg » 20 Jul 2009, 19:22

Evil4Zerggin wrote:Alternately, you can put a high-LOS unit really high in the air.
No.

I tried.

There is a limit to how far a unit can see, no matter how high a sight value I write in the FBI and how high in the air the unit fly. And that limit is not even enough to see a small map entirely. Unless I increase dramatically the LosMipLevel thing which would bring a whole new level of issues.

Peet,smoth wrote:Lua
Lua could make all units visible, but what about the shots, explosions, nano, and everything else?
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Argh
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Re: No fog of war option

Post by Argh » 20 Jul 2009, 21:55

Lua could make all units visible, but what about the shots, explosions, nano, and everything else?
That's a good point. Most of it's limited by AirLOS.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: No fog of war option

Post by 1v0ry_k1ng » 23 Jul 2009, 12:36

if this was an option most nubs would use it
better its not an option
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