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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Realistic View or fog of war?
Has anyone made or started making a FOW mod? Like this sorta. Before: After: this would be awesome, I know data's putting in a fog of war thingy in B24 but it won't be like this. Of course in the game the darker part would be black.I'm going to try to make an actor that has this, not lua though.
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Sun May 23, 2010 10:09 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Realistic View or fog of war?
You might have some trouble if you're trying to do it entirely in .ini. Also, seeing as the actors are all interlinked, wouldn't it make sense to have shared line of sight?
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Sun May 23, 2010 10:12 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Realistic View or fog of war?
411570N3 wrote: You might have some trouble if you're trying to do it entirely in .ini. Also, seeing as the actors are all interlinked, wouldn't it make sense to have shared line of sight? What? What i'll do is make an actor's head with a Big 'Black part' that is hitsMOs = 0 and getshitbyMOs = 0. It Will LaG.
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Sun May 23, 2010 10:17 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Realistic View or fog of war?
So it's more a set of blinkers than a field of view. Fair enough.
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Sun May 23, 2010 10:19 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Realistic View or fog of war?
if you don't do it in lua you'll be able to see through walls..
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Sun May 23, 2010 10:33 am |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Realistic View or fog of war?
Quote: What i'll do is make an actor's head with a Big 'Black part' that is hitsMOs = 0 and getshitbyMOs = 0. It'll still hit terrain. You will have to make it an attached emitter, emitting the big black thing. A screen effect will work better, I think.
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Sun May 23, 2010 5:54 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Realistic View or fog of war?
I figured the big black thing was an attachable, at which point it wouldn't lag but would be just blinkers, but whatever if you want to prove me wrong go and do it but I don't think you're going to be able to is all.
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Sun May 23, 2010 9:10 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Realistic View or fog of war?
Pretty sure fog of war is planned for the next build, or at least I remember murmurings to that effect in the past.
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Sun May 23, 2010 9:46 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Realistic View or fog of war?
Grif wrote: Pretty sure fog of war is planned for the next build, or at least I remember murmurings to that effect in the past. http://devlog.datarealms.com/cortex-com ... l-teasers/
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Sun May 23, 2010 10:18 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Realistic View or fog of war?
You are a brain in a jar, and commanding cloned super-soldiers remotely. How much harder is it to add really good scanning to that? I can understand not seeing into terrain very far, but anything in the open could be detected with what I like to call "future technology." Presumably this technology is less complicated than interstellar travel, cheap and abundant fuel, and computation in excess of a human mind in a jar no larger than a brain. Not to mention super weapons and spontaneous creation of material, or limitless ammunition.
The tech needed to mesh together multiple vision sources exists, and is not magic. The technology to scan through even pretty dense material exists too. That said, your mockup looks really nice.
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Mon May 24, 2010 3:19 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Realistic View or fog of war?
Well. There's a whole variety of ways things could go. I mean, you can pretty easily canonically explain either direction - sure, satellites and mobilized sensor packages could easily blanket terrain, but in a futuristic war in space with multiple parties as depicted in CC, you could easily explain that, say, Tradestar wants to retain their monopoly on space travel, and shoots down other satellites. Or there's jammers to counter the active scanners you could embed in each clone/robot. Who knows.
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Mon May 24, 2010 3:47 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Realistic View or fog of war?
It also opens up the fun possibility of buying scanner modules and the like. Gameplay > Realism etc.
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Mon May 24, 2010 5:43 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Realistic View or fog of war?
none wrote: Quote: What i'll do is make an actor's head with a Big 'Black part' that is hitsMOs = 0 and getshitbyMOs = 0. It'll still hit terrain. You will have to make it an attached emitter, emitting the big black thing. A screen effect will work better, I think. No tested, and, it worked.
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Mon May 24, 2010 7:43 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Realistic View or fog of war?
Okey dokey. All the best to you then.
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Mon May 24, 2010 7:50 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Realistic View or fog of war?
Update, woot woot, I did the thingy, and made an actor with FOW, it lags badly and looks like **** but it works, yay. Attachment:
FOW.rte.rar [67.59 KiB]
Downloaded 145 times
EDIT: Grif wrote: Pretty sure fog of war is planned for the next build, or at least I remember murmurings to that effect in the past. Dylanhutch wrote: this would be awesome, I know data's putting in a fog of war thingy in B24 but it won't be like this.
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Mon May 24, 2010 8:49 am |
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