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Without the extension engine, this effect cannot be enabled on Skirmish
 
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{{DeeZireInclusion}}<br />
{{Flag
Simple flag which can be set to 'yes' or 'no' and determines if the 'fog of war' grows on this map. Note that the fog of war is different from the shroud re-growing over time, since with the fog of war some areas of the map may still be slightly visible though anything under the fog may not be, although this logic appears to be disabled in Red Alert 2.
|name={{PAGENAME}}
|files={{Categ|Maps}}, {{Categ|ini=rules}} (RA2/YR only)
|types={{Categ|SpecialFlags}}, {{Categ|MultiplayerDialogSettings}}
|values={{values|booleans}}
|default=no
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
}}
 
Determines whether Fog of War is enabled. The fog differs from the usual opaque, black shroud in that it's semi-transparent and [[FogRate|automatically regrows over time]]. Terrain and buildings are visible through the fog, but units and animations are not. Building sprites will also linger on the fog even if the buildings themselves are destroyed, until the area is re-explored. These factors can alter the flow of the game significantly.
 
Despite listed under {{s|General|link}} in {{ts}} and {{fs}}, this flag is only read from {{s|SpecialFlags|link}} in those two games. In {{ra2}} and {{yr}}, it is also parsed from {{s|MultiplayerDialogSettings|link}}.
*If you only use the original YR, you can only use [SpeicalFlags] to activate FogOfWar during Battles, but you can also enable it in Skirmish through XNA CNCNET Client.
**However, this feature has lost its effect of hiding objects under fog in YR.
<u><b>FogOfWar</b></u> in <u><b><font style="color:#C60CC4">[[Yuri's Revenge]]</font></b></u>
 
[[File:FogOfWar in YR.png]]
 
{{Bugs}}
The Fog of War is notoriously prone to crashes due to frequent out of bound surface [https://en.wikipedia.org/wiki/Bit_blit blits]. These crashes have since been fixed in modern [https://en.wikipedia.org/wiki/DirectDraw DirectDraw] wrappers like [https://github.com/CnCNet/cnc-ddraw CNC-DDraw] and [https://github.com/CnCNet/ts-ddraw TS-DDraw].
 
There are also minor bugs/side-effects like [[IsAnimated|animated terrain objects]] (e.g. blossom trees, ore drills) becoming invisible under the fog.

Latest revision as of 18:11, 6 October 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: FogOfWar
File(s): Maps, rules(md).ini (RA2/YR only)
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: SpecialFlags, MultiplayerDialogSettings


Determines whether Fog of War is enabled. The fog differs from the usual opaque, black shroud in that it's semi-transparent and automatically regrows over time. Terrain and buildings are visible through the fog, but units and animations are not. Building sprites will also linger on the fog even if the buildings themselves are destroyed, until the area is re-explored. These factors can alter the flow of the game significantly.

Despite listed under [General] in Tiberian Sun and Firestorm, this flag is only read from [SpecialFlags] in those two games. In Red Alert 2 and Yuri's Revenge, it is also parsed from [MultiplayerDialogSettings].

  • If you only use the original YR, you can only use [SpeicalFlags] to activate FogOfWar during Battles, but you can also enable it in Skirmish through XNA CNCNET Client.
    • However, this feature has lost its effect of hiding objects under fog in YR.

FogOfWar in Yuri's Revenge

Bugs/Side-Effects/Unexpected Limitations

The Fog of War is notoriously prone to crashes due to frequent out of bound surface blits. These crashes have since been fixed in modern DirectDraw wrappers like CNC-DDraw and TS-DDraw.

There are also minor bugs/side-effects like animated terrain objects (e.g. blossom trees, ore drills) becoming invisible under the fog.