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RimWorld => Mods => Releases => Topic started by: Luka Kama on July 29, 2017, 12:11:14 PM

Title: [1.1] Real Fog of War (v1.8.0) - The Unknown
Post by: Luka Kama on July 29, 2017, 12:11:14 PM
(http://images.akamai.steamusercontent.com/ugc/89343685251532547/4ABC41BC1878D9CE511D6B54F30F2F4A09703EE8/)

Description:

Real Fog of War mod aims to add a new depth to RimWorld, adding a new exploration phase and increasing the strategy difficulty.

Features

Compatibility
This mod uses Harmony to attach behaviors to the game logic in order to hide objects, and should be compatible with other mods that use Harmony too.

Author/Mod Team
Myself (Luca De Petrillo)


Download

How to install:

Change log:
Permissions:
Sources are available on GitHub (https://github.com/lukakama/rimworld-mod-real-fow).
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Soupy Delicious on July 29, 2017, 12:24:14 PM
yeeeeeew!
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Mufflamingo on July 29, 2017, 12:35:51 PM
Does this work like red alert or Warcraft fog of war, that when you explore you will get the visual on the region but not exactly real time? Like just a transparent whatever layout of the vision, you can see what was there not what is 'actually' happening there? Like do you even understand what im saying? Lmao.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: faltonico on July 29, 2017, 12:43:30 PM
Congratulations on the release!
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: kaptain_kavern on July 29, 2017, 01:12:38 PM
Really cool. Thank you for the mod
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Luka Kama on July 29, 2017, 01:14:08 PM
Quote from: Mufflamingo on July 29, 2017, 12:35:51 PM
Does this work like red alert or Warcraft fog of war, that when you explore you will get the visual on the region but not exactly real time? Like just a transparent whatever layout of the vision, you can see what was there not what is 'actually' happening there? Like do you even understand what im saying? Lmao.

Actually the mod works this way:

RTS games in general, in addition, have some sort of "ghost" objects for things seen and in the "Explored areas", but such feature can't actually be added the mod, as it would require to heavily patch the vanilla game code to make it works with vanilla game features (like hauling, mouse selection, menus, pawn interactions, IA, etc).
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Mufflamingo on July 29, 2017, 11:21:14 PM
Quote from: Luka Kama on July 29, 2017, 01:14:08 PM
Quote from: Mufflamingo on July 29, 2017, 12:35:51 PM
Does this work like red alert or Warcraft fog of war, that when you explore you will get the visual on the region but not exactly real time? Like just a transparent whatever layout of the vision, you can see what was there not what is 'actually' happening there? Like do you even understand what im saying? Lmao.

Actually the mod works this way:

  • Currently seen areas: are areas currently seen by colonists or cameras. You can see and interact with everything in these areas.
  • Explored areas: are areas that has been revealed, but no pawn is currently watching. They are covered with a transparent light fog. You can see and interact only with objects that was there when the area was explored, but new objects/plants spawning in these areas (like crash pods) remain hidden until the area is explored again. Also, non colony pawns, animals, mechanoids etc are not visible when moving in these areas.
  • Unexplored areas: are areas that was never explored. They are covered with a solid fog. Everything under them is hidden.

RTS games in general, in addition, have some sort of "ghost" objects for things seen and in the "Explored areas", but such feature can't actually be added the mod, as it would require to heavily patch the vanilla game code to make it works with vanilla game features (like hauling, mouse selection, menus, pawn interactions, IA, etc).

Cool thanks!

Gonna add it on my next playthrough.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Soupy Delicious on July 30, 2017, 02:36:29 AM
Add it right now! <:D I did, and I've never felt healthier.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Sinza on September 07, 2017, 05:30:38 AM
Great Mod, thank you for developnig this!
Maybe you could consider this idea:
Because the colonists drop from space in thier drop-pods while being awake i would see it as reasonable when there were no thick-FoW on the starting tile. An option for disabling the thick-FoW an the starting tile or in general would be nice.
Greetings, Sinza
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: hypnoshadow on September 08, 2017, 11:38:56 PM
the one thing you need to add are security cameras,and a security station for a pawn to man it for them to work
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Soupy Delicious on September 09, 2017, 12:34:25 AM
if youd read the mods features first you would have found out theres already cctv cameras. :p
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Headshotkill on September 11, 2017, 07:14:41 AM
Would it be possible to make a "Combat extended" version of this mod, basicly increasing the vision range 2x or something so it covers the distance most weapons can fire at.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: carpediembr on September 11, 2017, 12:29:49 PM
Quote from: Headshotkill on September 11, 2017, 07:14:41 AM
Would it be possible to make a "Combat extended" version of this mod, basicly increasing the vision range 2x or something so it covers the distance most weapons can fire at.
Are they compatible?
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Nekokon on September 12, 2017, 08:46:57 PM
I'm trying out my new game with CE and this, but I think there's no problem with using them together.
QuoteWhen attacking and not moving, the sight range is adjusted to weapon range over time (time based on weapon warm-up time and range).
So there should be no problem with super long range weapon.

I still think it's better to have think fog removed at least around the center of the map so you can actually start working on your base right away instead of losing around half a day to look around for a suitable spot (which might not even possible with mountainous tile). The exploration part is gonna be amazing when you get into a new map like raid request or resource since you really have to stay on your toe, but losing precious time right after landing would be quite a big hit.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: lwki on September 13, 2017, 08:06:30 AM
looks amazing
hope it will work with my current mods
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: werty112 on September 17, 2017, 12:10:38 PM
Can you increase view range while standing on watch tower to 50? Paying 200 stuff for increased view by 5 or so is pretty lame.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: waccooo on September 18, 2017, 01:48:23 PM
i encountered a bug with caravan encounters where npc pawns will appear completely invisible and cant be selected or manipulated with dev tools.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Comrade Smartass on September 28, 2017, 02:29:25 AM
So after hours of playing with this mod, I'm running into game-breaking errors.  At first, I was simply having problems with walls not showing on newly spawned maps and strips of unrevealed ground within plain sight of my pawns.  I fixed these by briefly spawning in new pawns (which revealed the patches of land and walls), then destroying them using the dev menu. 

However, I recently started having bugs where enemy pawns and loot on newly spawned maps such as those for enemy outposts wouldn't be visible (although my pawns would still fire at them) unless I used my spawned pawn trick (and even then, once the new pawn was out of sight or despawned, the pawns would disappear again.)

In addition to this, I'm now getting hundreds of errors per second, causing so much lag the game is completely unplayable.  I can't confirm that these errors are all related to this mod (as it crashes when I try to load my save without it), but they started when I came into contact with these pawns (or simply got bad enough for me to notice as some of my older pawns names are in the log.)

I've included a link to my output log below (too large to attach here).  Please note that all 30Mb of the file constitute less than 1 second of error logs.
https://goo.gl/aakBpt
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Luka Kama on September 28, 2017, 06:22:59 AM
Quote from: Comrade Smartass on September 28, 2017, 02:29:25 AM
So after hours of playing with this mod, I'm running into game-breaking errors.  At first, I was simply having problems with walls not showing on newly spawned maps and strips of unrevealed ground within plain sight of my pawns.  I fixed these by briefly spawning in new pawns (which revealed the patches of land and walls), then destroying them using the dev menu. 

However, I recently started having bugs where enemy pawns and loot on newly spawned maps such as those for enemy outposts wouldn't be visible (although my pawns would still fire at them) unless I used my spawned pawn trick (and even then, once the new pawn was out of sight or despawned, the pawns would disappear again.)

In addition to this, I'm now getting hundreds of errors per second, causing so much lag the game is completely unplayable.  I can't confirm that these errors are all related to this mod (as it crashes when I try to load my save without it), but they started when I came into contact with these pawns (or simply got bad enough for me to notice as some of my older pawns names are in the log.)

I've included a link to my output log below (too large to attach here).  Please note that all 30Mb of the file constitute less than 1 second of error logs.
https://goo.gl/aakBpt

I took a quick look at the log, and as far I can tell there should be some incompatibility with one (or more) of the other mods that you are using. Also, I can finally see the "Caravan" problem that I was never able to reproduce using the mod alone.

Can you please share also the savefile? I need it to debug the code, as the problem seems to be complex and the source can't be tracked from the log alone.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Comrade Smartass on September 28, 2017, 12:57:42 PM
Ah, okay.  If you have any idea what the incompatibility is (or figure it out from debugging), please let me know.

Caravan problem?  If you mean having caravans freeze or members disappear when entering a settlement, then yeah, I'm having that as well.

Sure, here's a link to last three saves.  Fallen Skies is from before it became unplayable, Fallen Skies Attack is from when the problems I was having intensified, and Fallen Skies Caravan is from just before I started getting too many errors to play. 
https://goo.gl/eoGXNZ
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Luka Kama on September 30, 2017, 08:42:28 AM
Quote from: Comrade Smartass on September 28, 2017, 12:57:42 PM
Ah, okay.  If you have any idea what the incompatibility is (or figure it out from debugging), please let me know.

Caravan problem?  If you mean having caravans freeze or members disappear when entering a settlement, then yeah, I'm having that as well.

Sure, here's a link to last three saves.  Fallen Skies is from before it became unplayable, Fallen Skies Attack is from when the problems I was having intensified, and Fallen Skies Caravan is from just before I started getting too many errors to play. 
https://goo.gl/eoGXNZ

Well... the game won't start in debug mode with all the mods you are using, and also I wasn't able to retrieve every mod.

So, I made a special version of the mod with more verbose logging. Lets see if it helps to identify the cause of your problems.

You can download the verbose version here: https://goo.gl/eEjhms (https://goo.gl/eEjhms)

Uninstall the previous one and install the new one manually. Then start a game and send to me the new log.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: openyourmind on October 05, 2017, 12:25:30 PM
Now if we could have hearing be used in this mod with sound levels depending on factors and shown as some sort of red indicator or shadow if in unseen area. for example, walking on soft surface like carpet is barely heard, dirt is louder, water, gravel and snow are probably half the eye sight, when pawns communicate they produce sound, gunfire is heard across the whole map
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: samtactician on October 12, 2017, 07:00:21 AM
Quote from: Comrade Smartass on September 28, 2017, 02:29:25 AMAt first, I was simply having problems with walls not showing on newly spawned maps and strips of unrevealed ground within plain sight of my pawns.
I had that problem too, i deleted mapreroll mod and it fixed that thing for me.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: killermen962 on October 17, 2017, 06:40:01 AM
Quote from: openyourmind on October 05, 2017, 12:25:30 PM
Now if we could have hearing be used in this mod with sound levels depending on factors and shown as some sort of red indicator or shadow if in unseen area. for example, walking on soft surface like carpet is barely heard, dirt is louder, water, gravel and snow are probably half the eye sight, when pawns communicate they produce sound, gunfire is heard across the whole map

Maybe like parts of fog will blink or "breath" red when something is heard, if heard by two pawns maybe it could reshade part of the the areas both pawns heard to help triangulate position? I like this mod idea but haven't tried it..... YET.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Headshotkill on October 28, 2017, 07:06:55 AM
I think a slider-option to change the viewing distance would make this mod perfect for me.
Title: Re: [A17] Real Fog of War (v1.0.0) - The Unknown
Post by: Luka Kama on November 04, 2017, 11:31:43 AM
1.0.1

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.0.1.a17.201711041624/RealFoW.v1.0.1.a17.201711041624.zip)
Title: Re: [A17] Real Fog of War (v1.0.1) - The Unknown
Post by: Rasperry_Hero on November 04, 2017, 01:04:10 PM
I registered an account here only to comment on what an amazing and awesome mod and concept this is! It deserves more attention!
Title: Re: [A17] Real Fog of War (v1.0.1) - The Unknown
Post by: Jordan Bear on November 06, 2017, 03:32:54 PM
Thanks so much for your hard work on this mod, it's really impressive what you've pulled off!

I've been using it since initial release pretty much and I gotta say, it's an absolute game changer for me- made the whole experience new again, and 100x as tense. I only realised how much I loved it when I updated to the A18 unstable and couldn't use it anymore. Now I feel like I'm playing some kind of Rimworld prototype build :L Can't wait for the official A18 release to go back to creeping around at night trying to scout out raiding parties.

Cheers!
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Luka Kama on November 19, 2017, 01:53:13 PM
1.1.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.1.0.b18.201711191940/RealFoW.v1.1.0.b18.201711191940.zip)
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Sniper Pilot on November 22, 2017, 04:21:02 AM
Ive always loved this mod, Thank you for your hard work! however when the random caravan events such as ambush etc when ever the mini play area is generated all the generated walls are invisible. Anyone else having this issue?

Nvm, I see im not the only one, and its prob a mod conflict...
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: db48x on November 22, 2017, 05:51:23 PM
While it's not perfect, I think this is quite an interesting mod. Really gives the game a different feeling.

It'd be nice if the mod incompatibilities were either fixed, or made more obvious (so that they don't suddenly show up after you've been playing for a while), or if they were at least documented.

But what I think this mod needs the most is integration of non-visual data, such as sound and memory. Technically sound is already handled by the base game, as you can hear that manhunter pack outside your walls if you're zoomed in and paying attention, but the mod should add some visual indications as well, unless your people are too far away, too deaf, etc.

Memory is likewise almost handled already: items on the ground that you haven't seen yet are invisible. However, other situations are not, such as a prisoner or a guest being in a particular room. From a game-play perspective, there should be some indication that someone is there, and that indicator should let you interact with them much as if they were visible. (Currently if you can guess what tile they're standing in, you can still click on them and get a menu of actions, but that feels more like a bug or partial implementation resulting from how the mod prevents them from being rendered rather than an intentional gameplay feature.)

Hunting is similarly problematic, because you have to micromanage your hunters in order to discover something to hunt. (Or wait until night when the animals go to sleep, then look for the ZZzs.)

All that aside, I'm really enjoying playing the game this way! Thanks!
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: PhantomFav on November 23, 2017, 12:55:10 PM
Quote from: Sniper Pilot on November 22, 2017, 04:21:02 AM
Ive always loved this mod, Thank you for your hard work! however when the random caravan events such as ambush etc when ever the mini play area is generated all the generated walls are invisible. Anyone else having this issue?

Nvm, I see im not the only one, and its prob a mod conflict...

Nope, it's not. I just played vanilla plus ONLY Fog of War. Except for the original map, in the other bases, the animals and the walls are invisible and/or untouchable. Luka Kama can you fix this bug? :)
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Luka Kama on November 23, 2017, 01:53:57 PM
Quote from: PhantomFav on November 23, 2017, 12:55:10 PM
Nope, it's not. I just played vanilla plus ONLY Fog of War. Except for the original map, in the other bases, the animals and the walls are invisible and/or untouchable. Luka Kama can you fix this bug? :)

Hi,

unfortunately, until now I was unable to reproduce the issue, so I don't know what is causing it and how to fix it. If you have a save with the problem, can you please share it? Thanks.
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: PhantomFav on November 23, 2017, 03:12:24 PM
Quote from: Luka Kama on November 23, 2017, 01:53:57 PM
Hi,

unfortunately, until now I was unable to reproduce the issue, so I don't know what is causing it and how to fix it. If you have a save with the problem, can you please share it? Thanks.

I just discovered a new noxious feature of the bug: It's irreproducibility :(

(https://i.imgur.com/CRx3ClA.png)
On the left, the game before the loading, on the right, the game after the loading!

Here the save file:
https://www.mediafire.com/file/wp6lyyrm2d967yj/FoW%20Bug.rws (https://www.mediafire.com/file/wp6lyyrm2d967yj/FoW%20Bug.rws)

Here the log after the loading:


[attachment deleted by admin: too old]
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Luka Kama on November 24, 2017, 02:46:25 PM
Quote from: PhantomFav on November 23, 2017, 03:12:24 PM
I just discovered a new noxious feature of the bug: It's irreproducibility :(

(https://i.imgur.com/CRx3ClA.png)
On the left, the game before the loading, on the right, the game after the loading!

Here the save file:
https://www.mediafire.com/file/wp6lyyrm2d967yj/FoW%20Bug.rws (https://www.mediafire.com/file/wp6lyyrm2d967yj/FoW%20Bug.rws)

Here the log after the loading:

Do you have the log before the loading? (the one when you made the save)

It seems like if the new map wasn't created correctly (in the save I can't find, for the new map, the flag used by the mod to track seen and unseen objects).
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: PhantomFav on November 24, 2017, 03:38:58 PM
Quote from: Luka Kama on November 24, 2017, 02:46:25 PM
Do you have the log before the loading? (the one when you made the save)

Nope. But I have replied the problem with another start game.
Here the save (I just spawned near an invisible wall):
http://www.mediafire.com/file/u7bburb4b806pqa/bug.rws

Here the log before and after the loading:

[attachment deleted by admin: too old]
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Sniper Pilot on November 24, 2017, 05:25:12 PM
Quote from: PhantomFav on November 23, 2017, 12:55:10 PM
Quote from: Sniper Pilot on November 22, 2017, 04:21:02 AM
Ive always loved this mod, Thank you for your hard work! however when the random caravan events such as ambush etc when ever the mini play area is generated all the generated walls are invisible. Anyone else having this issue?

Nvm, I see im not the only one, and its prob a mod conflict...

Nope, it's not. I just played vanilla plus ONLY Fog of War. Except for the original map, in the other bases, the animals and the walls are invisible and/or untouchable. Luka Kama can you fix this bug? :)

That makes me feel a bit better, I miss playing with this mod. Here's hoping for a fix. This mixed with aggressive fauna creates an exciting dynamic that should be in the base game :)
Title: Re: [B18] Real Fog of War (v1.1.0) - The Unknown
Post by: Luka Kama on November 25, 2017, 06:01:17 AM
Just an update: I am finally able to reproduce the issue using the PhantomFav save, by settling a new colony with all colonists.

I'm working to fix it. Thanks for your support.
Title: Release 1.1.1
Post by: Luka Kama on November 25, 2017, 07:46:01 AM
1.1.1

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.1.1.b18%2C201711251330/RealFoW.v1.1.1.b18.201711251330.zip)
Title: Re: Release 1.1.1
Post by: PhantomFav on November 25, 2017, 11:19:29 AM
Quote from: Luka Kama on November 25, 2017, 07:46:01 AM
1.1.1

Change log:

  • Fixed a bug causing pawn, walls, etc to not show up properly on newly created maps for caravans events (new colonies, ambushes, attacks, and so on).
  • Added a safeguard check to prevent anticipated map rendering (due other mods) to break Fog of War mod initialization.

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.1.1.b18%2C201711251330/RealFoW.v1.1.1.b18.201711251330.zip)

THX a lot Luka ;D

EDIT: it works perfectly with the "Set up Camp" Mod ^^ Great!
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: PhantomFav on November 25, 2017, 11:39:37 AM
Oh no, I spoke too soon  :P

This is the log after I enter for the first time in a camp with the Set-up Camp. Is this a serious problem? Objects and pawns on the map are perfectly visible :)

[attachment deleted by admin: too old]
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Luka Kama on November 25, 2017, 03:05:31 PM
Quote from: PhantomFav on November 25, 2017, 11:39:37 AM
Oh no, I spoke too soon  :P

This is the log after I enter for the first time in a camp with the Set-up Camp. Is this a serious problem? Objects and pawns on the map are perfectly visible :)

Just tried with the same mod set and had no problems. Also, the error doesn't seem related to Fog of War. It seems more related to rivers map generation (triggered by set up camp).
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: PhantomFav on November 25, 2017, 03:09:18 PM
Ok, even with the error, the game seams perfectly normal ;D
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Sniper Pilot on November 26, 2017, 05:48:46 PM
Thank you for the fix!! Back to being able to enjoy exploring.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: bhongryp on November 28, 2017, 12:26:07 AM
Loving this mod; totally changes the way I play the game. I've been using restricted zones to keep 'sentries' at the entrances to my base so I don't get surprised by hostiles wandering around the village (absolutely essential if you play with this and zombies). This means I now have colonists specialized for combat, which is something I had never bothered to consider before. I do have a request though: would it be possible to have the watch towers work like research tables, where there is a never-ending task? I think it would be cool to have 'Sentry' as a job that pawns can be assigned to, rather than my current method with restricted zones and guard houses.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Sniper Pilot on November 28, 2017, 01:50:27 AM
Interesting idea! Maybe I can make a sub mod....
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: TryB4Buy on December 05, 2017, 09:32:55 PM
"System.IndexOutOfRangeException: Array index is out of range.
  at RimWorldRealFoW.SectionLayers.SectionLayer_FoVLayer.Regenerate () [0x00000] in <filename unknown>:0
  at Verse.Section.RegenerateAllLayers () [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.RegenerateEverythingNow () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.init () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.MapComponentUpdate () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentUpdate (Verse.Map map) [0x00000] in <filename unknown>:0
TickMultiThread.SpecialInjector_TickMultiThreadDetour24:_Error(String)
Verse.MapComponentUtility:MapComponentUpdate(Map)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
"
Seems like a conflict with an the mod settings itself. Before that it worked fine with my 50 other B18 mods.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Luka Kama on December 06, 2017, 04:43:22 PM
Quote from: TryB4Buy on December 05, 2017, 09:32:55 PM
"System.IndexOutOfRangeException: Array index is out of range.
  at RimWorldRealFoW.SectionLayers.SectionLayer_FoVLayer.Regenerate () [0x00000] in <filename unknown>:0
  at Verse.Section.RegenerateAllLayers () [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.RegenerateEverythingNow () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.init () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.MapComponentUpdate () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentUpdate (Verse.Map map) [0x00000] in <filename unknown>:0
TickMultiThread.SpecialInjector_TickMultiThreadDetour24:_Error(String)
Verse.MapComponentUtility:MapComponentUpdate(Map)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
"
Seems like a conflict with an the mod settings itself. Before that it worked fine with my 50 other B18 mods.

In order to try to workaround this error I must know exactly which is the other mod that causes it (I'm sorry, but really I can't track it down all by myself). You could try disabling one other mod at time, then the one disabled when the error does not show up is the incompatible one. Once done that, if the error show up with only FoW mod and this other mod, than report its name and I will try to identify and workaround the problem.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: frenchiveruti on December 06, 2017, 04:51:01 PM
Hey there Luka! Your mod seems like the kind of mod I'll test once Combat Extended reaches B18.  It will be a very rough mod to play around with. But Also very useful.
Three quick questions:
Do "military aid" pawns sent by friendly colonies add to my field of view?
Also, will you consider adding ModSync Ninja (https://ludeon.com/forums/index.php?topic=34447.0) support for your mod?
Do the "advanced bionic eyes" from EPOE count towards the "nightvision"? Do they increase the field of view of the pawn?

Thanks! I love that you thought about a lot of things like the bionic eyes and also when a pawn is sleeping.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: TryB4Buy on December 24, 2017, 12:03:21 PM
Quote from: Luka Kama on December 06, 2017, 04:43:22 PM
Quote from: TryB4Buy on December 05, 2017, 09:32:55 PM
"System.IndexOutOfRangeException: Array index is out of range.
  at RimWorldRealFoW.SectionLayers.SectionLayer_FoVLayer.Regenerate () [0x00000] in <filename unknown>:0
  at Verse.Section.RegenerateAllLayers () [0x00000] in <filename unknown>:0
  at Verse.MapDrawer.RegenerateEverythingNow () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.init () [0x00000] in <filename unknown>:0
  at RimWorldRealFoW.MapComponentSeenFog.MapComponentUpdate () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentUpdate (Verse.Map map) [0x00000] in <filename unknown>:0
TickMultiThread.SpecialInjector_TickMultiThreadDetour24:_Error(String)
Verse.MapComponentUtility:MapComponentUpdate(Map)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
"
Seems like a conflict within the mod settings itself. Before that it worked fine with my 50 other B18 mods.

In order to try to workaround this error I must know exactly which is the other mod that causes it (I'm sorry, but really I can't track it down all by myself). You could try disabling one other mod at time, then the one disabled when the error does not show up is the incompatible one. Once done that, if the error show up with only FoW mod and this other mod, than report its name and I will try to identify and workaround the problem.
Understood. I've been hesitant to look more in depth at it myself due to all the mods I'm using. Here's the list:
Achtung-Mod-master
AllowDeadMansApparel
AllowTool
AnimalTab
AntiAutoUnload
AreaUnlocker
Autopsy-master
AvoidFriendlyFire
BetterPawnControl
BillysCaravanFormation
BillysLoadTransportPod
Blueprints
CameraPlus-master
Cheaper Components
CleaningArea
Clutter Structure_doorStuff
CrashLanding
CustomDeathRandomness
DD WorkTab
DefensivePositions
DESurgeries
Dodging Rebalanced
DryLeaves_b18.1.0
EdBPrepareCarefully
ED-ReverseCycleCooler
ED-SafeTraps
ED-TurretControl
ExpandedContextMenu
Firefoam Belt
FluffyBreakdowns
FollowMe
FreshStockpileFilter-master
Hand Me That Brick
HaulToStack
HugsLib
Hunting Alert
ICanFixIt
IdleFix
ImpassableMapMaker
ImprovedWorkbenches
IndustrialRoller
IThinkYouMissclicked
JustIgnoreMePassing-master
LongRangePodLauncher
Manhunter Fix
MapReroll
MarvsUghYouGotMe
MedicalTab
Mending_easy
Miniaturisation
Miniaturisation-0.18.0
MiningCo. MMS
Moody
More Meltdowns
Nandonalt - Set-up Camp
OmniLocator
Passive-Coolers-Refuelable-0.18.1.2
PathAvoid
PetMute
PlantSaver
PowerSwitch
PrepareLanding
QualityBuilder
QualityCooldown-1.0
RealFoW
ReplaceWalls
ReverseCommands
RF - Configurable Maps
RF - Consolidated Traits
RF - More Trait Slots
RF - Smooth Stone Walls
Rimfire Custom Charge Deadeye
RimSearch
Rimworld_ModSyncNinja
RimworldStackXXL
RotTickFix
RT_Fuse-B18-1.1.1
RuntimeGC
RW_RefugeeStats
SameSpot-master
Shuttlecraft
Smart Speed
static_quality_plus_B18
Super Soil
TableDiner_Simple
TechAdvancing
Therapy
TickMultiThread
TradingSpot
UniversalFermenter
VGP_Tools
WanderingCaravans [B18]
WheresTheGravel
WhileYoureUp
WildlifeTab
WorldPawnGC
zombieland-master

Rimworld Mod Checker reports no conflicts, although it reports none for all my turned off mods. I'm not sure If I have to enable them for it to actually check them. It does correctly display the number of XML files in the directory, though. As best I can tell Rimworld is fairly resilient to XML conflicts anyway. Only name-matched text inside XMLs are actually overwritten so everyone can just add their own stuff for Defs\ResearchProjectDefs\Research.xml or whatever. And everyone uses the most up to day Huglib and Harmony, so those load orders don't matter.

Anyways, I'll retry adding this mod to the pile slower next time with B19.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Luka Kama on December 24, 2017, 12:09:13 PM
Quote from: TryB4Buy on December 24, 2017, 12:03:21 PM
Understood. I've been hesitant to look more in depth at it myself due to all the mods I'm using. Here's the list:
Achtung-Mod-master
AllowDeadMansApparel
AllowTool
AnimalTab
AntiAutoUnload
AreaUnlocker
Autopsy-master
AvoidFriendlyFire
BetterPawnControl
BillysCaravanFormation
BillysLoadTransportPod
Blueprints
CameraPlus-master
Cheaper Components
CleaningArea
Clutter Structure_doorStuff
CrashLanding
CustomDeathRandomness
DD WorkTab
DefensivePositions
DESurgeries
Dodging Rebalanced
DryLeaves_b18.1.0
EdBPrepareCarefully
ED-ReverseCycleCooler
ED-SafeTraps
ED-TurretControl
ExpandedContextMenu
Firefoam Belt
FluffyBreakdowns
FollowMe
FreshStockpileFilter-master
Hand Me That Brick
HaulToStack
HugsLib
Hunting Alert
ICanFixIt
IdleFix
ImpassableMapMaker
ImprovedWorkbenches
IndustrialRoller
IThinkYouMissclicked
JustIgnoreMePassing-master
LongRangePodLauncher
Manhunter Fix
MapReroll
MarvsUghYouGotMe
MedicalTab
Mending_easy
Miniaturisation
Miniaturisation-0.18.0
MiningCo. MMS
Moody
More Meltdowns
Nandonalt - Set-up Camp
OmniLocator
Passive-Coolers-Refuelable-0.18.1.2
PathAvoid
PetMute
PlantSaver
PowerSwitch
PrepareLanding
QualityBuilder
QualityCooldown-1.0
RealFoW
ReplaceWalls
ReverseCommands
RF - Configurable Maps
RF - Consolidated Traits
RF - More Trait Slots
RF - Smooth Stone Walls
Rimfire Custom Charge Deadeye
RimSearch
Rimworld_ModSyncNinja
RimworldStackXXL
RotTickFix
RT_Fuse-B18-1.1.1
RuntimeGC
RW_RefugeeStats
SameSpot-master
Shuttlecraft
Smart Speed
static_quality_plus_B18
Super Soil
TableDiner_Simple
TechAdvancing
Therapy
TickMultiThread
TradingSpot
UniversalFermenter
VGP_Tools
WanderingCaravans [B18]
WheresTheGravel
WhileYoureUp
WildlifeTab
WorldPawnGC
zombieland-master

Rimworld Mod Checker reports no conflicts, although it reports none for all my turned off mods. I'm not sure If I have to enable them for it to actually check them. It does correctly display the number of XML files in the directory, though. As best I can tell Rimworld is fairly resilient to XML conflicts anyway. Only name-matched text inside XMLs are actually overwritten so everyone can just add their own stuff for Defs\ResearchProjectDefs\Research.xml or whatever. And everyone uses the most up to day Huglib and Harmony, so those load orders don't matter.

Anyways, I'll retry adding this mod to the pile slower next time with B19.

On Steam I released an update that fixes the "Array index is out of range" error (caused by a bug when disabling the fade effect), but hadn't the time yet to release the standalone zip.

If you can, try to use the Steam version, or re-enable the fog fade effect.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Harry_Dicks on December 24, 2017, 06:29:09 PM
Will predator animals that you have tamed still be able to hunt prey that is outside of anyone's line of sight? I ask because I have so many colony animals that there isn't much wildlife. So as soon as a few squirrels or rabbits spawn in, I have a pack of hungry wolves and bears booking it to that edge of the map right away. Will they still be able to do this with this mod, but if no one has sight of the prey animals?

Mod looks fantastic by the way. I'm thinking that maybe if you could disable the "Raid!" alarm, that you could have a new job of guard duty or something? Monitoring the CCTV cameras, or for neolithic standing in the guard tower as a lookout.
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: TryB4Buy on December 28, 2017, 05:50:40 PM
Quote from: Luka Kama on December 24, 2017, 12:09:13 PMOn Steam I released an update that fixes the "Array index is out of range" error (caused by a bug when disabling the fade effect), but hadn't the time yet to release the standalone zip.
Thanks! Let us know when its on a publicly available platform (steam is not a public platform).
Title: Release - [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Luka Kama on December 29, 2017, 04:39:46 AM
Update 1.3.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.3.0.b18.201712291030/RealFoW.v1.3.0.b18.201712291030.zip)
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Harry_Dicks on January 02, 2018, 01:47:42 PM
QuoteAnimals participate to Faction Fog of War only if trained for release and with a master set.

So does that mean all of my wolves will be able to hunt new prey animals that are spawned in, but not in anyone's line of sight, as long as they don't have a master set? Thanks!
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Luka Kama on January 02, 2018, 01:57:26 PM
The FoW is applied only for aiming and firing. Target tracking and looking goes beyond the fog, so your wolves should be able to hunt by their self, trained or not.
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Harry_Dicks on January 02, 2018, 05:41:51 PM
Hell yeah, awesome man!  My future dreams for this mod have a new work type added, guard duty/sentry. Then you could have your sheriffs and other would-be-hat pawns patrol along a wall, or stand guard at the main gate! Or maybe they have to monitor the CCTVs and open/close remote doors from the "security" room ala Prison Architect. Setup custom sentry time schedules with Fluffy's WorkTab, and custom zones for all of the guards. Turn off raid warning with ED-EhancedOptions. Add in that truly "dark" mod or whatever it is. AND SPOTLIGHT TURRETS from Rikiki! HHHHHHHHNNNNNNNNNNNGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG! WANT... SO... BAD!!!!!
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Aslowturtleayylmao on January 03, 2018, 12:58:02 AM
game almost unplayable without this mod..
pls tynan add this mod to base game as optional thing.
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: docssy on January 21, 2018, 03:34:31 PM
Mind checking this out? https://snag.gy/tVzi4m.jpg
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: DJMurtz on February 10, 2018, 01:04:47 PM
EDIT: Turns out this was related to the latest version of "Jec's Tools (https://steamcommunity.com/sharedfiles/filedetails/?id=932008009)". Reverting to an older version fixed the problem. Sorry for that.

I started a new game today with this mod, and it works, except for when I draft two of my four starting pawns. It logs (excessively) different errors for each of the two pawns, one being:


Cannot cast from source type to destination type.
at CompOversizedWeapon.HarmonyCompOversizedWeapon.AdjustRenderOffsetFromDir (Verse.Pawn,CompOversizedWeapon.CompOversizedWeapon) <0x0005b>
at CompOversizedWeapon.HarmonyCompOversizedWeapon.DrawEquipmentAimingPreFix (Verse.PawnRenderer,Verse.Thing,UnityEngine.Vector3,single) <0x0091f>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipmentAiming_Patch4 (object,Verse.Thing,UnityEngine.Vector3,single) <0x00072>
at (wrapper dynamic-method) Verse.PawnRenderer.DrawEquipment_Patch1 (object,UnityEngine.Vector3) <0x009bc>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x011ac>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00219>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>


and the other pawn (when drafted) triggers this error:


Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00182>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x00025>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01ec2>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch2 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00236>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.RotDrawMode,bool) <0x0007d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00219>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x00032>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x001f9>
at Verse.Map.MapUpdate () <0x00135>
at Verse.Game.UpdatePlay () <0x0005c>
at Verse.Root_Play.Update () <0x0004c>


Basically what happens, is that all pawns suddenly become invisible (except for the two that actually trigger this error), and all items on the ground as well. As soon as I undraft the pawn, everything works as expected again.

Actually, looking at this error, I was somehow thinking it was related to this mod, but I don't think it is, so please ignore my bug report of it isn't. Sorry.

Edit: actually, I now remember why I thought this mod might be the cause, because I did see this log message above it:


Cannot register drawable Capybara87358 while drawing is in progress. Things shouldn't be spawned in Draw methods.
Verse.Log:Warning(String)
Verse.DynamicDrawManager:RegisterDrawable(Thing)
RimWorldRealFoW.ThingComps.ThingSubComps.CompHiddenable:show()
RimWorldRealFoW.ThingComps.ThingSubComps.CompHideFromPlayer:updateVisibility(Boolean, Boolean)
RimWorldRealFoW.MapComponentSeenFog:incrementSeen(Faction, Int32[], Int32)
RimWorldRealFoW.ShadowCasters.ShadowCaster:computeFieldOfViewInOctantZero(Byte, Boolean[], Int32, Int32, Int32, Boolean[], Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Boolean[], Boolean, MapComponentSeenFog, Faction, Int32[], Int32, Int32, Int32, Int32, Int32, Int32, Int32)
RimWorldRealFoW.ShadowCasters.ShadowCaster:computeFieldOfViewWithShadowCasting(Int32, Int32, Int32, Boolean[], Int32, Int32, Boolean, MapComponentSeenFog, Faction, Int32[], Boolean[], Int32, Int32, Int32, Boolean[], Int32, Int32, Int32, Int32, Int32, Byte, Int32, Int32)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:calculateFoV(Thing, Int32, Boolean)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:updateFoV(Boolean)
RimWorldRealFoW.ThingComps.ThingSubComps.CompFieldOfViewWatcher:CompTick()
RimWorldRealFoW.ThingComps.CompMainComponent:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


But, that wasn't an actual error, but a warning(yellow) log message, so it might not be related at all.
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Harry_Dicks on February 10, 2018, 01:35:27 PM
DJMurtz could you please post your HugsLib error report so that we can help further? Error snippets don't always show the best picture. Also, for the comp oversized weapon, are you using Lightsabers or Forsaken mod? I think I remember them using those. Although I'm sure others do as well. Also, I would recommend that you try the game with only Core and Fog of War, and see if you still have the same issues. If not, then you have a mod conflict.

EDIT: Also to the author - could we get any rough estimates on how this mod affects performance? I feel like I am right at the threshold of what I would call performance acceptability. And I really want to play with this mod, but was curious about it's load on the CPU.

Also, could we ever have an option to start with the map "explored" but still have the fog of war? I ask because I almost always use a mountain base, and from what I can recall, I want to say it looked like I was going to have issues using my More Planning mod to plan out squares into the mountain where I had not yet mined, so there was still a fog over them. Don't quote me on that last part, but I want to say that's how I remember it looking, and thinking about how it may give me some issues down the line. However the more I think about it, I want to say that vanilla behaves this way as well, having any parts of the mountain "undiscovered" until you mine to them.
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: DJMurtz on February 11, 2018, 05:03:09 AM
I have another "bug" report that I am not sure is caused by this mod, but I will investigate. I figured I'd report it anyway, since it might be related, and it might be that you know what I'm talking about and know how to fix this.

It seems that if I mark multiple animals for taming, and the animals are not within line of sight, there's a constant stutter every x seconds due to (I guess?) some kind of extreme pathing calculations going on? As soon as I cancel the taming, the stutter goes away, and the stutter also becomes less as I reduce the number of animals marked for taming (I'm talking about 1 to 4 marked animals, with a noticable difference in stutter between having one or four marked).
Title: Re: [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: DJMurtz on February 11, 2018, 05:05:30 AM
Quote from: Harry_Dicks on February 10, 2018, 01:35:27 PM
DJMurtz could you please post your HugsLib error report so that we can help further? Error snippets don't always show the best picture. Also, for the comp oversized weapon, are you using Lightsabers or Forsaken mod? I think I remember them using those. Although I'm sure others do as well. Also, I would recommend that you try the game with only Core and Fog of War, and see if you still have the same issues. If not, then you have a mod conflict.

Thanks for the heads-up about the HugsLib error report, I'll do that next time. As for the bug I reported, I didn't see your reply earlier, so I edited the original post, but I found out the issue was actually due to the latest version of "Jec's Tools (https://steamcommunity.com/sharedfiles/filedetails/?id=932008009)", reverting to an older version solved the problems for me.
Title: Re: Release - [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Luka Kama on September 08, 2018, 08:32:27 AM

Update 1.4.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.4.0.b19.201809081412/RealFoW.v1.4.0.b19.201809081412.zip)
Title: Re: Release - [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: utotuto on September 08, 2018, 12:11:22 PM
Quote from: Luka Kama on September 08, 2018, 08:32:27 AM
How does mod affect on event messages? Did i get message about assault/blight/ambrosia etc. if its not in my FoW
Title: Re: Release - [B18] Real Fog of War (v1.3.0) - The Unknown
Post by: Luka Kama on September 09, 2018, 01:04:40 PM
Quote from: utotuto on September 08, 2018, 12:11:22 PM
How does mod affect on event messages? Did i get message about assault/blight/ambrosia etc. if its not in my FoW

Messages are displayed, but they will point at the event starting position (vanilla game messages follow pawns).
Title: Re: [B19] Real Fog of War (v1.4.0) - The Unknown
Post by: Soupy Delicious on October 25, 2018, 09:17:06 AM
Ahhh, I was looking for this mod for ages!  Please update it!  It added so much to my campaigns :D!
Title: Re: [B19] Real Fog of War (v1.4.0) - The Unknown
Post by: Vitvox on October 25, 2018, 12:52:54 PM
Apparently you can play with B19 version.

Just change the "Target Version" on the About file in the Mod and you should be OK. Read about this on the steam page of the mod
Title: Re: [B19] Real Fog of War (v1.4.0) - The Unknown
Post by: Soupy Delicious on October 26, 2018, 09:30:36 AM
oh sick :D  Thanks
Title: Re: [B19] Real Fog of War (v1.4.0) - The Unknown
Post by: bigheadzach on October 26, 2018, 09:58:23 AM
Maybe someone's asked this in the last 5 pages of the post, but what happens if you try to select something in the "visited but not currently visible" fog that no longer exists? Does this present any real exploitable advantage if you're told it's not there anymore?
Title: [1.0] Real Fog of War (v1.5.0) - The Unknown
Post by: Luka Kama on November 03, 2018, 07:44:17 AM
Update 1.5.0

Change log:

With latest optimizations, on a mid-rage PC playing a big sized map with ~10 colonists and ~40 animals, performances are almost the same of the base game without the mod.

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.5.0.1.0.201811031200/RealFoW.v1.5.0.1.0.201811031200.zip)
Title: Re: [B19] Real Fog of War (v1.4.0) - The Unknown
Post by: Luka Kama on November 03, 2018, 07:48:31 AM
Quote from: bigheadzach on October 26, 2018, 09:58:23 AM
Maybe someone's asked this in the last 5 pages of the post, but what happens if you try to select something in the "visited but not currently visible" fog that no longer exists? Does this present any real exploitable advantage if you're told it's not there anymore?

Once an object has been seen, it remains visible and you/pawns can interact with it normally.
Title: Re: [1.0] Real Fog of War (v1.5.0) - The Unknown
Post by: Soupy Delicious on November 03, 2018, 10:13:49 AM
Thank you for another beautiful update.  Sleekest mod in Rimworld so far, baby :D
Title: [1.0] Real Fog of War (v1.5.1) - The Unknown
Post by: Luka Kama on November 04, 2018, 09:22:17 AM
Update 1.5.1

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.5.1.1.0.201811041515/RealFoW.v1.5.1.1.0.201811041515.zip)
Title: Re: [1.0] Real Fog of War (v1.5.1) - The Unknown
Post by: Codexehow on November 06, 2018, 04:50:04 PM
You fiend! I doubt I will be able to play Rimworld without this mod now. It's just too..epic. Especially when combined with the Real Ruins mod.
Title: Re: [1.0] Real Fog of War (v1.5.1) - The Unknown
Post by: Luka Kama on November 10, 2018, 10:59:57 AM
Update 1.6.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.6.0.1.0.201811101628/RealFoW.v1.6.0.1.0.201811101628.zip)
Title: Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
Post by: akiceabear on February 17, 2019, 11:58:56 PM
Does this work with Combat Extended?
Title: Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
Post by: Bradley_ on April 14, 2019, 07:10:25 AM
I'm playing with Combat Extended, and although there are no incompatibilities, CE is more long ranged than vanilla. Therefore, i'd like to increase view range for everybody, come on, 30 squares is ridicilously smzll even for vannila, well, imho.

The problem is that view range values apear to be hardcoded. Here they are:
(https://i.imgur.com/5icSvGp.jpg)

Unfortunately, PC at wich i am right now wouldn't even install visual studio, and i have no idea how else to compile. Please someone increase those values by 2.5 and give me the compiled mod. I have no idea when am i getting to my normal PC, so thanks.

Also, i wonder, why those values aren't tweakable through the ingame mod menu? As well as all the modifiers for sight and weather and whatever else is there. That would be really convenient.
Title: Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
Post by: Luka Kama on April 19, 2019, 02:48:21 PM
Hi, hard-coded values are fine tuned for vanilla game gun ranges and for performances. Increasing them (mainly the non mech one) would have an exponential impact on performances. This is the reason why I didn't make them configurable. However, I could externalize them so that power users could try to find values that best work with their mods collection and PC configuration.

I will try to do it in the next couple of weeks.
Title: Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
Post by: wolfsilver00 on July 03, 2019, 12:56:05 PM
I've encountered a real annoyance/bug.. When you mine a tunnel in a zig zag, when the miner gets to the "zag" he can't see over the corner, so the next rock to be mined is not shown and then he wont automatically mine it, I have to manually draft and send him there to show that area for him to mine... This is the pattern:

XXXXXO<
---------^
>>>>>^

He goes as the arrows point until the O, he mines it diagonally from the last ^ so the first X is not revealed.
Title: Re: [1.0] Real Fog of War (v1.6.0) - The Unknown
Post by: Luka Kama on July 04, 2019, 04:45:40 PM
Quote from: wolfsilver00 on July 03, 2019, 12:56:05 PM
I've encountered a real annoyance/bug.. When you mine a tunnel in a zig zag, when the miner gets to the "zag" he can't see over the corner, so the next rock to be mined is not shown and then he wont automatically mine it, I have to manually draft and send him there to show that area for him to mine... This is the pattern:

XXXXXO<
---------^
>>>>>^

He goes as the arrows point until the O, he mines it diagonally from the last ^ so the first X is not revealed.

Reproduced and fixed. I will release a patch in the next few days, along with the possibility to extend the base view range trough the editing of the mod XML or with an XPath mod extension (like done by the mod "Real Fog of War Extended").
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: Luka Kama on July 04, 2019, 05:14:35 PM
Update 1.7.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.7.0.1.0.201907042310/RealFoW.v1.7.0.1.0.201907042310.zip)
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: wolfsilver00 on July 06, 2019, 05:30:05 PM
Quote from: Luka Kama on July 04, 2019, 05:14:35 PM
Update 1.7.0

Change log:

  • It is now possible to customize the base view range trough mod's xml file editing or third part XPath extension mods.
  • Fixed diagonal mining issue: colonist now will peek in the mined cell as soon as it is mined, revealing all the related areas.
  • Applied some additional control to prevent rare game errors.

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.7.0.1.0.201907042310/RealFoW.v1.7.0.1.0.201907042310.zip)

Do you have a patreon or something like that? This mod is by far one of my favorite mods and the fact that I posted a problem and you solved almost immediately means that I want to donate to you. Thanks for your work and for one of the most unique and awesome mods out there. Its a whole new experience and Im not playing again without this.
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: Soupy Delicious on August 22, 2019, 07:36:09 AM
I agree, I would like to donate too.  This mod is always in my mind when I think about returning to Rimworld, and the fact that you're still updating shows that this mod wasn't just a 'fire n forget'.  :DD
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: Brightsideguy on October 04, 2019, 02:02:32 PM
What is the difference between the Mech and Non-Mech default baseview ranges?  Is it a matter of what you can see vs when mechs can detect that they should shoot at you?

Trying to sort out what number to increase it to in the xml piece you made for us (thanks!), and to understand if increasing the default too high gives me an advantage over the mech's viewing capacity. I don't want to make a mech fight to easy, ha
Title: Re: [B18] Real Fog of War (v1.1.1) - The Unknown
Post by: Tocato on October 05, 2019, 03:52:23 PM
Quote from: bhongryp on November 28, 2017, 12:26:07 AM
Loving this mod; totally changes the way I play the game. I've been using restricted zones to keep 'sentries' at the entrances to my base so I don't get surprised by hostiles wandering around the village (absolutely essential if you play with this and zombies). This means I now have colonists specialized for combat, which is something I had never bothered to consider before. I do have a request though: would it be possible to have the watch towers work like research tables, where there is a never-ending task? I think it would be cool to have 'Sentry' as a job that pawns can be assigned to, rather than my current method with restricted zones and guard houses.
the guard for me mod has this kinda feature. Would be cool to integrate it with this for that aspect
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: Bradley_ on October 13, 2019, 04:48:25 PM
Thanks for adding customisable base ranges, i have it set to 70, no noticable perfomance issues. This mod is running perfectly apart from minor issues like downed "!" and sleepeng "z" are always visible, but that's hardly an issue.

Also, i found an incompatible mod: Desynchronized https://github.com/Vectorial1024/Desynchronized/issues/22
Looks like its just a NullReferenceException, so it should be easily patchable. Giving a shout out here and if i'll succed in fixing it myself i'll make a pullrequest.
Title: Re: [1.0] Real Fog of War (v1.7.0) - The Unknown
Post by: Luka Kama on February 29, 2020, 11:34:35 AM
Update 1.8.0

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.8.0.1.1.202002291720/RealFoW.v1.8.0.1.1.202002291720.zip)
Title: Re: [1.1] Real Fog of War (v1.8.0) - The Unknown
Post by: hauvega on February 29, 2020, 12:01:02 PM
The current harmony version is 2.0.0.7.  I see that your mod is based on 2.0.0.5.  The Rimworld 1.1 can not handle more than one version of harmony.
Title: Re: [1.1] Real Fog of War (v1.8.1) - The Unknown
Post by: Luka Kama on February 29, 2020, 12:32:11 PM
Update 1.8.1

Change log:

Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=836245605)
Zip to manually install here (https://github.com/lukakama/rimworld-mod-real-fow/releases/download/v1.8.1.1.1.202002291824/RealFoW.v1.8.1.1.1.202002291824.zip)
Title: Re: [1.1] Real Fog of War (v1.8.0) - The Unknown
Post by: Luka Kama on February 29, 2020, 12:39:51 PM
Quote from: hauvega on February 29, 2020, 12:01:02 PM
The current harmony version is 2.0.0.7.  I see that your mod is based on 2.0.0.5.  The Rimworld 1.1 can not handle more than one version of harmony.
Fixed... However I'm wondering how it will be handled for future Harmony updates... Each mod must be updated on every Harmony release? And how will it be handled the transition time? Mods should stick with the latest version available at every non bugfix game release?
Title: Re: [1.1] Real Fog of War (v1.8.0) - The Unknown
Post by: hauvega on March 03, 2020, 01:40:13 PM
Looks like something in translation is not displaying properly.
(http://i.imgur.com/XhZFtn8.png) (https://imgur.com/XhZFtn8)