[A17] [RELEASED] Real Fog of War (v1.0.0 - 29-07-2017)

Started by Luka Kama, December 31, 2016, 11:03:55 AM

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XeoNovaDan

Brilliant mod, I've got one suggestion though...

Perhaps a scout tower of sorts via research, and a 'scouting' job (already a tall order here, no pun intended)? A scout tower could be manned which offers a full 360 degree field of view, and has some sort of multiplier for vision range (perhaps 1.6x), but they will be just as badly affected by weather as normal.

Just a thought

Luka Kama

Beta 0.1.7
Change log:

  • Added fading effect on fog transitions.
  • Only visible things can be picked and used for bills.
  • Most commands can be performed only on revealed areas and on visible things.
  • Non revealed areas can be designated for mining.
  • Grow and stockpile zones can be placed only on revealed areas.
  • Some performance improvements (compensated by fog fading effect).

Steam page
Zip to manually install here

Luka Kama

Quote from: XeoNovaDan on January 14, 2017, 07:36:42 AM
Perhaps a scout tower of sorts via research, and a 'scouting' job (already a tall order here, no pun intended)? A scout tower could be manned which offers a full 360 degree field of view, and has some sort of multiplier for vision range (perhaps 1.6x), but they will be just as badly affected by weather as normal.

Nice suggestion for the tower, but I'm really bad with graphical stuffs so it is unlikely that I will be able to add new game objects.
For the scout job, it needs to be deeply analyzed to identify how it could be added, and I foresee that it would be hard to implements. I need to think about it.

Thanks anyway for feedback and suggestions ;) .

XeoNovaDan

You're welcome :)

I could perhaps have a shot at doing the artwork? I'm no artist and by no means brilliant, but I could probably do something that's up to scratch, at least as a placeholder until somebody more specialised perhaps offers. I feel I could do good enough for that purpose.

Luka Kama

Ok for me, but it will take some time to get the game object ready (I got some experience on hacking the vanilla code, but not so much on mod the normal way :P ).

XeoNovaDan

Okay, this is what I've come up with. It's not brilliant and is basic, but it should suffice for now. I'm assuming you're going to make the watch tower a 2x2 structure? Hence why the texture size is 256x256, but it should scale to 384x384 without issue, or most other sizes

[attachment deleted by admin due to age]

Luka Kama

Thanks, I will try to add it on the next weekend.

XeoNovaDan

#37
Alright, excellent :)
Oh yeah, here's the XCF too (sort of an afterthought to send it, glad I saved it in its base XCF form along as a png) in the case that you may want to make any amends to it? You don't have to if you don't want to.

The Ref layer is pretty self-explanatory: Construction lines to be used for reference, but not to be shown in the final product.

[attachment deleted by admin due to age]

O Negative

Played a full playthrough with this, and it's great. I just don't think it's entirely for me. The tile "transparency" constantly changing as my pawns move around just bothers my eyes a bit, due to the tile system in the game. If it were more rounded it wouldn't be so bad.

My only recommendation:
Don't make certain rooms visible all of the time, as appears to be the plan on git. Rather, add a cheap-to-build 360-degree surveillance camera with reduced vision. Placed in a room, just gives vision. I don't think there's a real need to make a "Control Panel" of any kind or a wiring system like in P.A. Just something that costs a little electricity to maintain, and offers vision in rooms that aren't always occupied.

All in all, I'm glad you developed this! It add SO much immersion, it's ridiculous :)

Luka Kama

Quote from: O Negative on January 18, 2017, 11:00:21 PM
Played a full playthrough with this, and it's great. I just don't think it's entirely for me. The tile "transparency" constantly changing as my pawns move around just bothers my eyes a bit, due to the tile system in the game. If it were more rounded it wouldn't be so bad.
I Agree. I tried to play with the center of tiles in the seen perimeter to create a smoother transition between seen and unseen ones, but I didn't get the expected result.... The alternative would be to create a custom graphic shader, but I don't know how to make it..

Quote from: O Negative on January 18, 2017, 11:00:21 PM
Don't make certain rooms visible all of the time, as appears to be the plan on git. Rather, add a cheap-to-build 360-degree surveillance camera with reduced vision. Placed in a room, just gives vision. I don't think there's a real need to make a "Control Panel" of any kind or a wiring system like in P.A. Just something that costs a little electricity to maintain, and offers vision in rooms that aren't always occupied.
Yeah, it was in plans, but I too think that it wouldn't be a good idea. The surveillance camera (currently wourkarounded with lamps) is something that will be added in the future in the way you are saying (no control panels or such things).

admacjones

A light version of this would be really nice. Where once you discover the tiles you always have vision on them, just map exploration.

Luka Kama

#41
Beta 0.1.8
Change log:

  • Improved performances (with optimization and bug fixing).
  • Increased fog fading time.
  • Added surveillance cameras (with a placeholder graphic)
  • Added watch towers (with a placeholder graphic)
  • Glowing objects don't provide vision anymore (replaced by surveillance cameras)
  • On intense and extreme difficulties, turrets don't provide vision anymore but can automatically fire to unseen targets.
  • Raid, visitor and every alert not targeting player things are locked at the starting event position and not follow anymore the event object.

Steam page
Zip to manually install here

nosferato

Quote from: Luka Kama on January 22, 2017, 11:09:43 AM
Beta 0.1.8
Change log:

  • Improved performances (with optimization and bug fixing).
  • Increased fog fading time.
  • Added surveillance cameras (with a placeholder graphic)
  • Added watch towers (with a placeholder graphic)
  • Glowing objects don't provide vision anymore (replaced by surveillance cameras)
  • On intense and extreme difficulties, turrets don't provide vision anymore but can automatically fire to unseen targets.

Steam page
Zip to manually install here
I have been running this mod for a few days now and i am loving it, adds a whole new level of strategy, and one thing i needed was a way to keep an eye on my recently captured guests, so i was just about to suggest adding a camera, and voila here i am and find you have literally just done that, thank you sir for you hard work

Luka Kama

Beta 0.1.9
Change log:

  • Only seen/discovered things can be hauled to stockpiles.

Steam page
Zip to manually install here

ArthoriusBalen

how this mod work with Realistic Darkness and Enlighten? Any compatibility problem i should worry about? Best mod ever, congrets, cant play without it any more!  ;D