Refactor Fog of War round 2
Picking up the closed PR #530 .
Forward ported the old PR and fixed the following from showing under fog:
- [x] Ebolt
- [x] Shrapnel related Ebolts (ownerless?)
- [x] NaturalParticleSystem
- [x] RefinerySmokeParticleSystem (from UnitTypes)
- [x] DamageParticleSystems
- [x] SparkParticleSystem
- [x] LaserTrailClass (all 3 types)
- [x] LaserDrawClass (includes DiskLaserClass)
- [x] RadBeam
- [x] CaptureManager (MindControl unit link)
- [x] Phobos FlyingStrings
- [x] SpySat=yes support
Other improvements:
- Can be enabled via CnCNet Client, e.g.
- Implemented
RemoveShroudGloballyto combat the Shroud=no issue below - Reworked fog proxy drawing to stop
BuildingType,OverlayTypeandTerrainTypeflickering/vanishing under fog
RemoveShroudGlobally I added this as a way to bypass the Shroud=no issue, it works by removing Shroud at the beginning of the game, while keeping Fog intact. How to use:
[General]
RemoveShroudGlobally=yes
Note: this can also be enabled via CnCNet Client configuration
CnCNet Client In your game/skirmish/multiplayerlobby config, add a GameLobbyCheckBox with:
SpawnIniOption=FogOfWar
Checked=True
Still to do:
General
- [ ] Buildings fog proxy silhouette will disappear if they are destroyed, correct behaviour is to remain until revealed
- [ ] Sometimes XParticleSystem becomes visible
- [ ] Voxel turrets on BuildingTypes do not show currently
- [ ] Add coauth @secsome
- [ ] Remove debug messages and comments in debug.log and code.
Ares
- [ ] IonBlastClass::Draw / applyRipples /
Ripple.Radius - [ ]
ProduceCashDisplay - [ ] Flying strings such as Bounty
Vanilla
- [ ] Sparky=yes on WH
- [ ] RevealToAll=yes - does reveal the building but it gets fogged soon after
- [ ] RadSite
- [ ]
RefinerySmokeParticleSystemcreated by SlavedInfantryTypesstill shows under fog
Severe issues:
- [ ] Save/Load is not working, crash on load, not sure how far back I need to troubleshoot
- [ ] Shroud=no completely breaks everything (offset by
RemoveShroudGlobally) - [ ] Performance, lots of objects under fog after some time = big impact on FPS, not sure why or how to tackle it.
Future QOL:
- [ ] LaserTrail drawing should respect height vs fog, e.g. 3D vs Cell drawn at ground level/Z.
- [ ] If we want
Shroud=noinstead ofRemoveShroudGlobally=yes, a pro will need to look into it.
https://github.com/user-attachments/assets/fe707706-def8-4710-9441-4206b2dca752
Nightly build for this pull request:
- compiled-dll-fbf4dd5b1140e8435bb2618a44bb1440a1251f17.zip These artifacts will expire in 90 days and will not be available for download after that time.
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-Terrain Objects with custom palettes are using theater palette under fog -Smudges drawn over buildings cause crazy performance issues
If it really doesn't work, then forget it. Using a smoke shell combined with passive super weapon effects is also quite good.
Tested was in 20XX and MO, error occurred in both mod so all of them are here
-Random Mid-Game Crash: The game crashes unexpectedly after 5-10 minutes of gameplay. The error message is Exception code: C0000005 at 0074056E. (Crash dump and related files have been sent via Discord DM) and this problem occurred not only with me but other testers.
-Multiplayer Crash: Multiplayer games crash with a breakpoint error approximately 3-5 seconds after the match begins (ERROR_CODE: (NTSTATUS) 0x80000003 - {EXCEPTION} Breakpoint A breakpoint has been reached.).
-Friendly Player MCV Animation: The Allied Player MCV is missing its static (None updating) animation frames; only the dynamic (Moving parts) animation is visible.
-Pre-Captured Tech Buildings: Tech buildings when captured by enemy appear as captured on the map before any player has scouted them.
-Map Reveal on Large Maps: On large maps, parts of the map remain covered by the Fog of War and part is unexplored/unknown, or the center point of the revealed area seems to be posed (moving in x but not y direction) incorrect.
-Ore Miner Attack Command: The "attack" cursor indicator disappears when hovering over ore fields with the Ore Miner selected.
-Destroyed Bridges in Fog of War: Bridges that are pre-destroyed in the map editor appear as intact when covered by the Fog of War.
-Engineers and Tech Buildings in Fog of War: Engineers can be ordered to enter a tech building that is under the Fog of War. However, upon reaching the building, the engineer does not enter it.
-Inconsistent Selection of Revealed Enemy Buildings: Some enemy buildings remain selectable under the Fog of War after being revealed, while others do not.
-Crater and Shadow Visual Glitches: Explosion craters are incorrectly rendered on top of buildings. A similar layering issue sometimes occurs with shadows.
-Incorrect Fence Color After Destruction: When a fence is destroyed, the remaining fence posts change to the player's color.
-Damaged Buildings Under Fog of War: Occasionally, if a building takes damage while it is under the Fog of War, its visual state in the fog will update to show it as damaged.
@Erjet You might also want to download here a snapshot from the debug folder. It will contain a dmp, debug information, and other information.
Doesn't just "might want", Phobos crash report is useless without dmp.
i have and drop it in DM of ayylmao some hours ago
And last one, some animation are broken (its MO)