Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on June 06, 2005, 01:57:18 pm
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As you can see in this (http://www.hard-light.net/forums/index.php/topic,33103.0.html) thread, the fog distance is way too close for a decent land-like fog effect.
Is it possible to change this?
And I don't know about the 'range' filed in FRED. Is it used to define this distance? I can't enter greater values than 3000. Values above that will get lost, or set back to 3000 after saving.
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Range is radar range.
TI could definitely use something like this as well. :nod:
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Hmm, I think the Robotech mod could use it too.
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I changed some code so you guys could fool around with this (you guys = anyone with a debug build)
Go into a debug build and bring up the debug console (shift + backspace or something like that). Then type in "neb2". You will see a list that looks something like this:
neb2_fog : set near and far fog planes for ship type X
where X is an integer from 1 - 11
1 = cargo containers, 2 = fighters/bombers, 3 = cruisers
4 = freighters, 5 = capital ships, 6 = transports, 7 = support ships
8 = navbuoys, 9 = sentryguns, 10 = escape pods, 11 = background nebula polygons\n
neb2_max_alpha : max alpha value (0.0 to 1.0) for cloud poofs. 0.0 is completely transparent
neb2_break_alpha : alpha value (0.0 to 1.0) at which faded polygons are not drawn. higher values generally equals higher framerate, with more visual cloud popping
neb2_break_off : how many pixels offscreen (left, right, top, bottom) when a cloud poof becomes fully transparent. Lower values cause quicker fading
neb2_smooth : magic fog smoothing modes (0 - 3)
neb2_select : where the first # is the bitmap to be adjusting (0 through 5), and the second int is a 0 or 1, to turn off and on
neb2_rot : set max rotation speed for poofs
neb2_prad : set cloud poof radius
neb2_cdim : poof cube dimension
neb2_cinner : poof cube inner dimension
neb2_couter : poof cube outer dimension
neb2_jitter : poof jitter
neb2_mode : switch between no nebula, polygon background, amd pof background (0, 1 and 2 respectively)\n
neb2_ff : flash fade/sec
neb2_background : rgb background color
Fool around with the top one (neb2_fog) and see if you can find a value that works...
I can probably set up a table or something you can put the values into for a couple weeks.
Also, note that neb2_fog seems to be incorrect. Here is a table of the current values from the source. The first value is the "near", second value is the "far", the index starts at 0 (so super capital ships would be 11, rather than nebula polygons.)
{0.0f, 0.0f}, // SHIP_TYPE_NONE
{10.0f, 500.0f}, // SHIP_TYPE_CARGO
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER_BOMBER
{10.0f, 600.0f}, // SHIP_TYPE_CRUISER
{10.0f, 600.0f}, // SHIP_TYPE_FREIGHTER
{10.0f, 750.0f}, // SHIP_TYPE_CAPITAL
{10.0f, 500.0f}, // SHIP_TYPE_TRANSPORT
{10.0f, 500.0f}, // SHIP_TYPE_REPAIR_REARM
{10.0f, 500.0f}, // SHIP_TYPE_NAVBUOY
{10.0f, 500.0f}, // SHIP_TYPE_SENTRYGUN
{10.0f, 600.0f}, // SHIP_TYPE_ESCAPEPOD
{10.0f, 1000.0f}, // SHIP_TYPE_SUPERCAP
{10.0f, 500.0f}, // SHIP_TYPE_STEALTH
{10.0f, 500.0f}, // SHIP_TYPE_FIGHTER
{10.0f, 500.0f}, // SHIP_TYPE_BOMBER
{10.0f, 750.0f}, // SHIP_TYPE_DRYDOCK
{10.0f, 600.0f}, // SHIP_TYPE_AWACS
{10.0f, 600.0f}, // SHIP_TYPE_GAS_MINER
{10.0f, 600.0f}, // SHIP_TYPE_CORVETTE
{10.0f, 1000.0f}, // SHIP_TYPE_KNOSSOS_DEVICE
If you can confirm that the table is right, rather than the description, I'll update the description so it's correct.
Edit: Note that I made the necessary change awhile back, so you should be able to play around with all the fog stuff in any recent build.
Edit 2: And if this didn't clue you in, fog distance seems to be set depending on the ship type, rather than with just some global value. ;) Kind of unfortunate as I think it would look more realistic with the latter.
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Great, I'll test that right now. ;)
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For some reason no debug build works with SoL. :(
Assert: strlen(lookup_str) <= (unsigned int)(max_len - 1)
File: U:\src\cvs\fs2_open.testing\code\Localization\localize.cpp
Line: 966
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
lcl_ext_localize() stuff_string() parse_weapon() parse_weaponstbl() weapon_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
(taylor's new OpenAL build)
I guess it something wrong with the tables...
Edit: Shift+backspace doesn't do anything. I can't find the right keys.
BTW the debug builds work without the mod.
Edit2: Did you change the code right now? So I'd have to compile a new build?
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*Bump*
Can someone test this out?
I'd love to, but the debug builds won't work for me.. :(
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you have a weapon that uses a file for somethnig with a file name that is too long.
this bug is knowen to also cause crashes in relese builds so don't ignore it.
(BTW, I thiought we had a more descriptive error mesage for this thing)
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Debug console is shift + enter, I don't know why I said backspace. I just tried it too, so I know it's right. ;)
And yeah, check weapon and file names, max is 31 characters.
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Thanks. :)
Now this is going to be fun.... :blah:
I just checked the wapon table and found nothing... it was time do redo it anyway...
I hope I can get a debug build running somehow.
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run with a *****y version of fred, that usualy pinpoints bugs quickly