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@ayylmaoRotE ayylmaoRotE commented Sep 24, 2025

Picking up the closed PR #530 .

Forward ported the old PR and fixed the following from showing under fog:

  • Ebolt
  • Shrapnel related Ebolts (ownerless?)
  • NaturalParticleSystem
  • RefinerySmokeParticleSystem (from UnitTypes)
  • DamageParticleSystems
  • SparkParticleSystem
  • LaserTrailClass (all 3 types)
  • LaserDrawClass (includes DiskLaserClass)
  • RadBeam
  • CaptureManager (MindControl unit link)
  • Phobos FlyingStrings
  • SpySat=yes support

Other improvements:

  • Can be enabled via CnCNet Client, e.g.
  • Implemented RemoveShroudGlobally to combat the Shroud=no issue below
  • Reworked fog proxy drawing to stop BuildingType, OverlayType and TerrainType flickering/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
  • RefinerySmokeParticleSystem created by Slaved InfantryTypes still 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=no instead of RemoveShroudGlobally=yes, a pro will need to look into it.
quick.fow.mp4
image image

  - Hide particles under fog for all units, not just enemies
  - Add exception handling to prevent cursor targeting crashes on fogged buildings
  - Simplify fog checks using Fog::IsFogged() for consistency
…rlayTypes and TerrainTypes. still to do: objects remain on screen unchanged from fog proxy state
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@TaranDahl TaranDahl added ❓Restored feature Logic present in older gen. games but not in YR ⚙️T2 T2 maintainer review is sufficient ⚙️T3 and removed ⚙️T3 labels Sep 24, 2025
@SCIPCION
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-Terrain Objects with custom palettes are using theater palette under fog
-Smudges drawn over buildings cause crazy performance issues

image

@zhnjsacdjkn
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If it really doesn't work, then forget it. Using a smoke shell combined with passive super weapon effects is also quite good.

@Erjet
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Erjet commented Oct 7, 2025

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.

Untitled2

-Pre-Captured Tech Buildings: Tech buildings when captured by enemy appear as captured on the map before any player has scouted them.

image2

-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.

Untitled

-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.

image5 image6

-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.

image4

-Crater and Shadow Visual Glitches: Explosion craters are incorrectly rendered on top of buildings. A similar layering issue sometimes occurs with shadows.

image3

-Incorrect Fence Color After Destruction: When a fence is destroyed, the remaining fence posts change to the player's color.

image

-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.

@DmitryVolkov666
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DmitryVolkov666 commented Oct 7, 2025

@Erjet You might also want to download here a snapshot from the debug folder. It will contain a dmp, debug information, and other information.

@Metadorius
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Doesn't just "might want", Phobos crash report is useless without dmp.

@Erjet
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Erjet commented Oct 7, 2025

i have and drop it in DM of ayylmao some hours ago

@Erjet
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Erjet commented Oct 8, 2025

And last one, some animation are broken (its MO)

image

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7 participants