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FogOfWar: Difference between revisions

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Without the extension engine, this effect cannot be enabled on Skirmish
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Determines whether Fog of War is enabled. The fog differs from the usual opaque, black shroud in that it's semi-transparent and [[FogRate|automatically regrows over time]]. Terrain and buildings are visible through the fog, but units and animations are not. Building sprites will also linger on the fog even if the buildings themselves are destroyed, until the area is re-explored. These factors can alter the flow of the game significantly.
Determines whether Fog of War is enabled. The fog differs from the usual opaque, black shroud in that it's semi-transparent and [[FogRate|automatically regrows over time]]. Terrain and buildings are visible through the fog, but units and animations are not. Building sprites will also linger on the fog even if the buildings themselves are destroyed, until the area is re-explored. These factors can alter the flow of the game significantly.


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{{Bugs}}
{{Bugs}}
The Fog of War is notoriously prone to crashes due to frequent out of bound surface [https://en.wikipedia.org/wiki/Bit_blit blits]. These crashes have since been fixed in modern [https://en.wikipedia.org/wiki/DirectDraw DirectDraw] wrappers like [https://github.com/CnCNet/cnc-ddraw CNC-DDraw] and [https://github.com/CnCNet/ts-ddraw TS-DDraw].
The Fog of War is notoriously prone to crashes due to frequent out of bound surface [https://en.wikipedia.org/wiki/Bit_blit blits]. These crashes have since been fixed in modern [https://en.wikipedia.org/wiki/DirectDraw DirectDraw] wrappers like [https://github.com/CnCNet/cnc-ddraw CNC-DDraw] and [https://github.com/CnCNet/ts-ddraw TS-DDraw].<br>
 
There are also minor bugs/side-effects like [[IsAnimated|animated terrain objects]] (e.g. blossom trees, ore drills) becoming invisible under the fog.<br>
There are also minor bugs/side-effects like [[IsAnimated|animated terrain objects]] (e.g. blossom trees, ore drills) becoming invisible under the fog.
*Causes images of objects to display incorrectly<br>
<div><ul>
<li style="display: inline-block;">[[File:FogOfWarBug.png|frame|FogOfWarBug]]</li>
</ul></div>

Revision as of 06:42, 2 February 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: FogOfWar
File(s): Maps, rules(md).ini (RA2/YR only)
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: SpecialFlags, MultiplayerDialogSettings


Determines whether Fog of War is enabled. The fog differs from the usual opaque, black shroud in that it's semi-transparent and automatically regrows over time. Terrain and buildings are visible through the fog, but units and animations are not. Building sprites will also linger on the fog even if the buildings themselves are destroyed, until the area is re-explored. These factors can alter the flow of the game significantly.

Despite listed under [General] in Tiberian Sun and Firestorm, this flag is only read from [SpecialFlags] in those two games. In Red Alert 2 and Yuri's Revenge, it is also parsed from [MultiplayerDialogSettings].

  • If you only use the original YR, you can only use [SpeicalFlags] to activate FogOfWar during Battles, but you can also enable it in Skirmish through XNA CNCNET Client.
    • However, this feature has lost its effect of hiding objects under fog in YR.

FogOfWar in Yuri's Revenge

File:FogOfWar in YR.png

Bugs/Side-Effects/Unexpected Limitations The Fog of War is notoriously prone to crashes due to frequent out of bound surface blits. These crashes have since been fixed in modern DirectDraw wrappers like CNC-DDraw and TS-DDraw.
There are also minor bugs/side-effects like animated terrain objects (e.g. blossom trees, ore drills) becoming invisible under the fog.

  • Causes images of objects to display incorrectly