Fog
Kalabalana
Join Date: 2003-11-14 Member: 22859Members
<div class="IPBDescription">Playing around with how we could get fog into the game</div>Imagine marines rushing an alien hive, the room has a thick white low laying blanket of fog on the ground, and every now and then in different areas you can make out glimpses of skulks in the room as they move into position.
Creepy! I only wonder how something like this could be incorporated, and if it should.
Any ideas?
Creepy! I only wonder how something like this could be incorporated, and if it should.
Any ideas?
Comments
The server and/or the mapper would define area cords and set the fog density.
Maybe Fog could be associated with have three hives up and it pisses off when you don't?
Either way, Fog is the kinda thing (along with smoke) that kills FPS, and i hate games where those who have great computers, are at a disadvantage to those who have lesser computers because the people with lesser computers don't have trouble with Fog/smoke because it doesn't look good? Understand what i'm saying here?
I remember back in Cod 2, when you turned off certain features, you could eliminate half of the smoke. It was semi hax.
This is why any visibility affecting effects are tricky for the competetive play. I'd keep it very map specific at max.
as for the fog implementation and respective fps drops; I'm sure max or flayra could think of good way to incorporate it with a low cpu footprint now that they have their own engine.
Given the min specs for this game, and the overall average system of the 2009 gamer, I think fps shouldn't be an issue.
Don't think it could happen, but I wish.
--Scythe--
obviously has been dropped because of this since the engine couldnt be reprogrammed on this level within a reasonable amount of time / work.
Presumably, if the NS2 team creates volumetric flamethrowers, they can create volumetric fog.
the viewcam is in their maw.
For instance... There is a room with 2 res nodes in it. This room is an "atmospheric Processing" room. When is has power on, sunroof closes (lights out), the engine starts up, and the room fills with fog, the vents open up, and the main door in and out becomes an airlock (2 doors, neither open at the same time). This means when the humans hold the room, advantage aliens.
Aliens come in, kill everyone, plant DI. Power cuts out, sunroof opens (Lights up!), vents close (no escape, no fog), doors open wide (turns the room into a shooting gallery), fog clears (aliens can't hide). This means that when aliens hold the room, advantage humans.
The opposite can be true of course. Some rooms get designed for holder advantage. Alternatively, in one map, have one room with marine advantage always, and the opposite (or adjacent) room is alien advantage. The map now has 1 room that is easy for your team to hold, and another that's easy for the marines to hold.
And part of that gameplay dynamic is controlled entirely by the presence or absence of fog.
Then Umbra and the acid thing lerks do will hopefully use an update fog style which will look cool... and maybe Gorges could have a squid type ink squirt feature (alien style smoke grenade)