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Better fog API structure (visible, colours etc) #14176
Comments
I agree with most of your suggestions. Where to put it in the API is always hard. Is it where you set clouds? Is it where you set lighting? |
Definitely not lighting, it's not a light phenomenon. It's humidity coming from the soil, so it doesn't belong to the celestial vault either. In my mind it's something on its own, related to visibility |
Or smog, dust, etc. |
|
Problem
Currently, MT fog is quite limited, with people in these years requesting features like colour (#7284) and tweakable cloud fog (#7838). Also, players can turn it off by just pressing F3, breaking whatever aim the modder had (#14163)
Solutions
First of all, I suggest a
visible
parameter, both to create coherence with other celestial vault elements (sun, moon, stars and clouds) and to avoid this-1
hack onfog_distance
,fog_start
and whatever parameter may come next. I maintain a mod that includes an in-game editor for the celestial vault, and implementing fog hasn't been fun as I had to treat these parameters as a special case. Furthermore, it can be a nice way to tackle #14163, enforcingvisible
when declared (no matter iftrue
orfalse
)Then I'd move
fog_sun_tint
,fog_moon_tint
andfog_tint_type
intofog
Last but not least, I wonder why fog is in
set_sky
. Like, in my mind is a weather condition, not a component of the celestial vault. Wouldn't be better to have a separateset_fog()
function?Alternatives
Additional context
No response
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