If the new map is the same as the previous one, let's not reset fog. We leave it as it was before. If the new map is different, we wipe the settings. In both cases we still let the settings intended for the map (if present) override everything else.
This should handle the case in MP games where you die and respawn, and get your fog settings wiped. It's also relevant in SP. And it still respects the wishes of the mapper. The only tricky bit is where the omission of a "fog" key signifies that the mapper's intention is no fog, but I lean towards the opinion that if you want anything specific you should be saying it explicitly. Anyway, there's nothing to stop the player from bringing down the console and changing it themselves. Since they've already done so once it seems safe to assume that they would do so again.
Bottom line: if the player wants to run with specific fog (or any other) settings, they will, irrespective of what the mapper wants or doesn't want. There comes a point where you have to start getting pragmatic and accept that's going to happen.
I think it's a reasonable enough compromise overall and I can't really see anyone having too much cause to disagree with it.
I'm also interested to see if use can be made of the old Fugly Fog cvar "gl_fogenable" here. I'm thinking maybe 3 settings: "always do what the map wants irrespective of what I say", "do what I want unless the map says otherwise" and "always do what I want irrespective of what the map says", with perhaps the middle one (the behaviour I've just described above) being a sensible default.
Tuesday, October 19, 2010
First Fog Decision
Posted by
mhquake
at
8:42 PM
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"""I'm thinking maybe 3 settings: "always do what the map wants irrespective of what I say", "do what I want unless the map says otherwise" and "always do what I want irrespective of what the map says", with perhaps the middle one (the behaviour I've just described above) being a sensible default."""
-- mhquake
That sounds good to me :)
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