Novum / vkQuake

Vulkan Quake port based on QuakeSpasm
GNU General Public License v2.0
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About using remaster data files and fog toggle #666

Open bubbleguuum opened 1 year ago

bubbleguuum commented 1 year ago

In the remaster, there is a Fog on/off toggle in its display settings. It disable fog for all maps without modifying the fog cvar.

When using the remaster data files with vkQuake, per map fog value is used to make it look like the remaster (which is good). But I did not find a way to turn off fog globally. Did I miss something ? Could a fog on/off be added to the UI ?

temx commented 1 year ago

This is easy but I don't know how mods will feel about being able to turn off fog: https://github.com/temx/vkQuake/commit/2f9eba3373a7edf40711dacb309209346c8c6b02 That also goes for the HUD toggle (e.g. turn to "Modern" in id1 -> now you get no custom HUDs in mods). I've made that commit reset both cvars on mod change, but that doesn't help in multiuser mode. Also the graphics menu was already 1 row larger than the game menu, now it's 2.

bubbleguuum commented 1 year ago

I believe a fog toggle was added in the remaster because they added fog to nearly all the base maps. Toggling it off allow to make these maps look more like they originally were. Hence the interest to have such toggle in vkquake for people using the remaster data files but that would like a more classic look (no fog).

Calinou commented 1 year ago

This is easy but I don't know how mods will feel about being able to turn off fog: https://github.com/temx/vkQuake/commit/2f9eba3373a7edf40711dacb309209346c8c6b02

If it's problematic for gameplay purposes, the fog toggle could be ignored if the fog end is close to the player (less than 1,000 units away or so). This way, mods that intentionally limit the draw distance using fog are not affected.