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MODDING: Lua - added RaytraceSurfacesAndLiquiform()
does this mean we might be able to see through water?
If you want to make this change by hand as a user, go to
[steam install directory]\\steamapps\workshop\content\881100\1988276354\data\shaders\post_final.frag
and change line 256 to be
float fog_of_war_amount = 0.6; //chose your fog of war value between 0.0 and 1.0
and change line 261 to be
fog_of_war_amount = fog_of_war_amount-light_tex_sample.a;
This worked for me, but I found the value of 0.94 to be about right for my desired opacity, rather than 40-60%
And sorry mod maker man, hope you don't mind me poking around in the code T_T
EntityGetClosest( pos_x, pos_y ) -> entity_id
EntityGetClosestWithTag( pos_x, pos_y, string tag ) -> entity_id
right after your call to Raytrace() on line 71 of roguevision.lua
to detect if the hit object is a gas or a liquid?
I'm trying to hack it together myself, but you could get it to work much easier than I if it's possible.
Also thank you, I love you. No mod has ever motivated me to actually look into modding a steam game before. This mod is exactly what the game needs and makes EVERYTHING better.
Smoothed shadows (if at all possible) and 'explored' but non-entity visible areas is seriously needed for this mod to be really usable at all. Maybe use some overlay for the 'explored' areas? Not sure how you'd get it to work.