Well, considering fog being a gameplay feature doesn't make much sense, in my opinion.
If you want to cut down the range of sight at far distances fog really isn't the way to go. In this case smoke would be the element of choice. Have a look at Modern Warefare for example, there's like no smoke fontain placed for artistic matters. It's all about providing cover, just like smoke grenades. Ever heard of fog grenades? Well, ok that was a lame one, but I hope you'll get the point.
Secondly, you can't have such far ranges on AC anyways. At least not as long you're trying to stay within the engine's capabilities. I can't imagine a map, which was so open, that fog would be neccessary to stop people from sniping all across from one spot or stuff like that.
Again, I think I see where you guys are coming from, but fog is, and always was supposed to be a cheap method to save some resources by cutting down the amount of polys rendered. That is. I honestly don't see how it was a reasonable feature to tweak a map's gameplay. There're tons of better functionalities to be used.
However, here's another idea to at least cope with the artistical arguements. What if we didn't touch fog at all and added some kind of 'haze' in order to serve as a pure athmosphere element. Generally working like fog, but being of rather static transparant nature throughout the whole range, or gaining up density only to a certain minimum of transparency. Pretty much like it looks beeing beneath the surface of water for example.
Coders, would that be possible in general?
If you want to cut down the range of sight at far distances fog really isn't the way to go. In this case smoke would be the element of choice. Have a look at Modern Warefare for example, there's like no smoke fontain placed for artistic matters. It's all about providing cover, just like smoke grenades. Ever heard of fog grenades? Well, ok that was a lame one, but I hope you'll get the point.
Secondly, you can't have such far ranges on AC anyways. At least not as long you're trying to stay within the engine's capabilities. I can't imagine a map, which was so open, that fog would be neccessary to stop people from sniping all across from one spot or stuff like that.
Again, I think I see where you guys are coming from, but fog is, and always was supposed to be a cheap method to save some resources by cutting down the amount of polys rendered. That is. I honestly don't see how it was a reasonable feature to tweak a map's gameplay. There're tons of better functionalities to be used.
However, here's another idea to at least cope with the artistical arguements. What if we didn't touch fog at all and added some kind of 'haze' in order to serve as a pure athmosphere element. Generally working like fog, but being of rather static transparant nature throughout the whole range, or gaining up density only to a certain minimum of transparency. Pretty much like it looks beeing beneath the surface of water for example.
Coders, would that be possible in general?