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  #1  
Old 02-20-2017, 11:18 AM
sniperton sniperton is offline
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I guess it would be more precise to say "Where you hide inside clouds there may be bright blue sky for others and vice versa". If the cloud pattern is generated locally and randomly by each client, a 1/10 cloud coverage is very likely to differ from client to client to the pattern of:

OOXOO
OOOOO

vs.

OOOOO
OXOOO

Your chance of being visible is 10 to 1 in this case. When the cloud cover is 5/10, you have, on the contrary, a 50% chance that both you and your enemy see a cloud at the same spot. Although you can never be sure that hiding in clouds works online, it might work with increasing chance as there are more clouds on the sky. Just a speculation.
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Old 02-20-2017, 07:07 PM
Tolwyn Tolwyn is offline
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Couple things.

Clouds are actual objects tied to the map itself.

Server must enable Clouds in the Misc. Difficulty section (and client should as well).

And server should have typeclouds=1 in their conf.ini

Code:
TypeClouds=0 - standard clouds
TypeClouds=1 - improved quality clouds
I also believe checkruntime=1 (or maybe 2) is required.

I've noticed that I can have simple clouds on when others can have the more comprehensive clouds in the same game.
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  #3  
Old 02-20-2017, 11:30 PM
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dimlee dimlee is offline
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Quote:
Originally Posted by sniperton View Post
I guess it would be more precise to say "Where you hide inside clouds there may be bright blue sky for others and vice versa". If the cloud pattern is generated locally and randomly by each client, a 1/10 cloud coverage is very likely to differ from client to client to the pattern of:

OOXOO
OOOOO

vs.

OOOOO
OXOOO

Your chance of being visible is 10 to 1 in this case. When the cloud cover is 5/10, you have, on the contrary, a 50% chance that both you and your enemy see a cloud at the same spot. Although you can never be sure that hiding in clouds works online, it might work with increasing chance as there are more clouds on the sky. Just a speculation.
Interesting suggestion, thanks.
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Old 02-21-2017, 09:32 AM
sniperton sniperton is offline
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You should also add the possibility that You hide in a cloud where your Enemy sees blue sky, but his cloud (X) is blocking his line of sight to the pattern of

OYXEO
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Old 02-21-2017, 08:29 PM
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dimlee dimlee is offline
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Quote:
Originally Posted by sniperton View Post
You should also add the possibility that You hide in a cloud where your Enemy sees blue sky, but his cloud (X) is blocking his line of sight to the pattern of

OYXEO
Your explanation is elegant, indeed.
Yet until people who can see in the game code will explain, we probably can just theorise. Or to experiment online to gather practical evidence. I''m going to look through my old track records to check how adversaries reacted when I have been in the clouds.
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Old 02-22-2017, 09:18 AM
sniperton sniperton is offline
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Quote:
Originally Posted by dimlee View Post
Yet until people who can see in the game code will explain, we probably can just theorise.
Sure, my explanation is pure maths. I don't even know whether clouds are static or move with the wind, and whether they are generated at once on mission start, or dynamically in run-time.
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Old 02-22-2017, 05:03 PM
Tolwyn Tolwyn is offline
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Um.
They are static objects tied to the map. (Did no one read my post above?)

Quote:
Originally Posted by sniperton View Post
Sure, my explanation is pure maths. I don't even know whether clouds are static or move with the wind, and whether they are generated at once on mission start, or dynamically in run-time.
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  #8  
Old 02-22-2017, 05:32 PM
sniperton sniperton is offline
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I did. It seems clear that clouds are generated on a "one cloud / one tile" basis according to the CloudType (density) and CloudHeight properties specified by the mission designer. What is not clear is how and when they are created and why they are not synchronized online. TypeClouds only affects their visual appearance, not their density or exact position.
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