@Mash: First off, I just LOVE the fog of war option. It gives the game a whole new dimension and the exploration bit is greatly enriched by this new feature! Excellent idea and great work!
One issue so far:
* I enabled the fog of war and left the original darkness setting (4) through the .ini file, before launching the game. It worked fine. However, I then decided to set to a lighter tone and exited the game back to main menu. I opened the screen settings window. I set the fog of war darkness setting to 6 and pressed Done. When I chose my character and the game was supposed to start (after the intro movie), it crashed with the "Instruction at 77ca7267 referenced memory at fffffffa / The memory could not be read from". It also crashes if I try to load a game, instead of starting a new one.
This has happened to me for four consecutive times, each time after I changed the fog of war brightness/darkness through the main menu options screen. Also, after each crash, my game would start with the psychedelic colour scheme that happens when you run Fallout on Win7 in the 8-bit mode.
For the record, my screen mode is normally set to 8-bit, and I'm running my game on Vista and usually don't have such graphic glitches.
I was testing it on an MR build, but I don't think there should be any issues with the build itself, because the game launched fine as long as I didn't alter the fog of war darkness settings. I also had no problems if I altered the fog of war settings
before launching a new or a loaded game for the first time, or when exiting the game completely and changing the settings through the .ini file.
Suggestions:
* The fog of war doesn't affect roofs of buildings - they are lit up as if they were known by the player. It's nothing serious, but in case it's fixable, I think it'd look consistent if they were shaded by the fog of war like the other tiles. This will be especially important (aesthetically-speaking) for buildings with the illusion of extra floors achieved by placing some roof tiles in conjunction with scenery and regular walls.
* I'll be asking Timeslip about it, but you should know about it too. I think we need a new script command: "ignore_fog_of_war". When enabled, the target object (critter or not) would ignore the fog of war and be visible at all times. I can already think of a couple of places I'm gonna need this in MR - e.g. when there are cutscenes and the Player's line of sight might be obstructed, which would result in a lack of vision of the events/characters taking part in it.
I think that's it for now. I'll write again when I have some more feedback. But overall - fantastic work, as usual
EDIT: I also noticed a significant drop in frame rate when the fog of war is enabled. It's not unplayable, but it's certainly slower. I will test it some more and get back to you.
EDIT 2: Actually, there's a drop in framerate regardless if the FoW is enabled or not, and no matter which display setting is on (8, 16 or 32 bit). This happens on bigger maps, and I don't think I experienced it before. I'll test with DD and DX9 too.
EDIT 3: One more suggestion: I think the objects from the Misc palette should be visible in the fog of war too. These objects are projectiles and exit grids, and I do believe seeing where the exit grids are located is important for navigation.