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Make the snow fog dissapear when inside a building

Pretentious_Astronaut shared this feedback 4 years ago
Declined

I have been playing in the new update and i noticed that the fog would not dissapear when the player is inside the building. I wish that could be changed. And the snow particles of heavy snow are still raining when inside a building. But not for light snow though.

Replies (23)

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Having it snow underground is immersion breaking and really annoying.

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Got to agree. I have no problem with the fog an heavy snow being such big navigation hazards if you can do something to avoid it (like staying inside or going underground). Even if it was necessary to make the ship pressurised I would be find with that as a requirement. Hunkering down inside a patched up building would be very thematic after all.


But when you are just as blinded inside a pressurised building the fog is ridiculous. You might as well just sit in your rover and wander off to put the kettle on.

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I Think the Scripted Weather is currently a placeholder till they actually fully implanment a weather system game wide, other than by creative commands

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You don't make a new DLC with an irrevesible, game-breaking placeholder.

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The "Weather" as i put it isn't part of the "DLC". It's Limited functionality is only used by the DLC for immersion as theres currently no Functional system other than by scripted events to change from one weather to another.


as such isn't enabled by default in new games yet. you have to go and enable administrative menu and use commands otherwise.

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'Frostbite' is part of the DLC, and is using the weather by default. Argue semantics all you want, but you're still wrong.

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i have my doubts they even care enough to address the issue

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weather - погода

when will this crooked weather be fixed ???


for premises :

there are cracks - there is a weather effect

no cracks - no weather effect


underground:

as lighting - at the entrance there is - then the effect decreases and fades

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когда исправят эту кривую погоду ???


для помещений :

есть щели - есть эффект погоды

нет щелей - нет эффекта погоды


под землей:

как освещение - на входе есть - потом эффект снижается и затухает

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I realized there's a duplicate with more likes. Please vote for this one instead!

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This is especially bad for the toxic alien fog, which comes inside and kills you in your pressurized sealed environment

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there is a mechanism for "tightness". well, do it in his image ... the only question left is how it will work for servers with the "leakproofness" disabled"

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есть механизм "герметичности". ну сделайте уже по его подобию ... останется только вопрос - как оно будет работать для серверов с отключенной "герметичностью"

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4

This is still a problem in Sparks Of The Future.

Although fog disappears when you go deep inside a hole (and that's still not perfect, because it disappears everywhere, I can see clear sky from the end of my cave), it does not inside airtight spaces.

Some say it's because the game uses some post processing effect, yet, that's not impossible to achieve, you can use an not so efficient method based on high transparency particles, or otherwise a shader.


Sphere fog density example:

https://www.shadertoy.com/view/XljGDy


My own "cheap" particles implementation:

https://twitter.com/Toshiwo_AK/status/1228706611910320129?s=19

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Unfortunately this kills performance on a game as space engineers. You would have to spawn in thousands of physics based particles to achieve a half way decent effect. And before spawning you would have to check for each particle whether it is in an oxygenated environment or undeground.

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in minecraft it works quite well, and I don't see that it affects performance.

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In Minecraft there is no volumetric fog. Physics based snow particles

are already in Space Engineers. There is no snow inside buildings. The problem is the fog.

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The fact is that space engineers is just a bad game, a learning prototype that, like medieval engineers, was even abandoned due to the producers' lack of capacity.


What they want is to create new things, without fixing the old ones, because the new ones make money and there is no need to improve their skills, which are very poor ^^

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There are beautiful examples of modders with much more capacity than the developers themselves. And look, these modders are just kids playing on their PCs kkkkkkkkkkkk

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Do you really think that the mods that are actually popular on the workshop are made by "kids playing on their PCs"? I can assure you, they are not. They are made by talented people, most of whom work in the IT sector professionally and dedicate a lot of time and effort into their mods. Those are not amateurs!

It is true that SE has some long standing bugs, but those are not due to Keen's incompetence. Delivering software that is 100% bug free is almost impossible especially when you support more than one uniform set of hardware. And when physics calculations get involved it gets even more complicated.

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Still a thing, vote !

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https://support.keenswh.com/spaceengineers/pc/topic/weather-effects-inside-ships-and-buildings


The reply from KSH is giving us hope. It might not be fixed tomorrow, but I'm sure it will be someday.

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12 months ago and you were optimistic of this getting fixed. Yeesh.

Came across this thread as well on steam

https://steamcommunity.com/app/244850/discussions/0/2566437997123066646/


I didn't really notice this being an issue until I started playing on mars and other sand stormy / dust stormy maps.


If we're going through the trouble of making a pressurised base and keeping it topped up with fresh clean O2, I really feel as though they should be clear inside.

I really REALLY hope this is close to the top of issues that might get looked at soon :(

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Still not fixed yet. For example in a large grid rover, all sealed and pressurized of course, there is fog inside the vehicle. Since there's no fix yet, can we please disable the weather completely?

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any chance this has been fixed yet? Its a big gripe that keeps me from playing SE.

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https://support.keenswh.com/spaceengineers/pc/topic/weather-effects-inside-ships-and-buildings

The reply from KSH is giving us hope. It might not be fixed tomorrow, but I'm sure it will be someday.

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To everyone wondering, why this is a thing.

The fog in SE is a postprocessing-effect. It fades the screen pixels to a certain color based on the distance to the camera. Disabling this effect indoors would lead to sunny weather whenever you look out of a window and completely replacing it with volumetric fog would heavily impact performance.

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I kinda understand what you mean, but AFAIK distance fog should allow some parameters, and actually apply from a certain distance, as a matter of fact that's what happens already in SE:

https://preview.redd.it/lsa98nyus9751.jpg?width=960&crop=smart&auto=webp&s=9a286d9da7613275949fc7ed5fcc4c434b51cbeb

Closer objects look less foggy.

So in my opinion is just a matter of changing some min distance parameter dynamically as you move inside a cave.

That, unless Vrage does not have that parameter and thus requires an engine update, a thing that we'd unlikely see in the near future I guess.


I used to play around a lot with Godot engine, that have a couple of cheap fog effects, and I'm quite sure I can tweak those parameters dynamically.

Particle based fog is another level, and yet they might have a cheaper version using particles only locally (i.e. to a max distance), then add depth fog as they do but from a higher distance.

And the fog density shader I shared:

https://www.shadertoy.com/view/XljGDy

Actually does work on local volumes, and it's a shader, not particle based.


Plus, even if now I can't access the topic anymore (bad sign), I remember Keen replied that they are going to work on weather in the future:

https://support.keenswh.com/spaceengineers/pc/topic/weather-effects-inside-ships-and-buildings

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First of all, awesome to meet another Godot enthusiast. But the problem here is exactly that it's a) difficult to detect whether an Engineer has entered a cave (currently SE does exactly this based on the planets heightmap) and b) you would see clear sky when you look outside of the cave. Point b is the reason why the fog slowly fades away the deeper you go into a cave.

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Godot is a promising game engine, I was (3D) gamedevving almost every day before becoming addict to SE....


More or less I'm referring to something like this:

https://imgur.com/gallery/aFJYBKK

As you can see from the clip, the fog can start from a desired, and variable, distance from the camera.

Playing around with that, you can actually obtain something better than what SE is doing right now, as you go deep inside a cave all fog disappears, including outside. Yet using a depth fog as Godot's you can obtain a yet not perfect, but better effect, keeping fog outside.


Yet a depth shader woud be even better, as you can make it local, aka from any window of a pressurized environment.

This could be easily adapted to achieve that:


https://www.reddit.com/r/godot/comments/jpreaw/i_finally_figured_out_how_to_make_a_working_depth/


But the examples are from Godot, I don't know how Vrage handles that, I guess this kind of post processing was just recently added, so it's very likely they have more limitations than Godot.

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SE already uses depth based fog and also some fading when you move deeper into the terrain. The main problem with their solution is that it only utilizes The natural terrain height and doesn't work with player bases. I recorded a quick video where you can clearly see the fog fading away as you move towards the planet's core.


https://imgur.com/a/RkRY6MC

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Really hoping some kind of fix might come out at some point for sand / snow storms filling up my large grid bases and rovers with smoke and dust to where I feel like It's not pressurised at all.

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Yeah a little sad. I haven't played the game since launch. Finally decided to get back into it. Saw all the updates and weather, and new hinges and stuff. Figured i would support and buy all the DLC. First annoying thing i have to deal with is fog, indoors, in a pressurized building.

Fog should be removed while inside properly built room. Yeah if it just a post processing effect (which it is), the solution would be to remove it, which means when you look at the window you wouldn't see the fog/snow. But dang i would gladly take that over this. Not being able to see 5m in front of me inside a sealed building is rather dumb.


Pending my refund for DLC right now :(

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It really is a sad comment on Keen's inability to listen to customer concerns. I quit playing due to this 'mechanic' and am reminded every time someone responds to this thread why I don't come back.

I used to love this game, constantly recommended it to others, and even bought it for some of my friends. Now I don't support it at all after this issue (which was actually a feature I was very excited for) was ignored completely after such poor implementation.

I keep hoping to see that they finally fixed this, but as is I can't come back to support the game due to this game breaking issue. My friends don't either. We would rather have the fog removed completely than for this to occur. It seems to me that if the implementation makes the game worse and cannot be fixed, then reverting back to the way people enjoyed the game seems a better fix than ignoring it.

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Still happening :(

Bump

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Still not fixed yet. For example in a large grid rover, all sealed and pressurized of course, there is fog inside the vehicle. Since there's no fix yet, can we please disable the weather completely?

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You can disable weather in your save by editing the settings. It kinda sucks as a solution, because the weather looks really cool in my opinion and I'd love to be able to travel around the world having to navigate through the harsh weather, but it's not worth it if you have to put up with it indoors.

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Thanks, i have the weather disabled, but i agree: this is not really a solution.

In my opinion, the whole weather system needs a rework. It feels like there are only two states with the weather: zero weather or zero visibility. I would like to see more variation between those states. OUTside only of course. ;-)

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Bump - still a horrible immersion breaking experience. Please fix!

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At some point awhile back this appeared to be resolved? But after another update it’s back to being broken.


This bug makes the game almost unplayable. You don’t spend hours building a base just to have it rain inside of an airtight room. Kills the immersion.

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This is the only well popular space sandbox game where you can have weather related fog inside an airtight space. I’m sure it’s complex but it seriously needs to be fixed.

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I feel the same way every time I'm in my underground bunker base and there's a rain or sand storm. Suddenly all the weather and noise is inside my airtight base even though I'm 5+ blocks underground. I'm not a programmer but I thought this might be pretty easily fixable by making the weather noise and shader or effects be disabled/muted to a player if they are in an airtight space. Probably not that easy though if they still haven't done it.

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2 years since this bug was posted, 138 upvotes.

A responds would be very nice.

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153 votes...I am still playing but this is still a major immersion killer. Please respond, thanks.

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Just had this declined, so I suppose a bug is now not worth fixing ?

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Declined? Wtf? This is like the most annoying thing about the weather. How can you have a mistake in your game and not even bother to fix it. I heard that it was taken from a weather mod and not even ever improved...


Why can't you just detect enclosed spaces and have the fog not appear there. Air already detects enclosed spaces, so it can't be that hard.

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I am incredibly disappointed that this bug has been declined. It is absolutely a problem when playing in any of the snow biome areas and makes those entire regions of the map very painful. This clearly requires effort on Keen's part and based on the fact that this has been declined, they do not want to put the effort in. This looks extremely bad and I really hope they consider redirecting efforts to remedy bugs that impact gameplay to this extent, instead of brushing them under the rug.

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I agree, I feel that your base being clouded when there is a stlrm outside is really annoying and just breaks the experience, it makes playing in snowy biomes frustrating even though it can otherwise be quitr a charming biome...

It's a bug, it breaks the game, it should be fixed, bugs should not be just declined.

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Exceedingly disappointing that Keen has blown off such an important big fix as it pertains to immersion. I can’t enjoy the game when there is weather Fog inside my base. Keen- pay attention to your players. Your continued existence is a result of us paying for all of your DLC’s.

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Declined with no explanation...terrible customer service. Its time to uninstall and leave a steam review. Very disappointed after years of waiting, playing and buying all the DLC.

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