Hitman,
your post gave me a new idea:
1) Search where in memory "fog_change_speed" from scene.dat is stored.
2) Using a little fix that forces "fog_change_speed=0" (or extremely low value, if 0 is impossible) in that variable for most of the times, so with a little luck fog isn't able to occur.
With a little luck we can directly control fog this way.
I'll test that idea this evening!
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