Aller au contenu

Photo

UPDATE: Althéa Weather System (v1.04 NOW AVAILABLE!!!) Interior Bug Fixed


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

For those interested, I have uploaded version 1 of the Althéa Weather System, which is an easy to setup and comprehensive weather system.

It is now available at the Vault here. (<<< There are some BUGS in version 1.0. Make sure you download version 1.01 when it becomes available.)

If you take a look, please don't forget to vote.

Many Thanks,
Lance.

VERSION 1.04 FIXES:

Version 1.04 fixes a problem when the system checks an interior area by mistake and thereafter messes up the system timer. (Changes were made to the alb_weather_system iclude file, which means any scripts that call this file must be recompiled before use. This has been done for you in the latest download.)

VERSION 1.03 FIXES:

1) Altered the code to work on a global counter rather than individual area ones to keep weather consistency.
2) Fixed a fog bug, where the fog would reset between transitions.

VERSION 1.02 FIXES:

1) Added a line to the area ON CLIENT ENTER script to stop thunder sounds when going indoors.
2) Tweaked all the fog settings to give better blending between environment, weather and sky.

VERSION 1.01 FIXES:

1) Forced Weather Units to sit on the ground rather than default to 0.0 - Differing z axis over area.
2) Increased default heights of clouds used from 20.0 to 30.0. - To help prevent cropping tall buildings.
3) Added FOG effects to help minimise the contrast in conditions between sky and horizon.
4) Added Dust Storm effects (as requested by Kamal). Thanks to Kamal for supplying the dust VFX.
5) Took Blizzard sound from effect and set as a new Sound Object that the Dust Storm (Heavy) can also use.
6) Simplified code to reduce number of Weather Units created to help prevent lag when used.
7) Changed "wide" splash effect to "narrow" to prevent splashes floating in the air. (Still a minor issue.)
8) Made "Cloud Cover" intelligent to when used. Added variable condition to allow builder to force change

Modifié par Lance Botelle, 01 novembre 2012 - 06:35 .


#2
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

I have noticed that if you design an area with a large amount of Z axis fluctuation, then teh clouds can be far too low to be workable. I am currently working on a fix for this, but it will be only a simple area variable setting to prevent the clouds being displayed for these areas.

I will post again, when I have done the update.

Many Thanks,
Lance.

#3
PJ156

PJ156
  • Members
  • 2 985 messages
Hello Lance,

What do you mean by Z axis fluctuation? Too many tall things?

PJ

#4
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi PJ,

It's a bit more complicated than that I'm afraid. The Weather Units (that control the effects) are created at 0.0 z axis, which causes height issues if you have landscape that goes up and down this value, like hills and valleys (like I have).

I have designed a fix and will do an update when I have put it all together, with fix information and manual update.

Cheers,
Lance.

#5
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

As the title says: Version 1.01 is now available for download.

The PDF has also been updated with extra info.

Cheers,
Lance.

#6
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

Just a quick question to ask if people using this system have any fog setting (or other setting) preferences to use with the system?

I am currently tweaking the fog settings for my own preferences, but maybe you want something else?

Please let me know as soon as possible, as I will be updating to version 1.02 with the best settings I can find.

Lance.

Modifié par Lance Botelle, 10 octobre 2012 - 01:50 .


#7
PJ156

PJ156
  • Members
  • 2 985 messages
No preference here.

PJ

#8
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

PJ156 wrote...

No preference here.

PJ


Hi PJ,

OK, I will go with what I have and update it tomorrow after some final checks.

Lance.

#9
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

LATEST VERSION (v1.02) NOW AVAILABLE

This will be the FINAL version unless any bugs are reported.

Thanks all.

Lance.


VERSION 1.02 FIXES:

1) Added a line to the area ON CLIENT ENTER script to stop thunder sounds when going indoors.
2) Tweaked all the fog settings to give better blending between environment, weather and sky.

VERSION 1.01 FIXES:

1) Forced Weather Units to sit on the ground rather than default to 0.0 - Differing z axis over area.
2) Increased default heights of clouds used from 20.0 to 30.0. - To help prevent cropping tall buildings.
3) Added FOG effects to help minimise the contrast in conditions between sky and horizon.
4) Added Dust Storm effects (as requested by Kamal). Thanks to Kamal for supplying the dust VFX.
5) Took Blizzard sound from effect and set as a new Sound Object that the Dust Storm (Heavy) can also use.
6) Simplified code to reduce number of Weather Units created to help prevent lag when used.
7) Changed "wide" splash effect to "narrow" to prevent splashes floating in the air. (Still a minor issue.)
8) Made "Cloud Cover" intelligent to when used. Added variable condition to allow builder to force change

#10
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

I was asked this question by Kamal, and thought it was worth repeating for everybody else who wants to use this weather system:-

QUESTION: Does this do linked areas? ie make the weather the same between two areas that are both part of the same forest for example.

ANSWER: Yes. Basically, the weather system always updates the same global variable ("CURRENTPOWER"), so as long as the area has the weather system call on it, it will always make the weather the same in every area - EVEN BETWEEN DIFFERENT MODULES OF A CAMPAIGN IN THEORY! :)

And of course, if you don't want the weather to be the same for the players when the go to a new area, you can always set that global variable yourself and then let the weather system take back control after that.

E.g. If you want the weather to be sunny when the players enter an area, make the On Area Enter script set this global variable to zero. i.e SetGlobalInt("CURRENTPOWER", 0); (*)Then, the weather will start sunny, but as long as you have not set the global override variable ("SETWEATHER"), the weather system will continue to be random from the moment they entered and found it sunny.

(*) This uses the same parameters as the override global variable SETWEATHER.

Lance.

Modifié par Lance Botelle, 12 octobre 2012 - 10:55 .


#11
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

Version 1.03 is now available for downloading.

I made changes to all the scripts and updated the PDF.

Lance.

#12
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

Version 1.03 is now available for downloading.

I made changes to all the scripts and updated the PDF.

Lance.

#13
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
NOTE TO ALL USERS:

VERY IMPORTANT: The ON CLIENT ENTER needs to be attached to EVERY AREA in your module, including INTERIOR ones, as this code turns off the thunder when you enter an inetrior area.

Cheers,
Lance.

#14
bealzebub

bealzebub
  • Members
  • 352 messages
I'm downloading this now. It looks great.

#15
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

bealzebub wrote...

I'm downloading this now. It looks great.


Hi,

Be sure to ask if you have any questions, as I want t be sure the system works as intended for you.

Cheers,
Lance.

#16
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

Kamal posted me his fog settings. I thought other users may like to consider them as an alternative. Simply copy and paste these settings over the existing function in teh script and recompile all associated files (which will be the ON CLIENT ENTER script at least).

So, if you know what you are doing, here are his alternative fog settings:

void SetFogColours(int iCurrentPower, object oArea)
{
 if(iCurrentPower == 1){LBResetAllNWN2Fog(oArea);}
 if(iCurrentPower == 2){LBSetAllNWN2Fog(oArea, 8947848, 0.0, 125.0);}
 if(iCurrentPower == 3){LBSetAllNWN2Fog(oArea, 7829367, -5.0, 100.0);} //negative number means thicker start fog.
 if(iCurrentPower == 4){LBSetAllNWN2Fog(oArea, 6710886, -25.0, 75.0);}
 if(iCurrentPower == 5){LBSetAllNWN2Fog(oArea, 4473924, -50.0, 50.0);}
 if(iCurrentPower == 6){LBSetAllNWN2Fog(oArea, 12303291, 0.0, 125.0);}
 if(iCurrentPower == 7){LBSetAllNWN2Fog(oArea, 12303291, -10.0, 90.0);}
 if(iCurrentPower == 8){LBSetAllNWN2Fog(oArea, 12303291, -20.0, 60.0);}
 if(iCurrentPower == 9){LBSetAllNWN2Fog(oArea, 13013019, 0.0, 125.0);} //pulled from the smoke tga used by the dust fx
 if(iCurrentPower == 10){LBSetAllNWN2Fog(oArea, 13013019, -25.0, 90.0);}
 if(iCurrentPower == 11){LBSetAllNWN2Fog(oArea, 13013019, -50.0, 50.0);}
}
Thanks to Kamal,
Lance.

Modifié par Lance Botelle, 13 octobre 2012 - 11:04 .


#17
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

DOWNLOAD LINK TO LATEST VERSION IS IN THE FIRST POST OF THIS THREAD

I discovered a bug when transitioning to and from interior/exterior and am making a fix. Will update again when fixed.

Thanks,
Lance.

EDIT: For those of you who know what you are doing and know how to recompile the scripts after editing the alb_weather_system include script after chages, here is the extra bit of code you need, which goes near the beginning of the script:-

// NOT FOR AN INTERIOR AREA
 if(GetIsAreaInterior(oArea)){SetGlobalInt("BEENINDOORS", 1); return;}
 
 // BACK FROM INDOORS (TIMER DOES NEED RESTARTING AS OPPOSED FROM ANOTHER OUTDOOR AREA)
 if(GetLocalInt(oArea, "AREAJUSTENTERED") == 1 && GetGlobalInt("BEENINDOORS") == 1)
 {SetGlobalInt("BEENINDOORS", 0); IgnoreTimer = 0;}

The above lines come just after the line that says:

oArea = GetArea(oPC);

I will upload the new scripts shortly.

Lance.

Modifié par Lance Botelle, 01 novembre 2012 - 06:37 .