Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
22 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 - 06:36 .


#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
Happycrow

Happycrow
  • Members
  • 612 messages
Neat! Is this DM-modifiable, or something which is baked in during area design?

#4
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi Happycrow,

This system is completely modifiable (if you know a bit about scripting) and attach a DM conversation item that changes variables.

NOTE, however, there are a couple of bugs that I am ironing out in the current version. Look out for the later version, which will fix some z axis problems and transition updates.

Cheers,
Lance.

#5
kamal_

kamal_
  • Members
  • 5 250 messages
Working on adding sandstorms. But I only get light snow.

#6
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi Kamal,

If you can get the sandstorm VFX to work in the VFX Editor, then I should (hopefully) be able to get it to work in the Weather System. :)

Lance.

Modifié par Lance Botelle, 09 octobre 2012 - 10:03 .


#7
kamal_

kamal_
  • Members
  • 5 250 messages
Here's your hak with the sandstorm vfx added. (thaymount dust for light sandstorm, then thaymount_dust_heavy and choking for the heavier sandstorm versions)
https://dl.dropbox.c.../LB_Weather.hak

#8
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi Kamal,

Well done! I'll download that and incorporate it into the system. I am hoping to have version 1.01 uploaded soon.

Cheers.

Lance.

#9
kamal_

kamal_
  • Members
  • 5 250 messages
The sandstorm vfx work, at least in the vfx editor. They take the standard thaymount dust vfx and just use versions of the dust I made more and much more voluminous.

For the snow, may I suggest white clouds. I live in an area that gets a lot of snow, the clouds are normally white, even for blizzard conditions. Even your light gray clouds are too dark for the snowclouds I see.

#10
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi Kamal,

The sandstorm looks awesome! I have made three versions: light, medium and heavy. The heavy uses the same sound as the blizzard when encountered.

I could change the clouds to be more white, but whenever I have seen it snow, the clouds are grey to dark grey. However, just so you know, I have also tweaked the areas with the addition of "fogs" to make the difference between sky and horizon blend much better.

So, I will try to release this version as soon as possible to allow more testing, and see what you think then.

I'm just trying to track down a transition bug at the moment. Then I will update the manual and release it as the next version.

Cheers.
Lance.

Modifié par Lance Botelle, 09 octobre 2012 - 04:55 .


#11
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 .


#12
MokahTGS

MokahTGS
  • Members
  • 946 messages
 I would actually like a video of the system in action.  I'm not quite understanding what it can do, and how it affects areas.

#13
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

MokahTGS wrote...

 I would actually like a video of the system in action.  I'm not quite understanding what it can do, and how it affects areas.


Hi MokahTGS,

While the two videos on my blog are a little out of date, they still give an idea of it in action:

http://worldofalthea.blogspot.co.uk/

Check the latest blog entry.   Although, I will have version 1.02 out tomorrow, which does more with the fog settings.

Cheers.

Lance.

#14
kamal_

kamal_
  • Members
  • 5 250 messages
<--- looks forward to dust storms.

#15
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. (Kamal: Your dust storms await.)

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

#16
PJ156

PJ156
  • Members
  • 2 983 messages
I will down load now thanks Lance.

I was going to ask about the thunder indoors. I thought it was a nice touch if you turn the vol down a little but how do you define which areas get it.

Vheers,

PJ

#17
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi PJ,

I was in two minds about th ethunder sound following indoors. The problem is, some places may have a need for it and other places may not, so it's really up to the builder to decide. In the end I decided to err on the side of caution and not have it follow the player - and so leave it up to th ebuilder if they want to.

Do let me know if you have any problems ... or if you like the overall improvements. :)

Cheers.
Lance.

#18
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 .


#19
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.

#20
kamal_

kamal_
  • Members
  • 5 250 messages
Why not have an OnExit to turn off the thunder?

#21
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi Kamal,

I did consider using the ON EXIT, but it would have meant users having to potentially having to update another script and add/edit another existing one, so I opted to rewrite the system to work with the two scripts only again.

Of course, scriptors who know what they are doing can change the code to work in whatever fashion they like. :) They can choose to add the existing ON CLIENT ENTER to the interiors as well, or turn off the sounds via the ON EXIT. The only thing about doing it the latter way, is wather it does need to be turned off or not because they player may be entering another exterior where the counter may be better left on.

Cheers.

Lance.

Modifié par Lance Botelle, 13 octobre 2012 - 11:08 .


#22
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.

#23
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 .