Rain
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Mmm, asking someone to make something for you is normally a bad idea. You know the saying, "If you want something done right, do it yourself."
But there certainly will be no problem in asking for help on how to do so. Here are some pages that'll help you get started that you should have a good lookover, they should help you to get a general idea of what to do:
Depending on the kinds of effects you need, usually the amount of scripting shouldn't really be that complex, usually a simple spawning loop is enough. The hardest part would be balancing the amount of rain as to not cause the game to slow down.
But there certainly will be no problem in asking for help on how to do so. Here are some pages that'll help you get started that you should have a good lookover, they should help you to get a general idea of what to do:
- ACS Reference
- ACS Beginner's Guide
- Thing_ProjectileGravity (For use in a script)
- Creating new projectiles in DECORATE (To make the rain drops for use in the above)
Depending on the kinds of effects you need, usually the amount of scripting shouldn't really be that complex, usually a simple spawning loop is enough. The hardest part would be balancing the amount of rain as to not cause the game to slow down.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Yuck. No, no, NO!
If it's going to be supported by the code, the last way to properly implement it is to spawn a ton of actors that will bring most computers to their knees.
If there was a way to have particles or even sprites appear and fall from the sky sectors, with certain customizable settings, and without having to go through the entire process of being created and destroyed as actors, then I would agree that would be a nice feature to have.
If it's going to be supported by the code, the last way to properly implement it is to spawn a ton of actors that will bring most computers to their knees.
If there was a way to have particles or even sprites appear and fall from the sky sectors, with certain customizable settings, and without having to go through the entire process of being created and destroyed as actors, then I would agree that would be a nice feature to have.
Indeed. The actor variety of rain, which several people have made (including myself. You could probably find my solution posted on these boards if you just searched for it), has been used because it's one of the few solutions you're going to get without going in to code better support for those kinds of weather effects. They only work to a limited extent for exactly the reason HotWax has pointed out: treating the drops as actors quickly cripples the engines as you up the intensity since it is doing actor management for all of them.
Some kind of specialized particle/effect support would definitely be the way to go, and would be nice to have. There's a long list of "would be nice" features though.
Some kind of specialized particle/effect support would definitely be the way to go, and would be nice to have. There's a long list of "would be nice" features though.
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
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- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
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the Ultimate Torment and Torture?Zok wrote:im remember a wad, what have some cool weather effects like snow, lava rocks, and of course, rain. you can activate some of these effect and the amount of the particles with four or eight switches. i think the wad if called: weathersim or something. anyone have the wad?
yes yes that has som prety convincing rain

For those who have slow machines, there is a kind of rain to not slow them.
If rain, as you mentioned before, is a particle falling from the top to the floor, then like all other actors, can be moved to the player's coords (I mean X pos and Y pos, not heigh), so, we only need to create some rain near the player, and then, just keep those "rain" actors moving while the player moves (Thing_Move)
Actually there are some old games using this effect, so, only near rain particles are being created, but the player thinks that all map is being "rained".
I dont know if i have explained ok.
Look this image for a sample:

Do U understand? The optical effect makes the player to think that the rain is all over the map (or i think that).
If rain, as you mentioned before, is a particle falling from the top to the floor, then like all other actors, can be moved to the player's coords (I mean X pos and Y pos, not heigh), so, we only need to create some rain near the player, and then, just keep those "rain" actors moving while the player moves (Thing_Move)
Actually there are some old games using this effect, so, only near rain particles are being created, but the player thinks that all map is being "rained".
I dont know if i have explained ok.
Look this image for a sample:

Do U understand? The optical effect makes the player to think that the rain is all over the map (or i think that).
- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
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- Location: United Kingdom
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