Universal Rain and Snow

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
HDV
Posts: 7
Joined: Sun Jan 17, 2021 8:44 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Universal Rain and Snow

Post by HDV »

First of all, thanks a LOT for making this mod, the ambiance is beautiful with this :D Abysm 2 with the snowstorm is pretty neat!
Any chance we get an update with something like the user Lippeth showed on his last comment on this thread? That toxic and blood rain looks beautiful for those infernal levels. And maybe some falling ashes/lit particles too, replacing the snow color?
Thanks again for creating such mod, can't stop playing custom maps with rainy mood ^^
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: Universal Rain and Snow

Post by Lippeth »

HDV wrote:Any chance we get an update with something like the user Lippeth showed on his last comment on this thread? That toxic and blood rain looks beautiful for those infernal levels.
I can't speak for Boondorl, but I have a feeling that colored rain isn't exactly on par with their vision. I wouldn't mind sharing my modified version of their most recent update, but there's no text file with permission info, so I have to assume that modifying is a no-go.

Great update by the way, I like the more natural looking rain splatter!
Boondorl
Posts: 150
Joined: Wed Jul 11, 2018 10:57 pm

Re: Universal Rain and Snow

Post by Boondorl »

Huh, thought I included a license with it. Whoops. Anyway, feel free to mod it and release it as you please, just make sure to give proper credits when doing so. I'm not sure if I'll be updating this much because the possibilities for weather types are pretty endless and I figured if people had something in mind they could customize it as they please (I still need to get around to adding some documentation). If I do update it again it'll likely be to add some new features for modding and a menu for more user customization.
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: Universal Rain and Snow

Post by Lippeth »

I can just put it here for now then. No sense in making a whole new thread for something I only slightly modified, unless you think that's a better idea. All I've done was change sprite colors, add new classes for blood and toxic rain, given them appropriate intensities and added them to be cycled with rain and snow. I also lowered volumes for the effects due to my personal tastes, they can be cancelled out in the sndinfo lump. Basically just played with the tools that were given. This should by no means detract from boondorl's main file. In fact, using this with Hexen or Heretic would be pointless, as adding two new things to cycle through is cumbersome and also they clash with the aesthetic. But it does look pretty cool with classic Doom levels. I'll also try and stay on top of any updates that may occur. I'd almost prefer this to simply be a patch that requires the main mod, but that's a bit beyond my ability with zscript.

I've turned it into a patch, so you need to run it after Weather.pk3 to work.

Hell-Weather
Last edited by Lippeth on Fri Apr 23, 2021 11:51 pm, edited 1 time in total.
IttaBaby
Posts: 5
Joined: Thu Apr 22, 2021 6:21 am

Re: Universal Rain and Snow

Post by IttaBaby »

So... uh...
how do I use it in Slade/EDB? I'm a little, let's say... ...remedial.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Universal Rain and Snow

Post by Captain J »

You already can open it with the said editor by dragging a mod file into it and do the tweaking. And would be nice if you're making an addon, not standalone.
Last edited by Captain J on Fri Apr 23, 2021 3:05 am, edited 1 time in total.
User avatar
Endless
Posts: 27
Joined: Sat Aug 01, 2020 9:45 pm
Location: Guatemala

Re: Universal Rain and Snow

Post by Endless »

Weather effects is the only thing left to correctly implement into modern Doom and we'll get soooooo much more out of WADs that focus on ambience and landscapes.
IttaBaby
Posts: 5
Joined: Thu Apr 22, 2021 6:21 am

Re: Universal Rain and Snow

Post by IttaBaby »

Captain J wrote:You already can open it with the said editor by dragging a mod file into it and do the tweaking. And would be nice if you're making an addon, not standalone.
I mean just to use it in a level ಠ~ಠ
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: Universal Rain and Snow

Post by Lippeth »

Captain J wrote:You already can open it with the said editor by dragging a mod file into it and do the tweaking. And would be nice if you're making an addon, not standalone.
I think I was indirectly asking for help to turn my version into an addon, but luckily I've been learning more about ZScript and finally made it happen for myself. Hopefully I've atoned for my sins. I'm just proud of myself for learning! I've changed the link in my other post, and I'll put it here as well. You'll need to run both files together in order for it to work now.

Weather_Hell_add-on
IttaBaby wrote:
Captain J wrote:You already can open it with the said editor by dragging a mod file into it and do the tweaking. And would be nice if you're making an addon, not standalone.
I mean just to use it in a level ಠ~ಠ
To use Weather.pk3 in your own pk3 you would need to copy all the folders from Weather.pk3 to your pk3, and add the info from Boondorl's mapinfo, sndinfo, keyconf, etc. into yours. It should be pretty straightforward.
IttaBaby
Posts: 5
Joined: Thu Apr 22, 2021 6:21 am

Re: Universal Rain and Snow

Post by IttaBaby »

Code: Select all

Script error, "MAP01.wad:ZSCRIPT" line 3:
Include script lump weather/weather.zs not found
Script error, "MAP01.wad:ZSCRIPT" line 4:
Include script lump weather/weatherhandler.zs not found
Script error, "MAP01.wad:ZSCRIPT" line 5:
Include script lump weather/precipitation.zs not found
I feel really dumb right now, because I am.
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: Universal Rain and Snow

Post by Lippeth »

The folder that contains "weather.zs", "weatherhandler.zs" and "precipitation.zs" seems to be missing or not labeled "weather". Or if you put the "weather" folder inside another folder then you'll have to label it as such in the main ZScript lump, like "#include zscript/weather/weather.zs".
IttaBaby
Posts: 5
Joined: Thu Apr 22, 2021 6:21 am

Re: Universal Rain and Snow

Post by IttaBaby »

alright, FINALY did that and now the game runs but there is no rain to be had
had do I put the rain INTO the level?
rabidrage
Posts: 36
Joined: Tue Oct 28, 2014 10:59 pm

Re: Universal Rain and Snow

Post by rabidrage »

Here's my question with regard to all this. I generally suck at scripting--I'm a copy and paste kinda guy with occasional luck figuring out what something does and how to tweak it. Is there anybody here who has the necessary skill to make it so that this univeral weather mod comes with moving clouds?
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: Universal Rain and Snow

Post by Kazudra »

Any way this can work with Mapinfo or something like that?
User avatar
Sytruan
Posts: 11
Joined: Wed Nov 01, 2017 2:01 pm
Location: Utah

Re: Universal Rain and Snow

Post by Sytruan »

Kazudra wrote:Any way this can work with Mapinfo or something like that?
In /weather/weatherhandler.zs, around line 341, here's a brute-force method to set the weather to particular settings depending on the map:

Code: Select all

	rs = RainAndSnow(Actor.Spawn("RainAndSnow", (0,0,0), ALLOW_REPLACE));
	if (rs)
	{
		rs.SetPlayerID();
		if (level.levelNum == 1)
			rs.SetWeather(WT_RAIN, IT_HEAVY);
		if (level.levelNum <= 4)
			rs.SetWeather(WT_SNOW, IT_LIGHT);
		if (level.levelNum >= 14)
			rs.SetWeather(WT_NONE, curIntensity);
		if (level.levelNum >= 5 && level.levelNum <= 13)
			rs.SetWeather(WT_SNOW, IT_NORMAL);
	}
(PLEASE DO NOT USE AS IS)
Not super experienced in ZScript/C# yet, but as a result, this should be very readable, but to break it down:

The first 'if' checks if the map number is 1. If the map is map01, it will start a heavy storm.
The second will make all maps that are equal to or greater than map04 have a light snow.
The third does the opposite, all maps that are less than or equal to 14 will have clear weather.
Finally, the fourth is useful for a specific range of maps, checking first if the level number is higher than or equal to 5, then if it's less than or equal to 13. So map05 to map13 will have normal intensity, snowy weather.

With the examples provided, you should be able to copy/paste one of these, and replace the weather type, intensity and map range as needed. The only other tweaks would be removing the keyconf file if you want a quick and dirty way to remove the player's ability to change the weather and intensity.

Remember to credit the author of this mod! As for me, this is just pseudocode, so feel free to use it without giving credit.

Return to “Gameplay Mods”