Universal Rain and Snow
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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.
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.
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- Posts: 1
- Joined: Fri Jun 04, 2021 8:51 pm
Re: Universal Rain and Snow
I love how this works, is the random weather cycle a planned feature? I wish I could code it in but I lack the technical knowledge.
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- Posts: 150
- Joined: Mon Jan 21, 2019 10:10 am
Re: Universal Rain and Snow
Can someone remove the sky check with a toggle so we can have the weathers inside as some of the effects like the hell weathers could come in handy for atmosphere mods. I have the wind now (not in real life...currently anyway )
Any help?
Any help?
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- Posts: 154
- Joined: Wed Jul 11, 2018 10:57 pm
Re: Universal Rain and Snow
Thought I'd give an update on this since I do have some future plans for it. Right now this variant is kinda limited because I didn't intend for it to be used as a base class, but it seems there's enough of a desire for moddability that I've rethought that. For the next update I'll likely be massively overhauling the interface functionality to make it easier to tweak. I'd like to add a WTHRINFO lump to allow direct modding of different precipitation types without having to open the class files. I figure this will make it much more "plug and play" then the current version and will be great for mappers who are already familiar with formats like MAPINFO (which it'll likely be modeled after). I'll also be adding some ACS wrapper functions so mappers can freely use it in their maps. I'm not sure when I'll get around to doing this since I'm busy with other work at the moment, but better mod integration is planned.
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- Posts: 27
- Joined: Sat Jun 22, 2019 7:37 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Universal Rain and Snow
I'm loading the weather.pk3 but I can't see no weather effects on any map. What am I doing wrong?
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- Posts: 537
- Joined: Thu Apr 20, 2006 6:05 pm
- Graphics Processor: nVidia with Vulkan support
- Location: New Zealand
Re: Universal Rain and Snow
Cool, can we have it?Lippeth wrote:After using it for a few days I thought it would be cool to add green and red rain to match different environments.
Customize Controls. The weather type and intensity is toggled by the player.ileblanc wrote:I'm loading the weather.pk3 but I can't see no weather effects on any map. What am I doing wrong?
It's far better than it sounds
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- Posts: 150
- Joined: Mon Jan 21, 2019 10:10 am
Re: Universal Rain and Snow
He already did, look on the 3rd page for the extra addonZenon wrote:Cool, can we have it?Lippeth wrote:After using it for a few days I thought it would be cool to add green and red rain to match different environments.
I have also added ash and wind while also making it 'everywhere' but it kills framerates so i am waiting more for an updated version before doing anything with this. Hopefully he adds them in officially as options/settings.
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- Posts: 154
- Joined: Wed Jul 11, 2018 10:57 pm
Re: Universal Rain and Snow
thugsta wrote:I have also added ash and wind while also making it 'everywhere' but it kills framerates so i am waiting more for an updated version before doing anything with this. Hopefully he adds them in officially as options/settings.
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- Posts: 27
- Joined: Sat Jun 22, 2019 7:37 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: Universal Rain and Snow
My bad! I didn't even thought of searching on the control options! Thanks man! Now I can see some bloody rain!Zenon wrote:Cool, can we have it?Lippeth wrote:After using it for a few days I thought it would be cool to add green and red rain to match different environments.
Customize Controls. The weather type and intensity is toggled by the player.ileblanc wrote:I'm loading the weather.pk3 but I can't see no weather effects on any map. What am I doing wrong?
It's far better than it sounds
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- Posts: 154
- Joined: Wed Jul 11, 2018 10:57 pm
Re: Universal Rain and Snow
The newest version is now out! Includes a plethora of new features including:
- Two new weather types: blood rain and ash. Both include 3 intensities which showcase some of the new features
- A new options menu. Key binds for weather type cycling have been moved here. Includes individual volume sliders, different precipitation levels, toggles for fog and lightning, and the ability to set a default weather type
- Key binds for toggling to the previous weather type and intensity
- A significantly overhauled modding interface. With the new WTHRINFO lump you can now directly mod weather types yourself all from the comfort of your favorite text editor! The days of diving into the ZScript code are gone
- An overhauled system for adding new weather types! Again, no ZScript coding needed
- Various bug fixes, such as rain spawning inside 3D floors and a fix for a rare crash
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- Posts: 7
- Joined: Sun Jan 17, 2021 8:44 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Universal Rain and Snow
Wow, blood and ashes, exactly what I wanted! Thanks for updating the mod ^^
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- Posts: 26632
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Universal Rain and Snow
Yup, nice update - and looks easy to customise too. Looking forward to the separate resource version as well.
The performance impact with these effects seems to be minimal (on my machine at least). Great job.
The performance impact with these effects seems to be minimal (on my machine at least). Great job.
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- Posts: 3
- Joined: Sun Oct 18, 2020 2:40 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: EU
Re: Universal Rain and Snow
Great update. I kinda miss the toxic rain added by Lippeth's patch, but I can understand if it doesn't fit your vision.
Customization looks sweet aswell.
All in all, cheers for the update.
Customization looks sweet aswell.
All in all, cheers for the update.
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- Posts: 154
- Joined: Wed Jul 11, 2018 10:57 pm
Re: Universal Rain and Snow
The standalone version has been released! See this thread for more details.
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- Posts: 3
- Joined: Wed Jun 08, 2022 6:11 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Universal Rain and Snow
I've been attempting to add this into my PK3 file for about the past 3 hours and just staring blankly in confusion as to why it's not working. Everything I've done seems to be right. I've compared to other mods and my setup is the same. I've adjusted everything involving the includes so that everything is referenced and called correctly. No errors on that end, or even at all. Set up the required ACS OPEN script for the level in question with the weather type set as MedRain, it's outdoors with the ceiling set as F_SKY1 and I've placed the weather spawner in the map. It just simply doesn't rain at all when I test run the map and I've searched around, asked questions and racked my brains as to the reasons why and I can't figure it out. If anyone has any ideas as to why, I need a second opinion. If you need any screenshots or more info, I'm happy to provide.
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- Posts: 26632
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Universal Rain and Snow
Well, obviously *something* isn't set up correctly, but you haven't provided anything for anyone to actually look at. So, at best, all people will be able to do is take a wild guess. If you provide a testable example of your setup, then someone will likely be able to figure out the problem.