Universal Rain and Snow

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OFFICIALDOOMFUY
Posts: 3
Joined: Wed Jun 08, 2022 6:11 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Universal Rain and Snow

Post by OFFICIALDOOMFUY »

Enjay wrote: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.
Mhm! Silly of me to not give anything to work with. Here's a G Drive link to the file in question:
https://drive.google.com/file/d/1ur1EbF ... sp=sharing

EDIT: The issue appears to be with the ACS.

Code: Select all

#include "zcommon.acs"

script 1 OPEN
{
	ScriptCall("Weather", "SetPrecipitationType", "MedRain");
}

For some reason when running the mod, no matter what weather it is set to, it won't run. If I, however, run UDB and open the ACS script through the builder and just hit CTRL+S and then run the mod through UDB's tester, the weather, in fact, does work. If I don't do this and I just load up UDB and run the game the weather once again doesn't work. I'm trying to figure out why this could be.
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Ferretmanjcdenton
Posts: 352
Joined: Mon Mar 09, 2020 5:38 am
Graphics Processor: Not Listed
Location: Germany

Re: Universal Rain and Snow

Post by Ferretmanjcdenton »

This addon is one of my all time go to one's.
Use it 80% of all times .sooo good .

But I wonder why there isn't one for zandronum yet
Jankman
Posts: 3
Joined: Sat Jul 16, 2022 7:20 pm

Re: Universal Rain and Snow

Post by Jankman »

Love the rain effect. Would be great if we could have the weather come on by itself periodically.
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Dan_The_Noob
Posts: 872
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: Universal Rain and Snow

Post by Dan_The_Noob »

this mod is cool and runs great, but is there a way to have it automatically pick weather based on certain conditions? manually switching weather takes away from it a little.
maybe some kind of texture checks or something.
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sniper_gaming86
Posts: 1
Joined: Wed Jul 20, 2022 9:57 pm
Graphics Processor: Not Listed

Re: Universal Rain and Snow

Post by sniper_gaming86 »

i need some help here, the pk3 isn't running on zandronum, it's saying that it has an error on the mapinfo lump DoomEdNums isnt a "known top-level-word", theres anything to get rid of the error and run the pk3? i have zdoom and gzdoom, if is onli compatible in the zdoom engines, then i'll give it a try...
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wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Universal Rain and Snow

Post by wildweasel »

sniper_gaming86 wrote: Mon Nov 28, 2022 3:51 pm i need some help here, the pk3 isn't running on zandronum, it's saying that it has an error on the mapinfo lump DoomEdNums isnt a "known top-level-word", theres anything to get rid of the error and run the pk3? i have zdoom and gzdoom, if is onli compatible in the zdoom engines, then i'll give it a try...
As this mod uses ZScript to work its magic, it will not run under Zandronum. You will need a recent version of GZDoom for it.
CainProtocol
Posts: 1
Joined: Wed May 24, 2023 9:49 pm

Re: Universal Rain and Snow

Post by CainProtocol »

this mod doesn't work anymore? I'm trying with GZDooM 4.10.0 and no rain at all :c should do I have to edit something with SLADE or something?

(Edit: It took me WEEKS to figure out that my problem was that I had to activate the weathers in the options
or set the keyboard keys to activate them I'm just dumb, I really am. BEST MOD MAN!)
Last edited by CainProtocol on Wed May 24, 2023 9:56 pm, edited 1 time in total.
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Zenon
Posts: 531
Joined: Thu Apr 20, 2006 6:05 pm
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: Universal Rain and Snow

Post by Zenon »

This mod needs a tiny fix to run on 4.11.0
viewtopic.php?t=78268
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Boondorl
Posts: 137
Joined: Wed Jul 11, 2018 10:57 pm

Re: Universal Rain and Snow

Post by Boondorl »

Hey, just a quick update that a new version of this will be releasing soon that fixes that crash in 4.11 among a host of other improvements exclusive to 4.11. As such, newer versions will be moved over to it. In the meantime, this crash can be fixed via the following steps:
1. Open the pk3 file with your preferred zip file browser
2. Navigate to weather/precipitation.zs
3. On line 11, change the following line of code from:

Code: Select all

results.crossedWater = results.crossed3DWater = null;
to:

Code: Select all

results.crossedWater = null;
results.crossed3DWater = null;
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: Universal Rain and Snow

Post by Skrell »

This has always been one of my fav mods!! It adds SO MUCH to the atmosphere of DOOM! Glad to hear it's still being developed!!
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Zenon
Posts: 531
Joined: Thu Apr 20, 2006 6:05 pm
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: Universal Rain and Snow

Post by Zenon »

Boondorl wrote: Thu Oct 05, 2023 7:39 am Hey, just a quick update that a new version of this will be releasing soon that fixes that crash in 4.11 among a host of other improvements exclusive to 4.11. As such, newer versions will be moved over to it.
Excellent, the fix works perfectly.
I'm so glad it's being worked on, I coulda sworn there was a version of it that added green rain, but I could be wrong..
I like to use it to match the weather outside my house for a nice bit of immersion, think you could add time of day settings too?
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Boondorl
Posts: 137
Joined: Wed Jul 11, 2018 10:57 pm

Re: Universal Rain and Snow

Post by Boondorl »

Throwing things together for the next update now and with it will be two major features. The first 4.11-exclusive feature is the ability to set Actors to not save to save files. This will make the mod truly optional meaning even if you save with it active, you'll be able to reload your save without it just fine. This is particularly nice for multiplayer games since it means certain clients aren't pigeonholed into using it to continue a game online (or if a save file needs to be passed around, it no longer forces it on everyone).

The next major feature will be the new weather pattern lump, WTHRPTRN. This will allow you to custom define scripted weather patterns based on map, hub, or across the entire game. These will persist between level changes allowing for seamless continuations of them. For instance, you might define a pattern that starts off sunny, goes into a light rain, then starts raining normally with periodically random storms. These will be reset on reload due to the previous feature where they don't get saved to save games. More info on how to use it will be included in the main post when the new update releases.
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Dan_The_Noob
Posts: 872
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: Universal Rain and Snow

Post by Dan_The_Noob »

maybe make the "not saved to saves" thing a separate version?

and for the weather patterns thing, any chance to have it work off of sky or floor texture or something?
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Boondorl
Posts: 137
Joined: Wed Jul 11, 2018 10:57 pm

Re: Universal Rain and Snow

Post by Boondorl »

The new version is now out! This will require 4.11.1 or newer since this patch fixes a bug with the saveless Actor feature. I'm also currently aware the clips showing it off are now down. I'll be fixing these at a later time.

As a reminder, the standalone library (see the main post for link) should be used for projects over using this directly. This mod specifically is meant as a way to generically apply weather effects to any map and as such has a ton of user features that likely aren't desired for custom projects. All ACS scriptability is present in the standalone library if that's a concern.
Magnus1972
Posts: 8
Joined: Wed Aug 23, 2023 9:17 pm
Operating System Version (Optional): Windows 7
Graphics Processor: Not Listed

Re: Universal Rain and Snow

Post by Magnus1972 »

Hello, great mod I have been using for a while now.
I have noticed that it no longer works for me while testing in Ultimate Doom Builder, still works great outside of the builder though.
Was wondering if there is a way to get it to work while testing in Doom builder?

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