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 Lord Tim's WeatherSystems™ [Release] 
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Post Lord Tim's WeatherSystems™ [Release]
Release version 1.0!

The cool thing about it, is that this mod isn't in .rte form. You type require("WeatherSystems") into the console, and you get all of this fancy weather stuff. This is inconvienient for most people, because I built it that way. It's meant to be used as an addon for scene makers. All you do is put this mod in your Cortex folder, and use the require statement in your scene's lua file, and presto! full access to your scene's weather via certain functions.

Pictures:
ImageImage
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Release 1.0


To install:
Extract folder to your Cortex Command folder.
Don't take anything out.
No, it's not supposed to have ".rte".

To try the demo:
Open console.
Type:
Code:
require("WeatherSystems")

Then type:
Code:
WeatherSystems:Demo()


This mod is intended to be used and released with your own mods.
Instructions for use in your own mods:
  • Place WeatherSystems folder in the Cortex Command folder. (Distribute it packaged next to your mods .rte)
  • In your scene's Start function (in the lua activity file) put the code:
    Code:
    require("WeatherSystems")

    and
    Code:
    WeatherSystems:Start()
  • In your scene's Update function put the code:
    Code:
    WeatherSystems:Update()
  • For customizing settings, see the init.lua file in the WeatherSystems folder

Function list: (Full documentation in "init.lua")
  • WeatherSystems:Cloud
  • WeatherSystems:Storm
  • WeatherSystems:Rain
  • WeatherSystems:Hail
  • WeatherSystems:Snow
  • WeatherSystems:Actor
  • WeatherSystems:Weapon
  • WeatherSystems:Tornado
  • WeatherSystems:Demo

Disclaimer/Known bugs:
  • Actor/Weapon functions may cause slight console spam. I am assuming this is due to the way LuaBind works, and because of it, "pcall" doesn't work.
  • Many of these functions (esp. Tornado / Storm) will probably lag your game. Depending on how fast your processor is, I would limit the amount of weather you spawn at a time.
  • This mod could be distributed as a .rte, but it wouldn't help anyone. You'd still have to require it and call the functions. This way, it will only run if you tell it to, and doesn't add to initial load times if you don't want to use it at the moment.
  • No lightning. I could add this eventually, but it'd be a lot of work, and there isn't really a good, efficient way to do it in CC yet.


Last edited by Lord Tim on Tue Dec 16, 2008 7:35 am, edited 1 time in total.



Mon Nov 17, 2008 1:54 am
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Joined: Sun Jan 28, 2007 8:54 pm
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Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Post Re: Lord Tim's WeatherSystems™
Looks pretty damn awesome. More when I test it out.

UPDATE: Very, very nice work here. The weather effects are great, and resemble exactly what they are supposed to be, and I cannot wait for this to be finished. Looking quite good.


Last edited by Dauss on Mon Nov 17, 2008 2:12 am, edited 1 time in total.



Mon Nov 17, 2008 1:58 am
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Post Re: Lord Tim's WeatherSystems™
Holy gay prison rape Batman, this is cool!


Mon Nov 17, 2008 1:58 am
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Post Re: Lord Tim's WeatherSystems™
look guys I made an RTE that you have to load manually

A nice utility for scene makers I suppose. It's been done before without Lua, though. Clouds would be the most interesting part of this, but they're not in it.


Mon Nov 17, 2008 1:59 am
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Post Re: Lord Tim's WeatherSystems™
i think i speak for all of us when i say shut up.

rain would be brilliant with a custom background. snow is decent. work on it more :D
waiit,, could you do clouds with shadows that would be epic..


Mon Nov 17, 2008 2:38 am
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Post Re: Lord Tim's WeatherSystems™
Hey, how about before we all start a flame war we shut up and appreciate it?
It hasn't been done before with Lua and he already said he'd add clouds. It's an alpha.


Mon Nov 17, 2008 2:56 am
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Post Re: Lord Tim's WeatherSystems™
TheLastBanana wrote:
Hey, how about before we all start a flame war we shut up and appreciate it?
It hasn't been done before with Lua and he already said he'd add clouds. It's an alpha.

So does this mean we can make it rain anything, * destruction related thought * .
Crab rain, no, flame rain, no, WEATHER CONTROL!!!

Also before I forget ( which is all the time, don't brain wash please, it was really hilarious last time ) , is semi-random better than quasi-random?
I'm leaning toward semi-random.


Mon Nov 17, 2008 3:04 am
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Post Re: Lord Tim's WeatherSystems™
It's sorta-random, and I'll put the "rain anything" on my to-do list for sure.


Mon Nov 17, 2008 3:13 am
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Post Re: Lord Tim's WeatherSystems™
If you're inferring I said that it's been done before with Lua you should probably re-read my post, TLB. I already knew that he said he'd add clouds, which is why I even put that there. That should have been taken as an obvious inference to interest in future versions.

A rain anything command would be nice. Rain("InstanceName")


Mon Nov 17, 2008 5:03 am
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Post Re: Lord Tim's WeatherSystems™
I do not understand what this does


Mon Nov 17, 2008 5:03 am
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Post Re: Lord Tim's WeatherSystems™
ProjektODIN wrote:
I do not understand what this does


This is essentially a module for future scene makers to use. They can load the WeatherSystems, and they will be able to make it rain as much, wherever, and as long as they want. The rain is also clouds and hail and snow and crabs.


Mon Nov 17, 2008 6:04 am
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Post Re: Lord Tim's WeatherSystems™
Intriguing.


Mon Nov 17, 2008 7:56 am
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Post Re: Lord Tim's WeatherSystems™
Sounds pretty interesting but personally, I'd make those particles HitMOs = 0 and remove sharpness and increase mass on the water based weather. High mass prevents piling and no sharpness makes it look like water and not acid. Sand storms can have a little sharpness though.

In any case, I'd keep minor weather more as an aestetic effect/addon to the map rather than an interactive thing. This applies mostly to rain and clouds. Something that could be interactive however is lightning storms with electricity and the wind being the interactive things, but the rain as a something to show that player to be aware of the storm.

Also can we has wind control? : 3
(Either Lua based areas/zones or global gravity changing)

And how far is it possible to take this system?

-Can we have earthquakes? (powerful changes in gravity within a small period of time)
-Can we have tornadoes that lift and spin actors and object and then chuck them away from the top?
-Can we have hurricanes? (Powerful wind that blows away things on open land)
-Can we have meteor showers? (That counts as nature imo. ehehee. Giant flaming MOSRotating raining down from the sky.)
-Can we have plant growth? (Invisible seeds that fall from the sky that spawn plants/vegetation where they landed)


Mon Nov 17, 2008 11:59 am
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Post Re: Lord Tim's WeatherSystems™
wind would be very fun if not hell laggy if done with MOPixels. that would mean some areas would be "out of the wind" so to speak, and would mean wind wouldnt smash actors in bunkers apart like it would if it were global. yes, i dont think rain (or much of the rain) should be Hits/GetsHitByMOs = 1, it really is more of an aesthetic thing isnt it?
meteors will be do-able once we have the power to rain objects.
plant growth sounds very happy, and a cool mechanic. :D


Mon Nov 17, 2008 12:13 pm
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Post Re: Lord Tim's WeatherSystems™
Last time I made a MOPixel GetsHitByMOs = 1, the game crashed.

Also meteor showers are possible since what the script does is spawn an emitter at a certain point.


Mon Nov 17, 2008 2:07 pm
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