proller wrote:Core support for heat, humidity, leveled nodes merged into master.
now with latests git can try https://github.com/proller/minetest-mod-weather/tree/weather
paramat wrote:I'm working on a lightweight fork of this mod where individual snowflake particles are spawned.
EDIT snowflakes drift southward as clouds do, just a little slower.
http://i.imgur.com/G2wHG2c.png
Bas080 wrote:This can be improved. What if weather is locational and not only random.
A big improvement would be that when you walk the particles are spawned a bit in front of the player. That way the particles that are spawned are more visible and are used more effectively. I'm sure you'll figure out how to achieve this.
TheFlannelOne wrote:I'm getting this error:
21:51:15: ERROR[main]: ServerError: LuaError: error: ...bin\..\mods\minetest-mod-weather-master\weather/rain.lua:16: bad argument #1 to 'add_particlespawner' (number expected, got table)
I'm on windows 7 using minetest-0.4.7-72b9b0f-fixes-win32
The snow works fine. This error only happens when it rains.
PilzAdam wrote:There are a lot of other people doing win builds now, so I will make my builds on request now. Ask me here or in IRC, I can also make builds of different branches or Minetest forks.
Fess's builds are good when ou are using big texture packs and the such because they are 64-bit. IF your computer can handle it.sfan5 wrote:TheFlannelOne wrote:I'm getting this error:
21:51:15: ERROR[main]: ServerError: LuaError: error: ...bin\..\mods\minetest-mod-weather-master\weather/rain.lua:16: bad argument #1 to 'add_particlespawner' (number expected, got table)
I'm on windows 7 using minetest-0.4.7-72b9b0f-fixes-win32
The snow works fine. This error only happens when it rains.
Update your Minetest version.
Also please note this:PilzAdam wrote:There are a lot of other people doing win builds now, so I will make my builds on request now. Ask me here or in IRC, I can also make builds of different branches or Minetest forks.
You have too use my or Fess to get new minetest builds
local points = 4
local dist = 10
for i = 1, points do
print(("( %.2f, %.2f )"):format(math.sin( (math.pi * 2 / points) * i) * dist, math.cos( (math.pi * 2 / points) * i ) * dist))
end
MirceaKitsune wrote:An addition to my previous post: I thought of an even better way to fix points #2 and #4. What if a single particle spawner could follow the player horizontally (X and Z axes) but stay at cloud level vertically (Y axis)? Rain would always start at the correct height, and the delay precipitation has before reaching the ground would also be simulated.
Particles would need to use collision detection in this case, and die the moment they hit a surface, to avoid weather indoor. Collisions already exist, but I'm not sure about the dying part. Also, particles would start from very high up, so a draw distance limit is needed to avoid butchering performance.
BlockMen wrote:I tried that already and it kinda sucks, because of the "dying part". Sometimes the rain particles dont even reach the ground or they lie on the ground for seconds until they disapear. Furthermore it needs smaller particles (to look correct) than this mod uses and that drops the framerate or to be more precise: It makes the game unplayable for an average pc.
webdesigner97 wrote:So you mean weather could be a none-walkable transparent node with animated texures? Interesting...
webdesigner97 wrote:So you mean weather could be a none-walkable transparent node with animated texures? Interesting...
VanessaE wrote:Seems to me that if you start at the sky and replaced the air in 1x1m *columns* rather than large blocks, working your way downward and always stopping each individual column at the first non-air node, you'd get a correct and easy-on-the-CPU result.
That part would be almost trivial. The real trick would be making the precipitation track the movement of the clouds. :P
You would probably want to make exceptions to the stop rule, where clearly the precipitation should logically pass through.
VanessaE wrote:You can do this now by making a single node with inordinately tall nodebox coordinates. The texture will tile along the height. Alternatively, you may be able to use the plantlike draw type with a visual_scale setting of something insanely tall also.
I'm not sure what the height limit is, but it may be worth a try.
Then you'd just need nodes at the surface instead of whole columns.
Besides, I was thinking that columns (or single nodes) would be "turned on/off" gradually, one at a time.
VanessaE wrote:I was thinking of the nodes being placed at the surface where the rain/snow is landing, rather than at cloud level. Of course like you said, that doesnt handle the issue of stopping the precip at cloud height.
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