Jeija wrote:It uses my recently merged Particle System with ParticleSpawners. The performance depends mostly on the client that has to animate them (up to 20 fps drop for me from 60 fps); The server isn't really affected.
@deivan: Didn't know you were using a glass roof; This mod calculates wheter you're inside or outside using light; so in your case the light in the house makes the mod think you're outside
MirceaKitsune wrote:
- Weather is very laggy and slow to update at times. Especially if you're using fast movement to run, particles can barely follow you. I assume that although the particle spawner is client-side, the server must update its origin to follow the player (which is also very bandwidth costly).
* Only fix I can think of is allowing particle spawners to be attached to objects client-side, which would be useful in a lot of circumstances. Should be as easy as giving the particle system an entity to follow, and simply use the object's origin + (optional) offset to spawn particles. That way the server would only send a packet to clients once to start or stop weather.
Splizard wrote:Just for reference, there is an issue on that:
https://github.com/minetest/minetest/issues/567
-- Rain
minetest.register_globalstep(function(dtime)
if weather ~= "rain" then return end
for _, player in ipairs(minetest.get_connected_players()) do
local ppos = player:getpos()
-- Make sure player is not in a cave/house...
--[[ if minetest.env:get_node_light(ppos, 0.5) ~= 15 then return end ]]
local minp = addvectors(ppos, {x=-9, y=7, z=-9})
local maxp = addvectors(ppos, {x= 9, y=7, z= 9})
local vel = {x=0, y= -4, z=0}
local acc = {x=0, y=-9.81, z=0}
minetest.add_particlespawner(25, 0.5,
minp, maxp,
vel, vel,
acc, acc,
0.3, 1.2,
25, 25,
true, "weather_rain.png", player:get_player_name())
end
end)
cornellius wrote:can you change the rain weather texture?? yeah when you look up the rain texture looks bad
,Thanks
proller wrote:making dynamic weather
using heat-humidity dynamic map
with melting and freezing
https://github.com/proller/minetest/tree/weather
https://github.com/proller/minetest_game/tree/weather
https://github.com/proller/minetest-mod-weather/tree/weather
todo:evaporation
proller wrote:making dynamic weather
using heat-humidity dynamic map
with melting and freezing
https://github.com/proller/minetest/tree/weather
https://github.com/proller/minetest_game/tree/weather
https://github.com/proller/minetest-mod-weather/tree/weather
todo:evaporation
proller wrote:Now its uses heat and humidity from core and deside rain-or-snow in lua
melting-freezing now have no hardcoded nodes, anything via groups
playzooki wrote:make floods
mauvebic:playzooki wrote:
make floods
Place a single water block, that otta do it :p
AndrOn wrote:mauvebic:playzooki wrote:
make floods
Place a single water block, that otta do it :p
really good idea! Maybe not water sources to avoid the map to be permanently flooded but if it's possible half-filled water flowing blocks that would flow, spread and vanish.
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