New weather system proposition

What do you think about my proposed weather system?

Good idea, should be done as described in the initial post.
38
73%
Good idea, but some things should be implemented differently (post what).
9
17%
Bad idea, we shouldn't code such a weather system at all.
2
4%
Don't care.
3
6%
 
Total votes : 52

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: New weather system proposition

by MirceaKitsune » Tue Sep 16, 2014 05:56

TriBlade9 wrote:Perhaps something similar to add_particle?
IMO a weather system would be a bit too generic. What if you wanted a floating HUD that was displayed in front of a player, or a visualization of an effect or an arrow to show which direction to go.

Perhaps rename it to add_particle_system, with the option to lock it to a player. Give it options for radius around player, move with player or not, etc.


Yes, that's what I was thinking. I considered a name like add_particle_sphere or add_particle_circle, since the idea is to have a set of particle spawners surrounding the player. I still need to process the idea in my mind properly, to know exactly what I need to do.
 

MTDad
Member
 
Posts: 53
Joined: Fri Aug 29, 2014 05:38

Re: New weather system proposition

by MTDad » Sun Sep 28, 2014 18:58

My dream Minetest Survival Game would have weather and seasons that matter. I've been studying Paramat's snow drift mod to see if I can use that to make it happen, but I'm a greenhorn with code.

If your weather system will allow me to make a mod so I can freeze to death in a snowstorm, I'm all for it.
 

User avatar
Gael de Sailly
Member
 
Posts: 475
Joined: Sun Jan 26, 2014 17:01
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly

Re: New weather system proposition

by Gael de Sailly » Mon Mar 16, 2015 20:51

0.5.0 is coming soon, so it would be a great idea of improvement.

MirceaKitsune wrote:Weather mods written manually in Lua are very inefficient and / or laggy. The effects need to be hard-coded client-side.

I agree.

We should develop a so-called proper weather API, with params which can be set through Lua, but are managed on client side.
We should normalize humidity and heat, because it's already defined by mapgen, and then some mods redefine it another way… Nonsense ! It would be normalized parameters that mods can eventually redefine but after loading time they will all use the sames.
We can re-implement minetest.get_heat and minetest.get_humidity in a proper way.

I like the idea to re-implement clouds and fog according to weather system.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

User avatar
Linuxdirk
Member
 
Posts: 497
Joined: Wed Sep 17, 2014 11:21
GitHub: dsohler
In-game: Linuxdirk

Re: New weather system proposition

by Linuxdirk » Mon Mar 16, 2015 21:01

Gael de Sailly wrote:I like the idea to re-implement clouds and fog according to weather system.

Speaking of clouds: The downfall should come from them (at least visually) and above the clouds the weather should always be clear (but the weather below the cloud cover should be visible).

This (and this) would look just awesome in Minetest! :)
 

User avatar
jp
Member
 
Posts: 705
Joined: Wed Dec 18, 2013 09:03
GitHub: kilbith

Re: New weather system proposition

by jp » Sun Apr 26, 2015 14:04

How goes that interesting brainstorming, finally ? Hope it'll be realized somewhen.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: New weather system proposition

by ABJ » Sun Apr 26, 2015 15:40

I voted for the second one because I have ideas for more functions for wind.
Watching a Minecraft video of KotoAndSen KAS, who tests destruction mods on their city known as Greenfield (Man you should watch their vids they're awesome! And REAL adrenaline pumping), the particular mod which was tested happened to be a hurricane mod, I got intrigued by the wind effects on the players and nodes. The hurricane ripped up roads and totally me$$ed up buildings. When Sen tried to get out of his apartment building, he couldn't because the wind pushed him back in to the less windy area inside. And when Koto somehow managed to get out, he was sent upwards by the wind. And the road next to the building got ripped up with a CRRRAACK sound.
We could implement this kind of thing in Minetest, like, you know, have different wind intensities. "Breeze" would be common and not effect anything. "Gale" could be for bad weather and would cause fires to stop after a while. "Storm" would effect players and sand and such extremely weak things. "Bad Storm" could instantly blow out fires and blast things like glass panes. "Hurricane F1" could effect players badly and effect trees and strength of basic building materials such as wood, and stuff. "Hurricane F2" could affect cobble, etc. "Hurricane F3" could worsely effect stone and cobble and stuff. "Hurricane F4" could mess up pretty much everything. "Hurricane F5" could destroy everything and briefly effect obsidian. And then there are the tornados. They have levels like the hurricanes but are more concentrated and cause more destruction (MORE!) and are visible as textured and move around and stuff.
Feel free to add and refine :)
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: New weather system proposition

by ABJ » Sun Apr 26, 2015 15:41

HEY I forgot. Lightning that could set things on fire and kill players and desnow and degrass dirt.
 

User avatar
SAMIAMNOT
Member
 
Posts: 363
Joined: Wed Sep 03, 2014 00:51
In-game: notanewbie

Re: New weather system proposition

by SAMIAMNOT » Sun May 03, 2015 03:59

Great idea! Although tthat ay be hard to code.
I test mines.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: New weather system proposition

by ABJ » Sun May 03, 2015 10:43

Why not create a new nodetype "windtype" or something like that? And then set params like "wind_strength" or stuff like that? Know it's hard to make but could help. And add another type for tornados and hurricanes etc that have textures and strength etc
 

User avatar
Dopium
Member
 
Posts: 233
Joined: Sat Jun 09, 2012 15:43

Re: New weather system proposition

by Dopium » Mon May 04, 2015 13:38

Some input if it's of any use or not idk, im kind of leaning towards the seasons idea server side but effects client. So utilizing the existing biome temps but having them float in regards to a solar calender. Tie both solar calender (time) with biome temps.

Having biomes such as desert never capable of reaching temps cold enough for snow and rarely reaching rain temps would solve that issue.

So really it's a shared load, all the server side is doing, is time = date = biome temp then the client reads biome temp and generates weather condition in regards to the temp.

With that in mind 2 or more players can experience the same weather conditions in the same area as it's reading set variables given from the server.

Just an idea.
 

Previous

Return to Minetest Features

Who is online

Users browsing this forum: No registered users and 8 guests

cron