[Mod] weather_pack

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xeranas
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[Mod] weather_pack

by xeranas » Sun May 01, 2016 18:48

Yet another weather mod!

This weather mod tries to be simple (no water fluds, no growing snow). However it does basic indoor check, raining has sound. As it is modpack users can turn off/on specific weather easily from mod configuration menu.

Mod dependencies: lightning
Download and details on: https://github.com/xeranas/weather_pack
Licensing:
- Code: LGPL 2.1+
Tested on: Minetest 0.4.13
Use weather_pack dev branch for unreleased/snapshot Minetest.

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Last edited by xeranas on Sat Jun 11, 2016 13:18, edited 7 times in total.
 

sofar
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Re: [Mod] weather-pack

by sofar » Sun May 01, 2016 20:08

Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...
 

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Re: [Mod] weather-pack

by xeranas » Mon May 02, 2016 04:00

sofar wrote:Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...

I'm that 1% which will not use all weathers at least until 3685 will be implemented.
 

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Re: [Mod] weather-pack

by sofar » Mon May 02, 2016 06:25

xeranas wrote:
sofar wrote:Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...

I'm that 1% which will not use all weathers at least until 3685 will be implemented.


that doesn't explain why it's a modpack.
 

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Re: [Mod] weather-pack

by xeranas » Mon May 02, 2016 15:05

To make weathers pluggable. While there no proper lua api for biomes check it makes sense to leave only weather which suits for your subgame. Deleting specific weather folder is most straightforward configuration to disable unwanted weather.

Second to that this mod is heavily modified fork (you can track history through github forks). It was already modpack originally and I decided leaved that way. I guess original authors dislike mods naming convention rules and I cannot blame them for that.
 

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Re: [Mod] weather-pack

by D00Med » Mon May 09, 2016 06:46

Can't you just make a config setting for weather, so that each type of weather can be enabled or disable with false/true? I did something similar in my subgame, but I don't know if it would work for a mod in any subgame.
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Re: [Mod] weather-pack

by xeranas » Mon May 09, 2016 16:01

I'm glad that so far ppl sees only mod file structure issue. :)
 

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Re: [Mod] weather-pack

by Martin_Devil » Mon May 09, 2016 23:56

Hi. Which version of the LGPL? LGPL 2.1, 2.1+ or 3.0?
 

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Re: [Mod] weather-pack

by xeranas » Tue May 10, 2016 04:25

Martin_Devil wrote:Hi. Which version of the LGPL? LGPL 2.1, 2.1+ or 3.0?

LGPL 2.1+
 

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Re: [Mod] weather-pack

by ExeterDad » Tue May 10, 2016 10:27

I took this mod for a test drive last night and have to say I really like it a lot! No issues for me at all. I was most thrilled that the rain/snow didn't come into any of the structures that we had. All the weather was very immersive. And the sound clips were of great quality. I also noticed that I really couldn't see a drop in my fps when switching weather on and off. That's really great news for this eight year old laptop!
I hope you continue fine tuning this modpack as it's definitely a keeper.
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Re: [Mod] weather-pack

by burli » Tue May 10, 2016 16:40

Looks great. And I have a suggestion. Enable fog (if not enabled) and reduce the viewing range (if possible form a mod)
 

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Re: [Mod] weather-pack

by xeranas » Wed May 11, 2016 06:01

ExeterDad, thanks!

burli wrote:I have a suggestion. Enable fog (if not enabled) and reduce the viewing range (if possible form a mod)

Unfortunately, I did not find such functions on lua api. Maybe in future MT versions this would be possible (or somebody correct me if I missed).
 

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Re: [Mod] weather-pack

by burli » Wed May 11, 2016 06:20

To bad.

But what I want to know: why does weather mods use "sunlight_propagates"? Wouldn't it be better to use "walkable"?
 

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Re: [Mod] weather-pack

by ErrorNull » Wed May 11, 2016 17:45

yes, we are in need of lightweight weather mod. I'll try this tonight. please keep this going!
 

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Re: [Mod] weather-pack

by xeranas » Wed May 11, 2016 18:22

burli wrote:But what I want to know: why does weather mods use "sunlight_propagates"? Wouldn't it be better to use "walkable"?

Mod indoor check depends on get_node_light method. I would like to use more releable check but unfortunately I did not found replacement. Reason why it's not releable is that nodes with 'sunlight_propagates=true' (like glass) propagates 100% sunlight and there no way to differentiate whetever above (or far above) specific position is glass or air block.

As a workaround I introduce option to to override nodes like 'default:glass' sunlight_propagates value. This is more like expermental and disabled by default. Such glass would be useless for warm house like structures.
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if minetest.setting_getbool("weather_allow_override_nodes") then
  if minetest.registered_nodes["default:glass"] then
    minetest.override_item("default:glass", {sunlight_propagates = false})
  end


Propper way would be update engine that only air could propagates sun 100%. But seeing how many pending tickets already in queue I do not expect such change anytime soon.

Weather particles already uses 'collisiondetection = true' so checking for walkable would not give any positive effect. Unless I misunderstand your concept.
 

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Re: [Mod] weather-pack

by Don » Thu May 12, 2016 22:00

I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it. If the do add it I will try to remember to let you know.
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Re: [Mod] weather-pack

by sofar » Thu May 12, 2016 22:15

Don wrote:I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it. If the do add it I will try to remember to let you know.


Patch pending, will likely be in 0.4.15 and dev builds soon!
 

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Re: [Mod] weather-pack

by xeranas » Fri May 13, 2016 04:51

Don wrote:I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it.

Seems mymonths uses vanilla weather mod. I guess reason why this mod was not used 'collisiondetection = true' for particles (aside performance) is because particles is quite big and on collision big particle would stay for a while (until expiration) on ground.

sofar wrote:Patch pending, will likely be in 0.4.15 and dev builds soon!

What patch is about? Particle collide already works for glass blocks.
 

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Re: [Mod] weather-pack

by burli » Fri May 13, 2016 07:46

xeranas wrote:
Don wrote:on collision big particle would stay for a while (until expiration) on ground.


I saw this with this weather-pack mod. If rain particles hits the ground they stay there for a short moment
 

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Re: [Mod] weather-pack

by sofar » Fri May 13, 2016 14:15

xeranas wrote:
sofar wrote:Patch pending, will likely be in 0.4.15 and dev builds soon!

What patch is about? Particle collide already works for glass blocks.


this patch adds an option to the particle called "collision_remove". If you set it to "true", then the particle will be removed immediately if it collides with something. It obviously requires the "collisiondetection" option to be set to "true" as well.
 

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Re: [Mod] weather-pack

by azekill_DIABLO » Sat May 14, 2016 14:20

this is the best weather mod i've ever seen ;) great job man!



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Re: [Mod] weather-pack

by xeranas » Sat May 14, 2016 20:51

Rainy weather now extinguish fire (if fire directly under sky). For this purpose ABM was used. Should not effect performance much as fire nodes normally aren't in big numbers. However I leaved option to disable ABM registration:
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weather_allow_abm=false
 

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Re: [Mod] weather-pack

by Dopium » Fri May 20, 2016 09:03

Really like this mod as its very light weight but well done delivering all the atmosphere needed to make it feel as though its raining ect. Will be following this thread and excited to see further development on this mod. Personally i think all the elements are there, just needs some tweaking and bug fixes. I did get a small error although i think thunder may conflict with a 3d torches mod im using (not sure yet)
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ERROR[Main]: mod "thunder" has unsatisfied dependencies:  "lightning"
 

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Re: [Mod] weather-pack

by Martin_Devil » Fri May 20, 2016 09:43

Dopium wrote:Really like this mod as its very light weight but well done delivering all the atmosphere needed to make it feel as though its raining ect. Will be following this thread and excited to see further development on this mod. Personally i think all the elements are there, just needs some tweaking and bug fixes. I did get a small error although i think thunder may conflict with a 3d torches mod im using (not sure yet)
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ERROR[Main]: mod "thunder" has unsatisfied dependencies:  "lightning"

Mod dependencies: lightning (by sofar)
 

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Re: [Mod] weather-pack

by Dopium » Fri May 20, 2016 10:18

Thanks for the quick response, all is good now.
 

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Re: [Mod] weather-pack

by betterthanyou710 » Fri May 20, 2016 11:52

Its really great that he even made a mod. The lightening is awesome and a lot of people might not want that many components. Awesome job.
 

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Re: [Mod] weather_pack

by mahmutelmas06 » Thu Jun 09, 2016 16:01

It rains on snowy biome at mapgenv7. (ıt shouldt rain while snow remains)
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Re: [Mod] weather_pack

by xeranas » Sat Jun 11, 2016 13:40

mahmutelmas06 wrote:It rains on snowy biome at mapgenv7. (ıt shouldt rain while snow remains)

Yes, there currently no (efficient) way to tell in which biome player stands. AFAIK there currently work in progress and future Lua API should provide such information #3685.
 

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Re: [Mod] weather_pack

by xeranas » Sat Jun 11, 2016 14:37

Created dev branch for weather_pack to test new Minetest API features which currently not yet released.
- added collision_removal for rain/snow particles (dev branch).
 

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Re: [Mod] weather_pack

by burli » Sat Jun 11, 2016 14:59

That is really a problem. All you can do is parse the nodes with find_nodes_in_area to get an idea where you are. This works more or less, but fails if you add new nodes or change something else.

I'm working on an ambience mod. For sounds in a forest I use ABMs searching for tree nodes with leaves as neighbours. So far, so good. But I have the same sound in every forest no matter if hot or cold.

And for meadows I can only check for the absence of trees because on meadows is nothing unique I could search for

With a "get_biome(pos)" function this would be easy peasy.
 

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