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A question about storms


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This is not a pimp dream, but, a simple environmental question.

 

What happened to thep_smokestorm particles? If set to be used in a biome, the color is

the same as the P_duststorm only a lot less density.

 

Would it be possible to redo or re color it in a new update? The present color is a light
tan vs a dark gray to black tint. I first noticed it when the new data.unity3d bundle replaced
the separate files.

 

I used it in conjunction with the fog that Faatal worked on. The P_snowstorm is still the same.
Was\Is there a functionality problem for the change?

 

The main use is contrast, when used at a slightly to greater higher wind level it artificially
creates a  volumetric and shimmering fog vs a depth of field contrast.

 

"using p_snowstorm chunk level 2"
The way to quickly test, verify, or experience what I am talking about, Add fog prob in the forest
biome, "increase the wind parameter 0, 100 for max change". Then you will need to temporarily DM.
This is to change the tint of the "weather fogcolor to to either 0 0 0, or .1 .1 .1, or .2 .2 .2.
Either of this will show it more clearly.

 

The change over a period of time has made it so that fog is nearly the same color as the p_snowstorm.
When it had a higher color differentiation, it created a hidden then reveal effect. Since the fog and
particle system had been by Faatal I had used it to that extent. Now it's nearly a white on white sheet.

I've monitored it at different intensities and experienced no fps drops, in big cities or wilderness.

The reason I didn't ask about it before is because of all else that was going on with console release,
and other system updates. It's basically a sprite sheet duplicate of the dust storm but with a gray\black
tint.

 

When I first read about the weather overhaul, This is the first thing that I thought about, mainly because
it's highly visual, enhances the living environment idea, and is a low resource load.

 

I'm just curious will it ever return or has it been removed permanently, or with everything else that is happening
was it overlooked?


This is an example of the settings mentioned above. Used in the forest because of the darker ground texture shows the
potential for the effect more clearly.

       <weather name="default" prob="88">
            <Temperature min="65" max="70" prob="1"/>
            <CloudThickness min="0" max="0" prob="35"/>
            <CloudThickness min="10" max="70" prob="65"/>
            <Precipitation min="0" max="0" prob="1"/>
            <Fog min="0" max="2" prob="1"/>
            <Wind min="10" max="100" prob="1"/>
            <ParticleEffect prefab="@:ParticleEffects/p_snowstorm1.prefab" ChunkMargin="2"/>
        </weather>

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30 minutes ago, warmer said:

Anyone know if this is correct?

Unknown for now; the mechanics are still there, every piece of gear gives +-20 resistance, so it feels like no effect.

Can't predict what they'll make of it; but couple guesses:

- Since the sets aren't really related to thermal properties, (no obvious winter sets by design or function), they likely all end up doing the same. Maybe scaled to quality.

- The mods will remain, but won't be mandatory or even important to survival, just if you want to "not see the icons". Might have some mild drawbacks without utilizing them.

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1 hour ago, theFlu said:

- The mods will remain, but won't be mandatory or even important to survival, just if you want to "not see the icons". Might have some mild drawbacks without utilizing them.

I am pretty sure that you will need mods to manage temperature and other effects after the weather update.  The fact that they aren't necessary now is just a temporary situation while they rework how weather and temperature work, unless I am mistaken. 

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20 minutes ago, Riamus said:

I am pretty sure that you will need mods to manage temperature and other effects after the weather update. 

I think we disagree on the "need" here; while I may be proven wrong, I just don't see TFP making the weather system an actual risk at this point, it never has been. I expect it to be along the lines of:

- If you go butt naked into the snowbiome during a storm, you might start slowly taking damage.

- Add any set of gear and you're not in any risk, maybe eating some more. Some stamina/speed penalties may apply.

- Add mods/skills to remove any effect even in the worst conditions.

 

That seems to have been the design whenever it was "working" - But again, I may be proven wrong still :)

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Yet, then it would be the same as before and no reason to be changing it.  They have said there will be radiation in the wasteland, and have commented a little on having weather be something that helps to limit running directly into the higher biomes on day 1 to get better loot.  So that suggests that any effects will be more significant than previously.  Of course, we might just get the old style that was pointless and could just be ignored.  If so, then they really made a bad choice.

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Presently, I have been adjusting wind speeds, when it tops out it
overrides the armor buffs and I get the freezing screen. It made me
hypothesize.

 

If
Re-enable the weathersurvival.xml, and especially the altitude shifts.
It\they are still there, they are just not activated.
Then
The problem is that there is not an inspirational amount of pois at any
alternate altitude.

Else

Add multilevel altitude pois. But that main system has been removed.

 

If
Only re-enable weather survival and the present map style, and armor.
Then
Drop the buffs, and make the necessity for mods. Weather would have extremely
sever debuffs and damage, and mods would be regulated to upper level stats for
self construction, later quest rewards, or high tier pois as loot in the progressive
biome. Otherwise it would quickly be rendered moot.
Else
Also add variable degrees of radiation exposure as you progress through the
biomes. If this property is added to pois directly and to the spawn volumes in
a responsible manner then, Armor would protect from physical damage, mods if
tempered correctly would be needed for the environmental changes, and some
form of special radiation reduction method would need to be added. I favor
the Rad suit armor set which would temporarily cause the removal of the protective
armor. It would need non-tiered stats. And a breathing soundbyte to match.

 

Then you could enter a radiated area, but be more vulnerable to physical and environmental
damage, which fits into the risk and reward scenario and balne. Mod types would probably be more
cursory environmental addons, like oxygen on a timer, and thermal regulation also on a timer like a

battery. Physical damage would cause rips and tears requiring rare materials to fix, and timely repair

for limited exposure to radiation.

 

The present screen overlay, If oxygen is low then eyesight darkens from asphyxiation, too hot
or cold and visibility area becomes constricted from moisture.

 

I can see something like that. I shortened it a lot.🙂

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6 hours ago, theFlu said:

I think we disagree on the "need" here; while I may be proven wrong, I just don't see TFP making the weather system an actual risk at this point, it never has been. I expect it to be along the lines of:

 

I recall them mentioning in the past that the biomes would increase in danger so that you can't go to the higher biomes right away and farm higher level gear without significant risk.  Weather affects would be one way to slow down progression until the survivor has the necessary gear to survive there

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7 hours ago, Riamus said:

having weather be something that helps to limit

 

27 minutes ago, BFT2020 said:

Weather affects would be one way to slow down progression until the survivor has the necessary gear to survive there

 

I made a prediction; I'm not arguing for or against what I described. I'm sure TFP wants to make weather a Real Feature (tm), but I don't think they will. It'd be inconvenient in the looter shooter and pointless in the tower defense. It'd be well in place in a survival sim, but when was the last time the game was pushed towards that direction...?

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