Atmosphereic Generator Thingy...

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Expand view Topic review: Atmosphereic Generator Thingy...

by Xaser » Sun Dec 04, 2005 2:48

Holy Shiznits, that is looking pretty damn nice! That has got to be the absolute most awesome weather effects I've seen in this engine. I might even have to use a couple of these later on down the road. :P


Oh, and this screenshot is not fake either:
Image

by solarsnowfall » Tue Nov 29, 2005 4:07

A more simplistic set up, for a specific situation, would look something like this:

Code: Select all

script 4 open 
{
	int snowx = getactorx(20);
	int snowy = getactory(20);
	int snowz = getactorz(20);
	spawn("MapSpot", snowx + (random(-512, 512) * 65536), snowy +(random(-512, 512) * 65536), snowz, 21, 0);
	spawn("MapSpot", snowx + (random(-512, 512) * 65536), snowy +(random(-512, 512) * 65536), snowz, 22, 0);
	thing_projectile(21, random(207, 209), random(-15, 15), random(15, 30), random(-15, -30));
	thing_projectile(22, random(207, 209), random(-15, 15), random(15, 30), random(-15, -30));
	delay(1);
	thing_remove(21);
	thing_remove(22);
	restart;
}
That's more or less equivolent to snow at 2x, with medium/high variances, in low eastern wind. The snow would be 3 different projectiles, with varying sizes, SpawnIds 207 - 209.

by BlackFish » Tue Nov 29, 2005 3:38

Yay! Now to figure out how to use this in a map.

by NecroMage » Tue Nov 29, 2005 2:47

Sweet shiz, there are so many useful things for this. Keep up the good work! :thumb:

by Psycho Siggi » Tue Nov 29, 2005 2:29

This is awesome!

I regret not looking earlier

by solarsnowfall » Tue Nov 29, 2005 1:08

At the very least, it requires Zdoom 96x.

And thanks for the courtesy of asking. Go for it. If you need help with it, or perhaps some other bit of scripting trickery, you know where to find me.

by wildweasel » Tue Nov 29, 2005 1:01

I love this. There isn't a single thing left that I can say about it. How's about being able to use the snow part in the Arctic Wolf remake project? Or does this require GZDoom?

by solarsnowfall » Tue Nov 29, 2005 0:42

Thanks for the positive feedback!

@Enjay: I had totally forgotten to consider that, thanks!

*Updated*
Earlier, I wrote:From realistic animated fire, to new sparks and (simulated) particle fountains of various types.
Hopefully within a week or so, I'll patch all that stuff together in a wad, and release it as well.

by Enjay » Tue Nov 29, 2005 0:29

This is really cool. Very impressive. I like it a lot.

One minor tweak I would suggest - make your "particles" have a mass of <10. If they do that, then they will make the smaller splash type defined for various flats in the terrain lump. That means snowflakes won't make huge splashes on water and for anyone using my footsteps WAD (where footfall sounds are made when things jump onto all the different flats in the original Dooms) it won't sound like 100's of troops stomping around every time it rains.

And congrats on the career.

by Apothem » Tue Nov 29, 2005 0:23

Once again, something spectacular from good 'ol solarsnowfall. *archives* this could come in handy later down the line :D

by solarsnowfall » Mon Nov 28, 2005 23:55

Phobus wrote:Well released solar
Heh, that was embarrasing. I messed up the numbering on the intensity switch. All better!

@Phobus: This one is actually a bit different than the one I sent you. I added an option, and streamlined the scripting by a noticeable amount.

by Phobus » Mon Nov 28, 2005 18:06

Well released solar, though my challange still stands :) :P

by Cutmanmike » Mon Nov 28, 2005 13:45

Damnit, I really want see this. CURSE YOU TIME GO FASTER!! :banghead:

by solarsnowfall » Mon Nov 28, 2005 13:08

Shinjanji wrote: The script gets auto-terminated (runaway) when I try to test 1/2 intensity.
DAMN IT!!! The switch isn't going right to 1/8x after 8x! I'll have to see if I can fix it after work.

@Bio: You were credited for help in the scripts lump ;)

by BioHazard » Mon Nov 28, 2005 6:34

OMG Solar this ROCKS!
I should make a really cool demo level for it.

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