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[Mod] Snow, rain, clouds (with sound) [snowdrift]

Posted: Wed Aug 07, 2013 23:46
by paramat
Image

Image

Download https://github.com/paramat/snowdrift/archive/master.zip rename mod folder to 'snowdrift'
Browse code https://github.com/paramat/snowdrift

For Minetest 0.4.16 and later. Compatible with 5.0.0-dev.
Depends default

Licenses:
Source code:
MIT by paramat
Media:
Textures CC BY-SA (3.0) by paramat
Sounds CC BY (3.0) by inchadney
http://freesound.org/people/inchadney/sounds/58835/

For use in all mapgens except mgv6.

Precipitation stops and starts with time but is also is affected by biome humidity and temperature.
Soothing rainfall sound.
12 snowflake designs.
Sky becomes overcast during precipitation, the cloud cover brightness changes smoothly during day/night transitions and becomes dark at night.
Particles are only spawned under open sky and collide with nodes, so no particles appear indoors or under cover.

If you are using custom biome heat/humidtynoise parameters you must edit the noise parameters in this mod to match.
Parameter PRECTIM is the rough timescale of precipitation stop/start in minutes and is set fairly low for testing, you may want to increase this for longer durations.

Posted: Thu Aug 08, 2013 22:14
by VanessaE
Do you also have a "light rain" equivalent?

Posted: Fri Aug 09, 2013 01:17
by paramat
That is possible, as is sandstorms in deserts, i released this early as only snow but may add more, i know how to detect current biome in MGV6 so can restrict each type of weather to a suitable biome.
Anyone else want rain and possibly sandstorms?

Posted: Fri Aug 09, 2013 01:51
by Evergreen
paramat wrote:I assume you would like this feature? That is possible, as is sandstorms in deserts, i released this early as only snow but may add more, i know how to detect current biome in MGV6 so can restrict each type of weather to a suitable biome.
Anyone else want rain and possibly sandstorms?
Me! :-)

Posted: Fri Aug 09, 2013 19:21
by paramat
Just can't get inspired to work on light rain (drizzle mod ... the excitement), the only rain i care for is heavy with thunder, and that will not look right under a fairly clear sky. This mod will remain snow only.
I am however in love with particles (ooer) and will continue to experiment in seperate mods, might still try sandstorms.

Posted: Mon Aug 12, 2013 06:52
by paramat
Version 0.1.2 released.

Posted: Mon Aug 12, 2013 22:10
by fairiestoy
First of all, great work. I like your environment affecting mods especially the realms.
But i have a question. Does it make any difference in peformance if i replace the lines 39 to 78 with a while statement and using minetest.after() instead of globalsteps? Instead of performing a random number generation every step and maybe do nothing just perform a random number generation for the next calculation by pushing that value to minetest.after()?

Keep up that great work

Posted: Tue Aug 13, 2013 06:03
by paramat
Thanks, i'll look into your suggestion, i'm really not much of a programmer and have never used while and minetest.after(), so nows the time to learn :)

Posted: Tue Aug 13, 2013 17:44
by paramat
Okay unless i have misunderstood, your suggestion does reduce calculations by perhaps 1 but the speed improvement will be unnnoticeable, barely worth the effort.

Posted: Tue Aug 13, 2013 17:56
by philipbenr
I tried Jeija's rain and snow mod, and it messed up my world, so that placing blocks was really really hard. I would place blocks, and then they would disappear. It would take me 4 or 5 tries to actually place a block down while it was raining or snowing... does your mod do this too?

Posted: Tue Aug 13, 2013 22:03
by paramat
That sounds like lag caused by the large amounts of processing in Jeija's mod, this is partly why i wrote this mod as a 'light' version. No offence meant to Jeija but his code is very processing-heavy.
My mod does not cause this much lag, if you do get lag you can reduce parameter MAXCHA, default is 0.5, if you want heavier snow try 1.0.
Try it and see! ;)

Posted: Tue Aug 13, 2013 23:41
by philipbenr
ok then. :) sounds good to me.

Posted: Wed Aug 14, 2013 00:35
by paramat
Let me know how you get on.

Posted: Wed Aug 14, 2013 19:09
by fairiestoy
paramat wrote:Okay unless i have misunderstood, your suggestion does reduce calculations by perhaps 1 but the speed improvement will be unnnoticeable, barely worth the effort.
The while statement was more of a suggestion reduce the lines and saves you some typing ( yeah i know, copy&paste exists, however ). Sad that the minetest.after() didnt have more effect. Thanks for the feedback of that suggestion :)

Posted: Sun Jan 19, 2014 07:39
by paramat
Version 0.2.0 with rain, new screenshot in first post.
Currently it snows or rains continuously within each defined perlin noise area, i am working on making precipitation intermittent.

Posted: Tue Jan 21, 2014 03:08
by paramat
Version 0.2.3 with settling snow! excitement! Info, new screenshots in first post.
A good way to add snow to previously generated chunks of a world (perhaps i should add a height threshold too ...)
Intermittent snowfall and rainfall is coming soon.

Posted: Tue Jan 21, 2014 14:47
by Evanleo
it seems like a good mod...but i do not know how to up load a mod the the game

Posted: Tue Jan 21, 2014 15:25
by VanessaE
Be sure you first turn dirt-with-grass into dirt-with-snow as a first step, before causing a snow node to form on top -- that way it can form snow "under" say wild grass and other small plants that grow on dirt with grass.

Posted: Tue Jan 21, 2014 21:13
by Topywo
Evanleo wrote:it seems like a good mod...but i do not know how to up load a mod the the game
Click the download link. Go to downloads. Select the mod (snowdrift-master.zip). Unzip it in a minetest folder called mods. Rename it to snowdrift. Start minetest. Create/select a world in the minetest menu. Click Configure. Select snowdrift. Check (click) the box before enabled. Press save. Start the world.

This should work for most mods.

Posted: Wed Jan 22, 2014 05:57
by paramat
Version 0.2.4.
Snow/rainfall is triggered by the OS clock and perlin noise, it is no longer continuous. Parameters control shower length and rarity.
Plants have the dirt_with_grass beneath them changed to dirt_with_snow.
New raindrop texture, not yet shown in screenshots.
Bugfixes and code improvements.

Posted: Thu Jan 23, 2014 00:14
by VanessaE
Ok, let's give this another run then :-) Installed on three servers, with the following settings changes:

SCALP = 1
RAIN = true
PRET = -0.5

(because I want the rain/snow to be fairly prodigious if I can make it so without driving up CPU usage :-) )

Not actually seeing much so far, but a little here and there. I do *not* have the snow biomes mod installed.

Posted: Thu Jan 23, 2014 01:13
by paramat
Rainfall is too light by default, try DROPS = 16 or even 32.
You can also increase PPPCHA a bit for heavier snow, try 0.2 or 0.3.

Posted: Thu Jan 23, 2014 01:33
by VanessaE
ok, I've set those for 32 and 0.3, respectively. I'll put those into effect in a little while, the servers are a bit busy with players at the moment.

Posted: Thu Jan 23, 2014 01:57
by paramat
Hm i must remember particles are client side ... best to keep DROPS = 16, PPPCHA = 0.1 otherwise your players' FPS might really suffer.
Also the default humidity threshold HUT is too high, it only rains in small aeas of map, best to lower that.
It will rain in deserts, i'm working on that, if i add noise offset parameters it will be possible to use MGV6 desert noise params as the humidity noise params.

Posted: Thu Jan 23, 2014 02:00
by VanessaE
Ok, DROPS is 16, PPPCHA reverted to the default of 0.1, HUT is turned down to 0.2. I'd recommend the noise/humidity params you suggested - I use this same method in plants_lib for the mgv6 humidity map, and for the same reason. :-)