[Mod] Snow, rain, clouds (with sound) [0.5.1] [snowdrift]

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paramat
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[Mod] Snow, rain, clouds (with sound) [0.5.1] [snowdrift]

by paramat » Wed Aug 07, 2013 23:46

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 0.4.15 and later
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 biomes humidity and temperature.
More precipitation in more humid areas, which becomes snow in frozen biomes.
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.
To avoid precipitation when inside buildings it is disabled when the player is not under open sky, this behaviour is not ideal (precipitation stops when under trees) but the related issue are difficult to solve, work will continue on this.

Parameters:

Code: Select all
local YLIMIT = 1 -- Set to world's water level or level of lowest open area,
            -- calculations are disabled below this y.
local PRECSPR = 6 -- Time scale for precipitation variation in minutes
local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
local FLAKES = 16 -- Snowflakes per cycle
local DROPS = 64 -- Raindrops per cycle
local RAINGAIN = 0.2 -- Rain sound volume
local COLLIDE = false -- Whether particles collide with nodes
local NISVAL = 39 -- Clouds RGB value at night
local DASVAL = 175 -- Clouds RGB value in daytime


If you are using custom biome heat/humidtynoise parameters you must edit this mod to match.
Parameter YLIMIT should be set to the lowest open area in a world, or set to a world's 'water_level', it is set by default to y = 1 (default water_level). Particles are disabled when player is below this y.
Particles are timed to disappear at y = YLIMIT, this avoids undewater particles.

PRECSPR 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.
Attachments
screenshot_20171212_181850.png
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screenshot_20171018_025428.png
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Last edited by paramat on Tue Dec 12, 2017 20:39, edited 20 times in total.
 

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by VanessaE » Thu Aug 08, 2013 22:14

Do you also have a "light rain" equivalent?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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by paramat » Fri Aug 09, 2013 01:17

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?
Last edited by paramat on Fri Aug 09, 2013 03:50, edited 1 time in total.
 

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by Evergreen » Fri Aug 09, 2013 01:51

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! :-)
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by paramat » Fri Aug 09, 2013 19:21

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.
 

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by paramat » Mon Aug 12, 2013 06:52

Version 0.1.2 released.
Last edited by paramat on Mon Aug 12, 2013 06:52, edited 1 time in total.
 

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by fairiestoy » Mon Aug 12, 2013 22:10

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
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by paramat » Tue Aug 13, 2013 06:03

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 :)
 

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by paramat » Tue Aug 13, 2013 17:44

Okay unless i have misunderstood, your suggestion does reduce calculations by perhaps 1 but the speed improvement will be unnnoticeable, barely worth the effort.
Last edited by paramat on Tue Aug 13, 2013 17:46, edited 1 time in total.
 

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by philipbenr » Tue Aug 13, 2013 17:56

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?
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by paramat » Tue Aug 13, 2013 22:03

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! ;)
 

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by philipbenr » Tue Aug 13, 2013 23:41

ok then. :) sounds good to me.
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by paramat » Wed Aug 14, 2013 00:35

Let me know how you get on.
 

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by fairiestoy » Wed Aug 14, 2013 19:09

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 :)
Interesting about new things is, to figure out how it works ...
 

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by paramat » Sun Jan 19, 2014 07:39

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.
 

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by paramat » Tue Jan 21, 2014 03:08

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.
Last edited by paramat on Tue Jan 21, 2014 03:15, edited 1 time in total.
 

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by Evanleo » Tue Jan 21, 2014 14:47

it seems like a good mod...but i do not know how to up load a mod the the game
 

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by VanessaE » Tue Jan 21, 2014 15:25

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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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by Topywo » Tue Jan 21, 2014 21:13

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.
 

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by paramat » Wed Jan 22, 2014 05:57

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.
Last edited by paramat on Wed Jan 22, 2014 05:59, edited 1 time in total.
 

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by VanessaE » Thu Jan 23, 2014 00:14

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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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by paramat » Thu Jan 23, 2014 01:13

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.
 

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by VanessaE » Thu Jan 23, 2014 01:33

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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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by paramat » Thu Jan 23, 2014 01:57

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.
 

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by VanessaE » Thu Jan 23, 2014 02:00

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. :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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