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[REL] S.T.A.L.K.E.R. Weather Overhauled v3 - feedback

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  16:39:10  17 February 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
 

Message edited by:
Wolfehunter
02/17/2009 16:42:00
Messages: 2748

---QUOTATION---
@nandersen

I don't really know if there is any difference between SmP and OL - I think that as much as it interests us - it does not matter.

However - I had a pretty funny thing - when I've used the sleeping bag during the transition I got a debug msg: 'need to fix times' and on every switch point I got the msg that transition isgoing to occur... Also the weather stopped changig at all. So if aything might require looking at - is the interaction of your scripts with sleeping bag.

It works fine for 90% of the time - but...

-------------------

OK, so it's time do wrap a sort of first update - 3.0.1 - with mornings fixed, scripts from DW v0.9 and OL compatibility package... Shit adn I wanted sme vacation....
---END QUOTATION---

lol no vacation yet.. work god dammit hehehe.

Thanks for this uber addition.

I never had problems with the sleeping bag but I will look into it for sure.

Imperialreign fix an issue we had with the 7:00 and 17:00 showing the day time cycle sun sliding from west to east and east to west in a second. It was a pain.
  16:47:06  17 February 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
I suspect an engine bug of some sort making it sometimes necessary to fix the time indexes. Looks like in some very rare cases two calls to the time functions may actually result in the second call returning something less than the first call (no, not caused by crossing midnight).
xRatx was the first one to report a problem where something like this desynchronized the time indexes used for time window management and cause the weather to go bananas.

The fix_times() won't do anything to prevent weathers from changing. If the weather really stops changing permanently then there must be some other problem.
  16:50:53  17 February 2009
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Wolfehunter
Mod Guru
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On forum: 07/03/2007
 

Message edited by:
Wolfehunter
02/17/2009 16:52:01
Messages: 2748

---QUOTATION---
I suspect an engine bug of some sort making it sometimes necessary to fix the time indexes. Looks like in some very rare cases two calls to the time functions may actually result in the second call returning something less than the first call (no, not caused by crossing midnight).
xRatx was the first one to report a problem where something like this desynchronized the time indexes used for time window management and cause the weather to go bananas.

The fix_times() won't do anything to prevent weathers from changing. If the weather really stops changing permanently then there must be some other problem.
---END QUOTATION---

Weather didn't stop permanently just did its normal thing but at those hours the sky was in reverse and then the sun switched sides. if you can understand what I mean.

i'm crossing my fingers that this doesn't show up again with SWO...
  17:13:58  17 February 2009
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Amraam
Senior Resident
 

 
On forum: 09/15/2008
Messages: 449
Looks like this would be a royal pain in the @ss to merge with OL2.2, arsenal, AEM and the other half dozen mods I have. It's a shame, I really want to add this to my collection

I'll wait until SmP2.3 is out, then I'll start a new game.

Wolfehunter, will SmP2.3 include SWOv3?

Thanks!
  17:15:22  17 February 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
Messages: 2748

---QUOTATION---
Looks like this would be a royal pain in the @ss to merge with OL2.2, arsenal, AEM and the other half dozen mods I have. It's a shame, I really want to add this to my collection

I'll wait until SmP2.3 is out, then I'll start a new game.

Wolfehunter, will SmP2.3 include SWOv3?

Thanks!
---END QUOTATION---

Yes
  17:25:08  17 February 2009
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
02/17/2009 17:32:41
Messages: 1444

---QUOTATION---
Looks like this would be a royal pain in the @ss to merge with OL2.2, arsenal, AEM and the other half dozen mods I have. It's a shame, I really want to add this to my collection

I'll wait until SmP2.3 is out, then I'll start a new game.

Wolfehunter, will SmP2.3 include SWOv3?

Thanks!
---END QUOTATION---



Well - it seems that you can use my above instructions to play SWO with OL - it should work properly for 99% of time.

If at some point the weather stops changing - just save and realod your game - everything should be back to normal.

And of course - don't forget to post a report here

@nandersen

OK - so this might be another problem and the fact that log gave me 'need to fix times()' msg was a coicidence.

I'll test the thing some more today - if I get another problem like this - I'll post a more detailed info with log.

See ya!
  00:58:28  18 February 2009
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epij
Senior Resident
 

 
On forum: 12/17/2003
 

Message edited by:
epij
02/18/2009 1:28:55
Messages: 224
Ok, after the first wonderful adventure... Feedbacktime!

First of all - extraordinary work!

Now what i expierienced:

- first a slight economical glitch... cricket sounds at 5am dawn? never heard any when i was out fishin' in the morning hours :>

- the moon is way too blurry and its glow looks jaggy and too much like a JPG artefact :/
http://666kb.com/i/b6iebk0yzuyojonyg.jpg
i copied over the AMK moon and i must admid (except the little bit wrong size ) i'd prefer the moon chrystal clean and the clouds surrounding it glowy like here:
http://666kb.com/i/b6iedeglvu2ii72h4.jpg

- the sun: i was thinking that i missed the sun of OL which has some nice ray effect in its glow. so i replaced the sun texture with the one from OL (or AMK):
http://666kb.com/i/b6ieeh5ne65rjiw5k.jpg

- the sun flare : i really really miss the intense sunflare when looking directly into the sun, which dynamic weather mod featured. it was such a huge boost of atmosphere for me.. and also tactically interesting.. never aim towards the sun and look for shadows. could you please bring such sunflares in ? :
http://666kb.com/i/b6ieitpcn6hvfx83s.jpg
http://666kb.com/i/b6iejd3i1ze9kltu0.jpg
http://666kb.com/i/b6iehiztvkw06qbew.jpg

- the night sky: i find the stars pretty blurry. i'm sure you find some high-res space shots on the NASA website to make a nice skytexture with.
http://i42.photobucket.com/albums/e303/kbear24/stars_space.jpg ... of course without the nebula and space stuff... but with sharper stars of different size and glow

Thats all at first. Gonna expierience the cycles now

btw. what's the difference between the 3 environmental settings ? i took FULL.. it was in the middle of Lite and Max.. but i just dont know what it does
  02:07:33  18 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
What exactly does SMP change with regard to weather compared to "clean" OL2.2?
---END QUOTATION---



if wolfehunter is still using the last weather fix I had sent him, SmP doea use a slightly different weather loadout than OL2.2 Instead of using the OL2.2 weather presets, they had merged in SWOv2.2.2 - then arose a graphical error as the second weather script had never been modified to "match" the transition times of the SWO2.2 weather loadout.

So, I slapped a second weather loadout together that eliminated an issue of the sun jumping from east to west at 700AM and 1700PM (due to the major difference in weather files).



---QUOTATION---
- first a slight economical glitch... cricket sounds at 5am dawn? never heard any when i was out fishin' in the morning hours :>

btw. what's the difference between the 3 environmental settings ? i took FULL.. it was in the middle of Lite and Max.. but i just dont know what it does
---END QUOTATION---



in regards to the ambient audio - the early morning crickets are carried over from night time. Although I left cricket sounds to not be so common during morning hours, they're still somewhat present. It's a compromise between realistic and not so realisitic. As to crickets chirping during early morning hours in the real world - it really depends on where you are. Warmer climates tend to have more active crickets (around here where I live, it's not uncommon to hear crickets chirping almost till around noon time during the summer). I'll look into possibly trimming down how often cricket sounds occur during morning hours, though.

As to the environmental addons:

MAX - includes Particle Enhancement mod v3 and all associated files, as well as Ambient Audio Overhaul v1.5-LITE and associated files. Recommended for those who have not merged PEv3 in with their current gamedata folder . . . although some merging may be required if it would end up replacing files already found in your gamedata folder

FULL - includes basic PEv3 (not config files or script files), and AAOv1.5L. This form is best suited for those who've already merged PEv3 in with their current gamedata folder, as you don't need to worry about re-merging the script and ltx files

LITE - includes AAOv1.5L . . . no Particle Enhancement mod
  05:49:43  18 February 2009
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Wolfehunter
Mod Guru
(Resident)

 

 
On forum: 07/03/2007
 

Message edited by:
Wolfehunter
02/18/2009 6:20:03
Messages: 2748

---QUOTATION---
What exactly does SMP change with regard to weather compared to "clean" OL2.2?

if wolfehunter is still using the last weather fix I had sent him, SmP doea use a slightly different weather loadout than OL2.2 Instead of using the OL2.2 weather presets, they had merged in SWOv2.2.2 - then arose a graphical error as the second weather script had never been modified to "match" the transition times of the SWO2.2 weather loadout.

So, I slapped a second weather loadout together that eliminated an issue of the sun jumping from east to west at 700AM and 1700PM (due to the major difference in weather files).


- first a slight economical glitch... cricket sounds at 5am dawn? never heard any when i was out fishin' in the morning hours :>

btw. what's the difference between the 3 environmental settings ? i took FULL.. it was in the middle of Lite and Max.. but i just dont know what it does

in regards to the ambient audio - the early morning crickets are carried over from night time. Although I left cricket sounds to not be so common during morning hours, they're still somewhat present. It's a compromise between realistic and not so realisitic. As to crickets chirping during early morning hours in the real world - it really depends on where you are. Warmer climates tend to have more active crickets (around here where I live, it's not uncommon to hear crickets chirping almost till around noon time during the summer). I'll look into possibly trimming down how often cricket sounds occur during morning hours, though.

As to the environmental addons:

MAX - includes Particle Enhancement mod v3 and all associated files, as well as Ambient Audio Overhaul v1.5-LITE and associated files. Recommended for those who have not merged PEv3 in with their current gamedata folder . . . although some merging may be required if it would end up replacing files already found in your gamedata folder

FULL - includes basic PEv3 (not config files or script files), and AAOv1.5L. This form is best suited for those who've already merged PEv3 in with their current gamedata folder, as you don't need to worry about re-merging the script and ltx files

LITE - includes AAOv1.5L . . . no Particle Enhancement mod
---END QUOTATION---

I'm using the weather default from SWO for now. I started a new game and I didn't see the sky sun swap. So maybe its working.

Some pics from agroprom hehehe,

http://i240.photobucket.com/albums/ff110/WolfeXhunter/ss_wotan_02-17-09_21-09-10_l03_agro.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/ss_wotan_02-17-09_21-08-59_l03_agro.jpg

http://i240.photobucket.com/albums/ff110/WolfeXhunter/ss_wotan_02-17-09_21-06-42_l03_agro.jpg

Very nice...

Bummer some time cycle errors,

! Unknown command: >>11:01_idx:11->12,time:11:00->12:00_weather:clear_alt,cycle_time:540
! Unknown command: >>12:03_idx:12->13,time:12:00->13:00_weather:clear_alt,cycle_time:600
! Unknown command: >>13:00_idx:13->14,time:13:00->14:00_weather:clear_alt,cycle_time:660

! Unknown command: >>14:19_idx:14->15,time:14:00->15:00_weather:transition140003,cycle_time:0
! Unknown command: >>14:29_idx:14->15,time:14:00->15:00_blowout_happened
! Unknown command: >>14:29_idx:14->15,time:14:00->15:00_weather:transition140003,cycle_time:0
  07:13:37  18 February 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
wolfe - to turn off the weather debugging comments:

go into the level_weathers.script, at the very top where you see the line


local debug = 1



set that to 0
 
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