Author Topic: Random Weather Patterns (for the the Day/Night Cycle)  (Read 1115 times)

It's raining a lot here in Central NJ, and it randomly gave me an idea...

We could use a Weather Cycle for Blockland, which should include random weather patterns such as rain, snow, thunder, cloudy, and fog, which can appear at any time throughout the course of the day. The % Chance of having each of these weather scenarios should be adjustable via RTB Prefs.

Maybe as a bonus, you could have Weather Forecasts (RTB pref: toggle-able) which say, once at sunrise and once at sunset, would have a chatmessageall saying something like:

"Today's Forecast: Clear Skies with a (insert % chance here) chance of Rain later on" (sunrise)

"Tomorrow's Forecast: Partly Cloudy" (sunset)



If you guys have any more good ideas to add to this, please share!
« Last Edit: September 18, 2012, 07:11:50 PM by Racerboy »

you spelled weather wrong

/contributed

Would be nice

Why did you block invites from me on RTB?


at least i contributed :D


i'd make this if i wasn't too stupid to

i'd make this if i wasn't too stupid to
It's the thought that counts :')

Totally possible, if you set up a heap of different day cycles and such

If someone wanted to take the idea, since I'm too lazy to make/tune day cycles:
At midnight, determine the weather for the day and swap to that day cycle/skybox.

Weather would be defined as current weather, new weather and a transition point. Such as clear to rainy in the morning, which would fade into rainy day cycle settings around the 0.3 mark of the day cycle, or rain to overcast in the afternoon which would be raining up until the 0.6-0.7 mark and then stop the rain, leaving the overcast skybox.

You'd do this so that instead of just SUDDENLY RAIN you could tune the environment settings to slowly make it more overcast, then at the 0.3 mark it swaps to the full rain skybox and starts the precipitation, etc.

The actual code is easy, mostly it's a case of making a heap of environment settings and setting them all up correctly. ie, a lot of monotonous busywork that can't really be made much easier by coding cleverness.

You can use Lugnut's (I think it was Lugnut's?) day cycle events as a code reference for firing something off at midnight, or any other time for enabling/disabling precipitation.

I was thinking something very similar to what M said. I don't really know what the parameters are for precipitation and various other weather effects, but I was thinking that someone could put together a basic framework mod. It could read a file similar to a daycycle file and use the data there and some random seeding to generate basic weather

The file could look something like this:
Code: [Select]
#PRECIPITATION#

Title = lightRain
StageCount = 2
Time[0] = 1000, 10000
Precipitate[0] = 0, 10
Time[1] = 100000, 200000
Precipitate[1] = 15, 25

Title = rain0
Etc.

#CLOUDS#

Title = lightClouds
Etc.
The numbers separated by commas are min, max values, time is in ms and precipitate is the relative percent rain density

OBVIOUSLY this would take a fair amount of work though



Bump
I want this.

Someone make this, it seems like simple code...


I want this.

Someone make this, it seems like simple code...
Yeah, just gotta find the right guy for the job.