Hans A. Posted July 2, 2018 Share Posted July 2, 2018 At certain zoom levels the rain doesn't fill the entire screen happens both while indoors and outdoors. MadDan, ethanx4, Pandorea and 1 other 3 1 Link to comment Share on other sites More sharing options...
Anishka Posted July 4, 2018 Share Posted July 4, 2018 (edited) I'm nott sure whether it's a bug or not, but I noticed that the weather doesn't influence on a character: it doesn't freeze, doesn't overheat, doesn't get wet under the rain etc. Edited July 4, 2018 by Anishka Pandorea 1 Link to comment Share on other sites More sharing options...
halkaze Posted July 5, 2018 Share Posted July 5, 2018 I don't know if this is on purpose. 1. Even though I turn on the light, I can't see it at all. (cloud intensity = 1, at night). Spoiler 2.When fog occurs at night, it will be able to see dark places. BEFORE Spoiler AFTER Spoiler Keshash 1 Link to comment Share on other sites More sharing options...
Batsphinx Posted July 5, 2018 Author Share Posted July 5, 2018 Weather Test Version Updated! Please note that this will break current saves on this test build. Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Next step will be in addressing some of the great feedback you guys have given above Jason132 and Kuren 2 Link to comment Share on other sites More sharing options...
Anishka Posted July 5, 2018 Share Posted July 5, 2018 Guys? What the hell is this language? Хибити\Hibiti [BLR] 1 Link to comment Share on other sites More sharing options...
undvoice Posted July 5, 2018 Share Posted July 5, 2018 when can it be tested multiplayer with the weather? Link to comment Share on other sites More sharing options...
halkaze Posted July 6, 2018 Share Posted July 6, 2018 I don't know because I don't live in America. The sky is bright for 22 o'clock. Link to comment Share on other sites More sharing options...
nasKo Posted July 6, 2018 Share Posted July 6, 2018 10 hours ago, undvoice said: when can it be tested multiplayer with the weather? Now The build was updated yesterday: 16 hours ago, Batsphinx said: Weather Test Version Updated! Please note that this will break current saves on this test build. Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Next step will be in addressing some of the great feedback you guys have given above trombonaught and Kuren 1 1 Link to comment Share on other sites More sharing options...
nasKo Posted July 6, 2018 Share Posted July 6, 2018 I think I've seen this being reported in the thread, already but maybe this helps: https://youtu.be/XC-41DSFwZI There seem to be borders that change the fog or rather make layers of it disappear/reappear at different zoom levels. I'm drawing an imaginary line of the border at the beginning of the video. Tried to show that fog also disappears on different zoom levels and that the border shifts when changing the zoom level; better shown in this vid: https://youtu.be/Zhfh_vdO06I In a car:https://youtu.be/YfxDYe4sM7Q Batsphinx 1 Link to comment Share on other sites More sharing options...
undvoice Posted July 6, 2018 Share Posted July 6, 2018 4 hours ago, nasKo said: Now The build was updated yesterday: I had in mind a dedicated server Link to comment Share on other sites More sharing options...
halkaze Posted July 7, 2018 Share Posted July 7, 2018 (edited) You can see far with pan camera in fog. Spoiler Edited July 7, 2018 by halkaze DedpaUrvor, Hans A. and ethanx4 3 Link to comment Share on other sites More sharing options...
artenais Posted July 9, 2018 Share Posted July 9, 2018 (edited) Please, please let it be non-breaking with v39 in final release. BTW ... Will you add modifiers to be able to create a more unrealistic weather? I was thinking "Silent Hill" style... Edited July 9, 2018 by artenais Link to comment Share on other sites More sharing options...
juan_canciani Posted July 9, 2018 Share Posted July 9, 2018 (edited) I have been playing with the new weather system and i have to say the game looked amazing before and now its even better! Fog is hands down the best about it, sent some shivers down my spine thinking i was on silent hill! here is a couple things i noticed when playing: -When sawing logs by right clicking the saw on main inventory or the logs in the ground, the text box didnt close and kept following the mouse - while inside a car it always showed outside temperature was 0 -Built a house on top of the restaurant in riverside, after i finished building the roof whenever i enter the house all you can see is a black screen. Placed a lamp on the floor inside, when stepping outside the door and turning it on i see the light is working but the inside is all black when entering ayways. i dont know if this helps but i took the agoraphobic trait and speed up time while inside the house to see if it would go away and it didnt. Here are some of the screenshots i took Edited July 9, 2018 by juan_canciani Pandorea 1 Link to comment Share on other sites More sharing options...
turbotutone Posted July 12, 2018 Share Posted July 12, 2018 Hey all, A new weather version is out now It contains a couple of fixes for some visual bugs and some fixes to the region system. Also has some optimizations for the indoor masking of weather particles. Temperature should also be properly hooked and the way it affects the player + moodles has been changed somewhat albeit still a bit wip (likely needs some fine tuning). A new debug panel for this can be opened with SHIFT+BACKSPACE. Gonna add some more info on this later on. ethanx4, axeladalidez78, halkaze and 4 others 5 1 1 Link to comment Share on other sites More sharing options...
Batsphinx Posted July 12, 2018 Author Share Posted July 12, 2018 released! axeladalidez78, Kuren and ethanx4 2 1 Link to comment Share on other sites More sharing options...
axeladalidez78 Posted July 12, 2018 Share Posted July 12, 2018 (edited) So now that there's wind in the game. Could the wind possibly cool down the player a lot faster? Like windchill? Edited July 12, 2018 by axeladalidez78 RickL and halkaze 2 Link to comment Share on other sites More sharing options...
Batsphinx Posted July 12, 2018 Author Share Posted July 12, 2018 If people are testing this and take any screenshots, by the way, we'd love to feature them in the dev blogs etc - just pop them in the thread Icy Motto, Kuren and Jason132 2 1 Link to comment Share on other sites More sharing options...
NagashUD Posted July 12, 2018 Share Posted July 12, 2018 Maybe soon we will get frostbites Kuren 1 Link to comment Share on other sites More sharing options...
MaxD12 Posted July 13, 2018 Share Posted July 13, 2018 The newest update of this branch with improved temperature impact are interested me, so I decided to give some feedback about some features: 1. Player modifiers- I don't know them very well yet, but they definitely impact on player body temperature. As I noticed, combination of values "Hunger"," Thirst" and "Tired" modifiers gave me some negative boost to my body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately, I don't know about others modifiers like "wetness" or "sickness", but guess that they also have some kind of negative or positive(?) effects. 2. Air near player- it's really interesting thing. Difference between "World temperature" and "Air near player" is really well-designed and especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4 at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor. In cars this feature also work pretty well - I got around +4-5 to this value without working heater in evening of October, 9. 3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire warms up much faster even if heater turn on max power. Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more or less, it's heavily depends on player distance.). Other heat sources like BBQs and fireplaces are usefull too. Spoiler Spoiler Spoiler 4. About cars- there is really big difference between driving with open window and turned on AC/heater in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I left Muldraugh and arrived to March Ridge + checked dormitory really fast. Air temperature in my car decreased from 27 to 14. Spoiler Soul Filcher, halkaze, ethanx4 and 2 others 5 Link to comment Share on other sites More sharing options...
cool daddy shark Posted July 13, 2018 Share Posted July 13, 2018 (edited) The fog needs some serious optimization. Going into an urban area with high zombie population lowers the fps by 20-30. Other than that its perfect. Edited July 13, 2018 by sharkstertheshark B33ware 1 Link to comment Share on other sites More sharing options...
ethanx4 Posted July 14, 2018 Share Posted July 14, 2018 during the night the lights of the cars do not look good, if you could increase a little the brightness of the lights would be better. PD: my english Is bad Icy Motto, Geras, Faalagorn and 7 others 8 1 1 Link to comment Share on other sites More sharing options...
cool daddy shark Posted July 15, 2018 Share Posted July 15, 2018 My character seems to be cold in July. I am taking that is a bug? I dont remember ever being in cold fog. Link to comment Share on other sites More sharing options...
ethanx4 Posted July 16, 2018 Share Posted July 16, 2018 I think it would be fine if there is fog outside the house and there is an open window, get a bit of fog in the room until the window closes. PD: Sorry guys again for my bad english, I hope you understand, thanks Icy Motto, axeladalidez78, Хибити\Hibiti [BLR] and 2 others 3 1 1 Link to comment Share on other sites More sharing options...
turbotutone Posted July 19, 2018 Share Posted July 19, 2018 Hi All! Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions. The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius. The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase. To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn. Cold. To resist cold: · Make sure to have a high clothing value (currently sweater, pants, shoes is optimal). · Hunger and tiredness affect body cold resistance negatively. · Sickness will lower your body resistance to cold. · Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold. · When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect. · A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect. · Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact. · When endurance lowers the body cold resistance increases a bit. When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved. Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit. Campfires can now be build inside houses without spreading fire if the following is true: · Tiles surrounding the campfire are not wood or carpet. · Tiles surrounding the campfire have no objects. · To be safe make sure there are no walls within a 2 tile radius of campfire. When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes. When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate. Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter. Heat. To resist heat: · Light or no clothing will help combatting heat. · Thirst negatively impacts heat resistance quite strongly. · Sickness will lower your body resistance to heat. · A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect. · When endurance lowers the heat resistance lowers a bit as well. · When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing. · Wetness due to rain increases heat resistance for both body and clothing. · Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication. When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night. Insides of a car can get quite hot during the day as well (unless the cooler is on). When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively. Hypothermia and Hyperthermia When level 3 is reached the body sporadically takes minor damage on random body parts. When level 4 is reached the body receives constant and greater damage on body parts. If the conditions are not improved you will slowly die. When level 3 or 4 of either is hit when asleep you will wake up from it. Other noteworthy mentions. Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet. halkaze, MaxD12, bpdlr and 8 others 9 2 Link to comment Share on other sites More sharing options...
Faalagorn Posted July 19, 2018 Share Posted July 19, 2018 (edited) Nice! It's good to know how the whole systems have a direct effect on your well-being now! Few questions though: On 19/07/2018 at 10:35 PM, turbotutone said: · A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect. · A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect. You mentioned fitness having a slight effect on temperature, what about the weight? Obese should tolerate cold way better than underweight and vice vera. Since the game starts in summer, food is plenty and characters often have a short lifespan, taking underweight may finally be worthwhile alternative to obese. Would it be possible to incorporate character temperature display in the character screen, below where the weight currently is? Eventually I'd love to see functional weights and thermometers for us, micromanagement freaks to see the detailed character status, but until it's there, it would be nice to have it available not only hidden on the debug menus, similar to character weight. I assume air conditioners inside houses are not functional yet? There are items like that in some houses, it would be nice if they had some effect and could be adjusted. Also are ovens taken into consideration or just open sources of fire (campfire, charcoal BBQ and propane BBQ)? And finally, barrel bonfires? It was suggested in the small bug important suggestions thread, but I think it'd fit this build well . Edited July 24, 2018 by Faalagorn clarified point 2 a bit Zorak, Leoquent, ethanx4 and 4 others 5 1 1 Link to comment Share on other sites More sharing options...
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