• StormFox - Environment mod
    21 replies, posted
https://i.imgur.com/0Uv9iQ7.png StormFox now finally out of beta. It is a free environment mod that will freshen your GMod experience with weather, light and effects! It is made to support as many people as possible. This means SF runs mostly on the client, will adjust its quality to each individual machine and even try to adjust itself to most maps for the best outcome. https://i.imgur.com/QIRyYgd.gif Features: Day/ Night cycle (With a chance of shooting stars) Rain, fog, thunder, foliage sway and many other effects. vFire support. Dynamic moon phases, clouds and weather generation. Environment sounds. E.g. calm rain hitting the window. Snow texture replacement. Grass, dirt and road will be covered in snow. Dynamic shadow and light (This option is off by default) logic_triggers and map lights will be turned on doing the night. CAMI support for most adminmods. Placeable entities that will act on the weather. Wiremod support .. and much more https://files.facepunch.com/forum/upload/107119/360cd094-dd83-4e6c-89b1-88cf2d55b941/ezgif.com-optimize.gif https://files.facepunch.com/forum/upload/107119/ac3e9c92-f0a5-4e62-a735-d18ef7aa695a/ezgif-5-d6d6bba0f14a.gif https://i.imgur.com/p33WYgi.gif New and feature-rich settings menu. https://files.facepunch.com/forum/upload/107119/707e79db-11d1-48b6-8b54-2c670cb4f49b/3.png Customize the dynamic weather to your liking. Easy and automatic troubleshooter. Ensuring SF runs optimal on any given map. Map browser that displays the features each map support. New and dynamic material-theme. Download it for free. https://steamcommunity.com/sharedfiles/filedetails/?id=1132466603 Github: GitHub API-support: API-functions (Needs to be updated) Map-support: Steam Community Changelog: Steam Community Give a cup of coffee: Ko-fi.com
Actually amazing - fantastic work with the entity stuff there!
Version 1.5 is now out https://files.facepunch.com/forum/upload/107119/8d46bf49-acf8-4d1a-87e8-1d677291958c/billede.png .ain file reader for better map-awareness. Rain puddles (Will only spawn if you got CSGO mounted. Its also free now) Rain puddles will slowly dry up. Snow footprints. (For players and NPCs) Updated client-settings. Removed old node system, as the new is superior, faster and fully clientside. Weather controller now supports numpad-keys. Cleaned up console messages. Created a localization script. This will allow other languages for SF interface. Fixed cold breath showing in 3th person. Fixed a few bugs.
Gonna see how this runs on Truenorth. If it works well, I'll recommend it so peeps dont complain that it's not atmos compatible.
Sadly, I got a strong feeling that all day/night mods use the light_environment entity, or the laggy render.RedownloadAllLightmap. To make your map compatible , you need to set the light_environment's targetname to something, or the engine will delete it on startup. I've tried to achieve this with lua, only for the entity to break. Same with a guy 8 years ago.
me likey
I see you used it on outlands10a(?) which uses a standard light_environment. Did it not work right?
https://files.facepunch.com/forum/upload/107119/d8b661cf-7422-4740-b8f2-d10d46bf3f27/billede.png No, valve don't have any targetname on the entity. So it gets deleted when launching the map. This will make connected players use the laggy render.RedownloadAllLightmap(), causing a lag-freeze for 0.2-1 second. (We have asked the devs to make render.RedownloadAllLightmaps asynchronous but they refuse to reply) I'm not sure how hammer works, but a map creator told me its as simple as setting its targetname to something. Allowing the entity to be a part of the I/O System. You can read more about what entities SF will use at the Map Support page.
Yeah I know all about adding targetname to light_environment. I absolutely hate what it does to maps though. Here's an example of how much quality gets lost just to allow a daynight script to work properly. https://twitter.com/Statua/status/1073451145400598529
I sadly don't know anything about creating maps and wish there was an easier way to apply light-cycle to a map. But I've still seen servers thriving on 'unsupported' maps. I might make a step-system instead, allowing server-owners to lower the RedownloadAllLightmap calls.
That would be good. Maybe have it so server admins can set the amount of steps between day and night for maps that use the RedownloadAllLightmaps? Then they would only encounter the lag spikes every few minutes. I could even post a 'Recommended StormFox Settings' bit to this map when I release it next week. If you make the change by then that is.
Sadly, I'm going to busy between xmas and new year. I might be able to do something in the new year, but don't expect any major updates until then.
That's understandable. I'll see how it runs in the meantime. It looks really nice from here.
While you're at it, you absolutely need to adjust the settings on the env_wind entity on maps with your wind settings. I want to see these $treesway trees go sideways.
The treesway is super limited, to a point where branches are flying in the air. The plan was to edit the fog system. Sounds like a great idea to read the env_fog_controller. Will do. On supported maps SF uses light_environment:Fire("FadeTo",<letter>). The letter is from a to z. On unsupported maps, SF uses engine.LightStyle( 0 , <letter> ) and then tell the clients to update the light with the laggy render.RedownloadAllLightmaps(). It would require the server to change the variables. It's laggy, doesn't support decimals and looks choppy. I'll look into a better sun-sprite later.
The treesway is super limited, to a point where branches are flying in the air That's a problem with certain trees, particularly the ones from L4D. You have to modify the code of the trees to make them behave more naturally. I still would enable it as an option in case players are on maps like Rockford where the trees exist with the old $treesway code. The plan was to edit the fog system. Sounds like a great idea to read the env_fog_controller. Will do. Particularily on Truenorth, I use fog to sort of mimic AO. Idk how or why but the values I have set now do that. Basically its FogStart: -256 | FogEnd: 8000 | FogMaxDensity: 0.18. I want to play with fog some more so having your mod default to the values the mapper set would definitely help keep that little bit of graphic beauty enhancement.
Source trees are super funky, but the current system should override the treecode if given the right material. I'll look into it. ( SF creates a JSON file at data/stormfox/maps/<mapname>.txt. If you know JSON you can edit the file with any material you want ) One of the problems with fog, are people might use SF to remove the heavy fog some maps come with. I think the best solution is to read the variables and then clamp them between a min and max. I'm also not a mapper, people notice the slightest fog offset. Feel free to PM me if you got some good variables I can use. Currently I only brought project Odin with me, but I'll be returning home tomorrow and will write the ideas down. Mark the text you want to quote, click reply and then write your message. When done repeat with the next message. :P
I intend to look into treesway more so I'll let you know what i find out. This is what i know so far: Its a .vmt file, much like the files that control the parameters of a shader like the surface property of a material or how shiny it is. It affects trees based on their texture. In the model' s texture files, it refers to the global treesway file it uses. You edit the variables there which usually control a handful of trees in that class. All the trees for infra for example follow materials/models/treesway.vmt. In there are a whole bunch of numbers to set the motion up. It's very complicated and difficult to test. Maybe you could have it so players can either choose to keep the default fog on a clear day or use sf clear day settings. Those parameters i sent you should produce a nice subtle daytime fog. The colour is a very light blueish gray. Probably close to 200 220 245 if i were to guess a colour. Thanks a billion! You get coin.
Huge update out today. Version 1.6. Full changelog here: SteamCommunity. Highlights: BSP Parsing StormFox now parses the mapfile, byte by byte. Allowing for faster and better interactions with the map. This eliminates the need to cache and send the large amount of map-data to clients. Additionally, this also allows for more features in the future. StormFox's SoundScape StormFox now overrides the default SoundScape with its own SoundScape-system. This is fully clientside and allows StormFox to edit, add or turn off ambient sounds (like birds) doing bad weather. You can turn this off with “sf_overridemapsounds 0”, however disabling this might not work on all maps. New language system I’ve created a new language system, that should allow easy translations.  It uses the default language-setting set by GarrysMod, but you can override it with “sf_overidelanguage <xy>”.  You can run "sf_language_missing" in the console, to print the missing translations for the selected language. Included languages atm: Russian and Pirate. New texture system StormFox’s texture system now allows for more advance settings and tweaks. It also only synchronizes the changes with the clients, as most data are now created from the BSP-file directly. It also allows for specialized weather textures, e.g. trees getting a specific snow-texture. https://files.facepunch.com/forum/upload/107119/129e88ff-a33f-4235-b047-76aefafa5010/billede.png Map creators also got 3 new entities, that they can use to edit the texture list directly. With custom snow-textures and/or other effects. I’ve also added a new tool, that should make it easier for admins to add or remove map-textures. Largest update so far: 97 files have be changed.
We had this on FRS. I liked it, but people said it made maps "too dark" when it was night... lol
Some maps are really bright, others are really dark. You can however, change the light-range inside the server settings :P https://files.facepunch.com/forum/upload/107119/91db4d94-0afe-4f99-a53f-3649d31da1bc/billede.png
Your mod is the reason for my current misery. https://files.facepunch.com/forum/upload/109982/79c629e9-3720-46ee-a48d-87f90b5f6561/20190214205828_1.jpg I'm just kidding, I need help. Pls help me! So, pick a random integer above 100 and express it in days, then take those days away from the current number of days spanned since 0 AD, and pick that as the date I downloaded this menace. Few days ago, I decided something which may be shocking, but yes, I uninstalled your mod. It was eating more frames than Homer Simpson eats donuts. No ideal for an elite gamer like me. https://files.facepunch.com/forum/upload/109982/2987111a-88a2-4b13-a079-6c632afae35b/image.png Excuse some of these addons, my friends have a power complex. https://files.facepunch.com/forum/upload/109982/6445ff15-5495-40b4-98f7-f8da68ace7d4/20190519135827_1.jpg So as you can see, StormFox is gone. https://files.facepunch.com/forum/upload/109982/13f87f5f-c1fe-48f6-acc7-016cdff7c168/20190519135729_1.jpg Ah. That's a problem. My perception and understanding of GMOD and computers itself has been composted and flushed down a toilet. TL;DR StormFox still exists in my game when it shouldn't and idk why.
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