• Rust Seasons and Weather
    208 replies, posted
[QUOTE=TheManInUrPC;43148148]Speaking of stuff like that. We should also have the seasons have a variation of length, now that I think about it. It wouldn't have to be substantial, but maybe a season like summer could go 2 days longer or something like that. Then, it can change on the next cycle to where it is a short summer or be cool, wet, whatever! Only reason I thought of this is because fall came REALLY late for me this year.[/QUOTE] May be a bit difficult to implement, but not really sure. If it isn't, I'd be for this as well!
[QUOTE=jonnymad;43149080]May be a bit difficult to implement, but not really sure. If it isn't, I'd be for this as well![/QUOTE] You would need to have a make randomizer to administer the scripts for the seasons. That way, there will be a varying length of a season from year to year in Rust.
[QUOTE=TheManInUrPC;43149468]You would need to have a make randomizer to administer the scripts for the seasons. That way, there will be a varying length of a season from year to year in Rust.[/QUOTE] Fair enough, that seems a lot easier than I thought it might be. I wouldn't mind this. OH OH OH! What if, on actual holidays in-game, there were extra little goodies? (Halloween there are jack-o'-lanterns scattered around, Christmas all the trees have lights on them, etc.) Might be a fun little addition to keep things interesting around holiday times.
[QUOTE=jonnymad;43042129]I know this thread is long dead, but I want to breathe new life into it. Looking back, it was rather complex, but I feel that in a future update (maybe even after full release) it would fit really nicely. Would really like some feedback on this :smile:[/QUOTE] you support me, i support you. plus this is genious
this idea is brilliant I hope this can be implemented
Great idea, but like someone said, if this is implemented to the game it might take quite a while, and they have more stuff they're working on right now.:suicide: But let's hope that this will happen :)
[QUOTE=Friedhelm;43156822]Great idea, but like someone said, if this is implemented to the game it might take quite a while, and they have more stuff they're working on right now.:suicide: But let's hope that this will happen :)[/QUOTE] I tried to message MaxofS2D about viability of this and if they had any plans but he never messaged me back ;_; I am still waiting on some official word from devs, but I am done pestering them, as long as people continue to express interest, I am sure we will get a response.
[QUOTE=jonnymad;43159331]I tried to message MaxofS2D about viability of this and if they had any plans but he never messaged me back ;_; I am still waiting on some official word from devs, but I am done pestering them, as long as people continue to express interest, I am sure we will get a response.[/QUOTE] we do plan to introduce environmental hazards (like acid rain perhaps) and meteorological conditions at one point, but seasons is something that would be technically very hard to change in real time
[QUOTE=MaxOfS2D;43159392]we do plan to introduce environmental hazards (like acid rain perhaps) and meteorological conditions at one point, but seasons is something that would be technically very hard to change in real time[/QUOTE] Well that's a shame. Thanks for getting back to me, really appreciate it. Weather is definitely something, and much better than nothing.
[QUOTE=MaxOfS2D;43159392]we do plan to introduce environmental hazards (like acid rain perhaps) and meteorological conditions at one point, but seasons is something that would be [I]technically very hard to change in real time[/I][/QUOTE] I'd be interested to know why. Conceptually, doesn't sound difficult to me (I experimented with various components of it - weather, day/night, and accumulating snow on terrain and scenery). If that's true, kind of a bummer. :(
[QUOTE=KillaMaaki;43159680]I'd be interested to know why. Conceptually, doesn't sound difficult to me (I experimented with various components of it - weather, day/night, and accumulating snow on terrain and scenery). If that's true, kind of a bummer. :([/QUOTE] unity i guess
[QUOTE=LaTrefle;43159720]unity i guess[/QUOTE] My experiments were all carried out in Unity, and never encountered any major technical hurdles beyond a crappy graphics card ;)
[QUOTE=KillaMaaki;43159731]My experiments were all carried out in Unity, and never encountered any major technical hurdles beyond a crappy graphics card ;)[/QUOTE] Hey, would you mind posting a demo of it? Maybe on YouTube? Just for proof of concept. Doubt it would change the dev's minds, but it is always worth a shot :smile:
[QUOTE=jonnymad;43160065]Hey, would you mind posting a demo of it? Maybe on YouTube? Just for proof of concept. Doubt it would change the dev's minds, but it is always worth a shot :smile:[/QUOTE] Video upload in progress. Got about 5 minutes remaining according to Youtube (which really means 10 or 15 minutes ;D) EDIT: [video=youtube;-Lc_2BQICp4]http://www.youtube.com/watch?v=-Lc_2BQICp4[/video]
[QUOTE=KillaMaaki;43159680]I'd be interested to know why. Conceptually, doesn't sound difficult to me (I experimented with various components of it - weather, day/night, and accumulating snow on terrain and scenery). If that's true, kind of a bummer. :([/QUOTE] it would require a lot of specially, custom-crafted tricks for it to not bog down performance — shader instructions for transitions, additional memory required for textures, etc. [editline]12th December 2013[/editline] it would be less of an issue if it was something that we suddenly enabled globally on all servers and required a reboot (following the real world seasons) but that takes away from the interesting factor of it, and rust isn't animal crossing
The way I see it, it shouldn't be very performance taxing. Really, the most interesting seasons here are Fall and Winter (visually, I don't think people would complain if Spring and Summer looked the same aside from weather patterns). For fall, leaves turn brown and wilt away. Not too hard to do, I'd just duplicate the builtin Leaf shader and add a global float which controls lerping the color towards a brownish color and the alpha clip towards 1. For snow (you could probably get away with only adding snow to terrain and rocks and ignoring houses and buildings), another global float which controls snow accumulation. For terrain, you only need one texture for snow (it could even be somewhat low-res, just tile it). For rocks, you don't even need a texture - I just hardcoded a constant snow color for the rocks in the demo (normal map helps with this). Anything else is probably overkill. I suppose you could also have some kind of first message the client has to receive from the server - maybe a starting point for the weather, random weather seed, etc. If the message isn't received, weather is disabled (for when client plays on old server), if message is received weather is enabled. That would avoid having to change all servers at once.
[QUOTE=KillaMaaki;43160312]Video upload in progress. Got about 5 minutes remaining according to Youtube (which really means 10 or 15 minutes ;D) EDIT: [video=youtube;-Lc_2BQICp4]http://www.youtube.com/watch?v=-Lc_2BQICp4[/video][/QUOTE] That is really awesome :D [editline]12th December 2013[/editline] [QUOTE=KillaMaaki;43160711]The way I see it, it shouldn't be very performance taxing. Really, the most interesting seasons here are Fall and Winter (visually, I don't think people would complain if Spring and Summer looked the same aside from weather patterns). For fall, leaves turn brown and wilt away. Not too hard to do, I'd just duplicate the builtin Leaf shader and add a global float which controls lerping the color towards a brownish color and the alpha clip towards 1. For snow (you could probably get away with only adding snow to terrain and rocks and ignoring houses and buildings), another global float which controls snow accumulation. For terrain, you only need one texture for snow (it could even be somewhat low-res, just tile it). For rocks, you don't even need a texture - I just hardcoded a constant snow color for the rocks in the demo (normal map helps with this). Anything else is probably overkill. I suppose you could also have some kind of first message the client has to receive from the server - maybe a starting point for the weather, random weather seed, etc. If the message isn't received, weather is disabled (for when client plays on old server), if message is received weather is enabled. That would avoid having to change all servers at once.[/QUOTE] Also, as long as I see snow to make winter stand out, I will be totally fine. Seasons do not really need to be overcomplicated, just the general idea that time is passing, and with it the seasons.
[QUOTE=MaxOfS2D;43159392]we do plan to introduce environmental hazards (like acid rain perhaps) and meteorological conditions at one point, but seasons is something that would be technically very hard to change in real time[/QUOTE] It would definitely be worth oa Max, a game like this needs things to keep it fresh and seasons would do that. Please consider it some more, it is the number one thing the community wants for the final game. At least give it a shot.
[QUOTE=Daniel Munoz;43161715]It would definitely be worth oa Max, a game like this needs things to keep it fresh and seasons would do that. Please consider it some more, it is the number one thing the community wants for the final game. At least give it a shot.[/QUOTE] It's not that he doesn't want it, he just says that it would be too taxing on performance, KillaMaaki is trying to argue against it and gave a great example of it working in action, we will just see how this turns out.
Yes I would like some snow and rain that would be awesome.
[QUOTE=jonnymad;43162189]It's not that he doesn't want it, he just says that it would be too taxing on performance, KillaMaaki is trying to argue against it and gave a great example of it working in action, we will just see how this turns out.[/QUOTE] He said it would take a lot of work to implement it, which i was saying would be worth it in the end.
:D leave every thing just add a frikin map:D or something:D [highlight](User was banned for this post ("This is not how you post on the forums" - MaxOfS2D))[/highlight]
[QUOTE=eagle_eye3;43162320]:D leave every thing just add a frikin map:D or something:D [highlight](User was banned for this post ("This is not how you post on the forums" - MaxOfS2D))[/highlight][/QUOTE] Thanks, Max! :dance: [editline]12th December 2013[/editline] [QUOTE=Daniel Munoz;43162264]He said it would take a lot of work to implement it, which i was saying would be worth it in the end.[/QUOTE] I do agree, we will see what the final verdict is after Max sees KillaMaaki's unity demonstration.
Unity demonstrations are meaningless because they do not take into account any of the systems we currently have in place.
[QUOTE=jonnymad;43162506]Thanks, Max! :dance: [editline]12th December 2013[/editline] I do agree, we will see what the final verdict is after Max sees KillaMaaki's unity demonstration.[/QUOTE] I hope he really considers it, this feature alone would make the gameplay so much better. [editline]12th December 2013[/editline] [QUOTE=MaxOfS2D;43162576]Unity demonstrations are meaningless because they do not take into account any of the systems we currently have in place.[/QUOTE] Could you please let us know if it's a possibility it will be implemented in the future? And where it would be impossible or very time consuming. I'm sure everyone would appreciate that!
Would love to hear from experienced game developers about this (like Helk) and why no other games have done this before. Peace of code which was floating on this thread has nothing to do with seasons I'm afraid, just very simple way of calculating some parameters like humidity etc., actual season implementation will be x100 times harder.
[QUOTE=ej2009;43163481]Would love to hear from experienced game developers about this (like Helk) and why no other games have done this before. Peace of code which was floating on this thread has nothing to do with seasons I'm afraid, just very simple way of calculating some parameters like humidity etc., actual season implementation will be x100 times harder.[/QUOTE] MaxofS2D is one of the developers. Not sure how extensive his knowledge of programming is, but I know he is at very least a modeler for the team. He seems to think it would be too much of a performance hint, and he is probably right, but in all honesty, I don't know because I am not much of a programmer or game designer.
[QUOTE=jonnymad;43163912]MaxofS2D is one of the developers. Not sure how extensive his knowledge of programming is, but I know he is at very least a modeler for the team. He seems to think it would be too much of a performance hint, and he is probably right, but in all honesty, I don't know because I am not much of a programmer or game designer.[/QUOTE] He just said it would take a lot of work to implement it without having a big impact on performance
[QUOTE=Daniel Munoz;43163922]He just said it would take a lot of work to implement it without having a big impact on performance[/QUOTE] You're right, I completely misread. Maybe there's hope for it yet. We'll just have to see. As long as the idea gets continued support, I am sure the devs might give it a shot.
[QUOTE=KillaMaaki;43160312]Video upload in progress. Got about 5 minutes remaining according to Youtube (which really means 10 or 15 minutes ;D) [/QUOTE] Wow, this is pretty impressive! Did fps dropped a lot when you've transitioned to winter? Something like this would be amazing in Rust. [editline]13th December 2013[/editline] [QUOTE=jonnymad;43163912]MaxofS2D is one of the developers. Not sure how extensive his knowledge of programming is, but I know he is at very least a modeler for the team. He seems to think it would be too much of a performance hint, and he is probably right, but in all honesty, I don't know because I am not much of a programmer or game designer.[/QUOTE] Sorry, my bad, somehow missed his posts! :( Sad, but he confirmed what I was afraid of, seasons are not a simple task as one might think it is.
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