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Efimero
and others
added some commits
Jul 2, 2014
Efimero
added some commits
Jul 4, 2014
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Headjack
commented
Jul 12, 2014
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We should probably keep acid rain. It's flavorful, appropriately dangerous, threatening, and useful. Also, wasn't someone working on some kind of humidity map that was supposed to simulate appropriate weather? |
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Impressive. And this resolves all the acid rain related bugs (-; I just recognized that this is at least the 3. place where the turns are normalized based on the season length. The other two are: plants that grow to the next stage when the submap gets loaded ( |
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Headjack: This is the thing that simulates appropriate weather. Since it simulates appropriate weather, acid rain is unappropriate always. I also like acid rain, but we discussed this and came to the conclusion that it will have to be a special weather caused by something else than the regular global weather. So that's why I left it out. It's not removed, just left asidefor now. BevapDin: Thanks. I noticed the same thing. Also thought that rotting should also be somehow tied to season length, but I didn't include it here because it went way out of scope. =3 |
kevingranade
reviewed
Jul 12, 2014
| @@ -520,73 +488,33 @@ std::string weather_forecast(radio_tower tower) | |||
| // Accumulate percentages for each period of various weather statistics, and report that | |||
| // (with fuzz) as the weather chances. | |||
| int weather_proportions[NUM_WEATHER_TYPES] = {0}; | |||
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Longer term I want there to be a master time dilation factor that scales everything. If it's 1.0, things proceed at the speed they do in the real world, or our best approximation. Probably by default it'd be set to 0.2 or so, so things proceed much faster. |
Efimero
added some commits
Jul 12, 2014
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I seem to recall there was a PR which implemented snow, but can't find it right now (poor connection). Do we have snow here? @kevingranade : +infinity for master time factor. |
Efimero
added some commits
Jul 13, 2014
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Zireael07: I haven't touched anything related to the actual effects of weather besides funnels and food rotting. There's snow, but I don't think there's snow piles. |
Efimero commentedJul 12, 2014
Makes weather behave in a reasonable manner and be saved in just a single int.
Removes acid rain because there's no good way to implement it.
Removes the weather debug menu because it needs to change a lot, but is not really that necessary.
Old savefiles may experience a sudden weather change after loading due to the old weather stuff just being ignored completely and replaced by this.
Things that will need some testing:
Right now the weather is checked for every turn. In my machine this works fine, but lower end may experience slowness when waiting/crafting.
Large arrays of funnels left working in an unloaded chunk may cause lag when loaded again the longer they were left unloaded.
The radio station code that makes weather reports is completely untested. It is also totally accurate currently. No randomness added.