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New precipitation: Snow #2350

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Wolfscopez opened this issue Nov 20, 2015 · 22 comments · Fixed by #12922
Closed

New precipitation: Snow #2350

Wolfscopez opened this issue Nov 20, 2015 · 22 comments · Fixed by #12922
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feature Add something new to the game. game logic Relates to how things work and happen in game. graphics Relates to how graphics are rendered and displayed on screen.

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@Wolfscopez
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This is supposed to be a feature which could be added when the game is decoded 100% and things are being added but what about adding snow as weather?

Snow would be used on maps which are arctic themed, it would appear at a similar rate to rain but in arctic maps, it would also potentially prompt guests to buy scarves or sweaters from stalls allowing more opportunities of profit, though that would require sprite-work and adding a new temperature meter on guests.

It's just a suggestion though so shoot it down if it's too difficult to implement in the future.

@gavin1337
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couldn't scarves/sweaters be treated as umbrellas, and bought mostly when it's raining (or in this case, snowing)
that would be a lot simpler than any internal temperature meter. Just have it sell like any other accessory (shirt, etc.) and then have the code treat it similar to umbrellas during the weather, couldn't be that difficult.

@HaasJona
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Also the game already makes shop items more valuable depending on climate. On a cold map you can take more money for hot chocolate than in a desert.

@IntelOrca
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Interestingly enough there is already a climate sprite that shows in the bottom right for snow / frost. So that would fit nicely with this.

@IntelOrca IntelOrca added feature Add something new to the game. game logic Relates to how things work and happen in game. graphics Relates to how graphics are rendered and displayed on screen. labels Nov 20, 2015
@IntelOrca IntelOrca changed the title Add Snow as Weather *INFO INSIDE* New precipitation: Snow Nov 20, 2015
@Nubbie
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Nubbie commented May 12, 2016

It's now being worked on in: #3576

@brettpenzer123
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Yes.

Umbrellas?
ezgif com-optimize (1)

Or not?
ezgif com-optimize (2)

@brettpenzer123
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brettpenzer123 commented Feb 20, 2020

So just a quick update. Here is how the snow looks now.

Snow - 2 Drops
ezgif com-video-to-gif (5)

Heavy Snow - 4 Drops
ezgif com-video-to-gif (6)

Blizzard - 4 Drops / White Overlay
ezgif com-video-to-gif (8)

I know blizzard at this point has a white overlay to all the menus, I'm just testing to see if it's worth adding in. I believe it may obstruct the gameplay itself having a permanent transparent white over the top unless I turn down the level of brightness.

What are your thoughts?

@brettpenzer123
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brettpenzer123 commented Feb 20, 2020

The gif for blizzard doesn't look good since I've had to optimize them under 10MB. Here is a link for the video https://drive.google.com/open?id=1Ton4rbrZGtSVJ8lXQBJtMdOgJzVrM_K- download it for better quality.

@Krutonium
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For the Heavy Snow you should remove the lightning effect - Not that a blizzard doesn't have it, but it's extremely rare to see it because snow be like that.

As for the white overlay, if you solve that it would also solve the day/night cycle issues regarding the menus as well, which might encourage more work on making that look better (working lights as such).

@ocalhoun6
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ocalhoun6 commented Feb 20, 2020

It still seems kind of odd to have umbrellas out during the snow. I know it makes sense that if you were already carrying an umbrella and it happened to start snowing, you'd probably use it ... but in real life, people using umbrellas in the snow doesn't seem to happen often. Of course, there are exceptions, but for the most part, you don't see people using umbrellas in the snow.

@brettpenzer123
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For the Heavy Snow you should remove the lightning effect - Not that a blizzard doesn't have it, but it's extremely rare to see it because snow be like that.

As for the white overlay, if you solve that it would also solve the day/night cycle issues regarding the menus as well, which might encourage more work on making that look better (working lights as such).

The heavy snow doesn't have a lightning effect it is using a darkening effect bit like how heavy rain is but it seems the gif is that fast it looks like it's flashing. Please see video for more evidence on that - https://drive.google.com/open?id=1UjT7bDXEgECqLtZyuYREHiRWvmqWD2kF

Yeah, didn't know there was any day/night issues but I'll look into that another time.

@brettpenzer123
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It still seems kind of odd to have umbrellas out during the snow. I know it makes sense that if you were already carrying an umbrella and it happened to start snowing, you'd probably use it ... but in real life, people using umbrellas in the snow doesn't seem to happen often. Of course, there are exceptions, but for the most part, you don't see people using umbrellas in the snow.

Yeah, there isn't any real alternative in the game for the peep to use. Normally people would put on coats but sadly the game only features t-shirts as peep clothing maybe I could do something with that? that still looks like a long shot though so I either cut it or keep it.

@Richard-L
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To your attention, the snow realisation here https://www.nedesigns.com/park/4598/the-blizzard/

@ZehMatt
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ZehMatt commented Feb 20, 2020

I don't like the movement pattern honestly. Snow has way more air friction due to the shape and even a tiny bit of wind will affect it, this still looks more like rain than snow.

Example:
DyvbNEF

@brettpenzer123
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brettpenzer123 commented Feb 20, 2020

To your attention, the snow realisation here https://www.nedesigns.com/park/4598/the-blizzard/

That looks amazing but the snow effect is static in that scene. In RCT2 the weather is drawn on top of the game so if you move the camera the weather doesn't adjust to the game world. Therefore I believe this is why the majority of the weather in RCT2 has a slightly tweaked X position.

I feel if the snow was that much over the top of the natural gameplay, it would obstruct the player's viewpoint.

@brettpenzer123
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I don't like the movement pattern honestly. Snow has way more air friction due to the shape and even a tiny bit of wind will affect it, this still looks more like rain than snow.

Example:
DyvbNEF

I did think about adjusting the snow as it was coming down which would give a sway effect although when two pixels overlap each other in the weather it becomes permanent to the screen.

The only way I could fix this is the keep refreshing the entire screen and deleting all the pixels since the weather draws a pixel, recolours a pixel back to original pixel colour and so on.

@ZehMatt
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ZehMatt commented Feb 20, 2020

I don't like the movement pattern honestly. Snow has way more air friction due to the shape and even a tiny bit of wind will affect it, this still looks more like rain than snow.
Example:
DyvbNEF

I did think about adjusting the snow as it was coming down which would give a sway effect although when two pixels overlap each other in the weather it becomes permanent to the screen.

The only way I could fix this is the keep refreshing the entire screen and deleting all the pixels since the weather draws a pixel, recolours a pixel back to original pixel colour and so on.

You won't have this problem with the OpenGL renderer as it redraws every frame. I'm not exactly sure about the software issue, it would be better to have a open draft PR so we can go over the code and test any changes instead of discussing this over the issue here.

@brettpenzer123
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I don't like the movement pattern honestly. Snow has way more air friction due to the shape and even a tiny bit of wind will affect it, this still looks more like rain than snow.
Example:
DyvbNEF

I did think about adjusting the snow as it was coming down which would give a sway effect although when two pixels overlap each other in the weather it becomes permanent to the screen.
The only way I could fix this is the keep refreshing the entire screen and deleting all the pixels since the weather draws a pixel, recolours a pixel back to original pixel colour and so on.

You won't have this problem with the OpenGL renderer as it redraws every frame. I'm not exactly sure about the software issue, it would be better to have a open draft PR so we can go over the code and test any changes instead of discussing this over the issue here.

Yeah. I guess but that's experimental so it doesn't fix the issue of getting it to draw properly on all drawing engines..

@ZehMatt
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ZehMatt commented Feb 20, 2020

The rain renderer already stores every overwritten pixel, I'm not sure I see what the issue is?

@brettpenzer123

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@OpenRCT2 OpenRCT2 deleted a comment Feb 21, 2020
@AaronVanGeffen

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@pizza2004
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As far as umbrellas go I would just make it a small chance that anyone carrying an umbrella will pull theirs out, so only certain peeps will use umbrellas. It gives them some character.

@Krutonium
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Krutonium commented Feb 22, 2020

"It's too cold to go on... ... I want a hot chocolate!"

IE They will ride rides if they feel "Warm" from having eaten or drank something warm recently. This would allow you to replace umbrellas with food items.

That being said, this is probably well out of scope.

@Gymnasiast Gymnasiast linked a pull request Sep 13, 2020 that will close this issue
tupaschoal added a commit that referenced this issue Sep 27, 2020
- Feature: [#10807] Add 2x and 4x zoom levels (currently limited to OpenGL).
- Feature: [#12703] Add scenario plugin APIs.
- Feature: [#12708] Add plugin-accessible names to all game actions.
- Feature: [#12712] Add TCP / socket plugin APIs.
- Feature: [#12840] Add Park.entranceFee to the plugin API.
- Feature: [#12884] Add BaseTileElement.occupiedQuadrants to the plugin API.
- Feature: [#12885] Add SmallSceneryElement.quadrant to the plugin API.
- Feature: [#12886] Make all scenery placement and remove actions available to the plugin API.
- Feature: [#2350, #12922] Add snow, heavy snow and blizzard to weather types.
- Fix: [#400] Unable to place some saved tracks flush to the ground (original bug).
- Fix: [#5753] Entertainers make themselves happy instead of the guests.
- Fix: [#7037] Unable to save tracks starting with a sloped turn or helix.
- Fix: [#12691] Ride graph tooltip incorrectly used count instead of number string.
- Fix: [#12694] Crash when switching ride types with construction window open.
- Fix: [#12701] Silent NSIS setup flag /S isn't silent, upgrade pop-up appears anyway.
- Fix: [#12737] Space Rings draw the same vehicle 4 times.
- Fix: [#12756] Scenario Editor crashing the game on macOS.
- Fix: [#12764] Rides don't start aged anymore.
- Fix: [#12818] Ride price not ignored in free-rides parks.
- Fix: [#12820] Title menu buttons not invalidating properly
- Fix: [#12845] Deleting ride with active ad campaign creates incorrect notification.
- Fix: [#12857] Incorrect Peep thoughts in imported RCT1 parks.
- Fix: [#12881] Guests' favourite rides are not listed in the guest window.
- Fix: [#12910] Plugin API: getRide sometimes returns null for valid ride IDs.
- Fix: [#12912] Plugin: selectedCell of CustomListView is being ignored on creation.
- Fix: [#12918] Cannot place vanilla TD6 tracks of the Hypercoaster, Monster Trucks, Classic Mini Roller Coaster, Spinning Wild Mouse and Hyper-Twister types.
- Fix: Incomplete loop collision box allowed overlapping track (original bug).
- Improved: [#12806] Add Esperanto diacritics to the sprite font.
- Improved: [#12837] Arabic text is now drawn and shaped correctly on Windows.
- Improved: [#12890] Add stroke to lowercase 'L' to differentiate from capital 'I'.
- Technical: [#12749] The required version of macOS has been lowered to 10.13 (High Sierra).
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13 participants