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NIM Dynamic Weather

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Storms are brewing, blizzards are coming, and the new Dynamic Weather has arrived for Arm A.

The pictures don't really do the addon any justice,you really have to see it for yourself.

Sandstorm effecting operations in oil fields

NIM01.JPG

Severe fog, during patrol

NIM02.JPG

Thunderstoms over Estrella, worst in years!

NIM03.JPG

Skys are clear, perfect flying weather

NIM04.JPG

Features

1.) Fully Dynamic Random Weather.

2.) Pre-set weather conditions for easy placements.

3.) User friendly placement of weather systems using logic's.

4.) "The Four Seasons" variations of the weather systems, each creating random weather in that required season.

5.) Fully tested and working in Multi Player.

6.) 99.9% Lag Free. (It really is this time)

7.) New 3D clouds, and new replacement sounds and new models for a more updated look.

1.5 Patch version. from satexas69

http://www.satexas.com/software/ArmA/NIM_Weather_1.7b.zip

Weather system created by the talented scripter "Sentinel" and further details are located in the readme.

But a HUGE HUGE thank you to deanosbeano and AI Simmons, without them both, i wouldn't be posting this, so they disserve all the credit.

I hope you all have as much fun using the new dynamic weather as we did creating it.

We will not be providing any more updates unfortunately, as we are both busy with the lost world project, however this doesn't stop anyone from expanding on this and bring some more features to arm a, such as winds, thermals, larger waves, you name it!

You can expect to see a updated version for the final release of the lost world project in due time, but for now your stuck with this.

Enjoy

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I'm really glad that you released this addon, which was one of my favourites back in OFP, for ArmA. Big thanks for your work! I'm really going to enjoy this one smile_o.gif

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OFP (and presumably ArmA) actually has dynamic weather built in, it just worked on a longer time-scale than most missions. Looking good though, I like the idea of 3d clouds.

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Yes is does, to some extent, we just expanded on this, to make it more "immersive" and to give the weather some depth, as in real life, weather plays a huge tactical advantage or disadvantage.

It was primarily a ofp release, but with the new engine, its come into her own smile_o.gif

Thanks for comments!

Nick

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I'm not getting the effects in multiplayer. Does this only work with a dedicated server?

Effects work fine in single player missions.

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I'm not getting the effects in multiplayer. Does this only work with a dedicated server?

Effects work fine in single player missions.

could you expand a bit more pls.

you mean you are hosting a none dedicated mp game and you are not seeing the effects ?

or your friend is hosting a none dedicated mp game and you are joining and him and you are not seeing effects ?

there could be a prob with the fact that the ofp version used camcreate for certain aspects ,these had to be changed cause camcreate dosent work. i am not big on mp but there is two commands now createvehiclelocal and normal createvehicle. coudl be a prob with that. no real info on what to do if replacing the old camcreate in arma.

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I am hosting a MP game and no one is seeing the effects.  Just a dirt simple test mission with two playable units and I've tried nearly all of the effects and get nothing in the multiplayer game.  Same mission created in single player and I see the effects no problem.

Update: Did more testing and the only effects I can get to work in multiplayer are the rain clouds, storm clouds and fog. The mist, snow, sandstorm, leaves, etc... are not working.

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Many thank`s, i loved the Nim Dynamic Weather in OFP.

Great to have it now in Arma too. thumbs-up.gif

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I am hosting a MP game and no one is seeing the effects. Just a dirt simple test mission with two playable units and I've tried nearly all of the effects and get nothing in the multiplayer game. Same mission created in single player and I see the effects no problem.

Update: Did more testing and the only effects I can get to work in multiplayer are the rain clouds, storm clouds and fog. The mist, snow, sandstorm, leaves, etc... are not working.

If i remember the effects only work on a dedi server, not a client host. Unfortunately we had little/no time to test this in MP, but in theory it still "should" work.

But a few things have changed from ofp to arm a, so there might be a few problems, but someone might be able to go over the scripts more thoroughly.

Nick

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Woohoo! Cheers to all invlolved. This is one of my favourite mods for OFP. I'm made up that you guys managed to get it ported over!! Nice one.

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Great job !! However I have found one bug. It snows inside the buildings. I don't know if that can be fixed or if it's just something we will have to live with. Just thought I would pass that along..... whistle.gif

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Will have a look on the multi part soon...

Thanks for the conversion..

I'm wondering though... Kegetys was talking about not using drop commands but things with a particle source etc, which would be way way more optimized than the Drop command... you guys working with this yet, and if not... do you plan this?

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Will have a look on the multi part soon...

Thanks for the conversion..

I'm wondering though... Kegetys was talking about not using drop commands but things with a particle source etc, which would be way way more optimized than the Drop command... you guys working with this yet, and if not... do you plan this?

personaly i wont be continuing with the weather myself.

in arma the scripts using drop dont seem to lag anymore (havent tried maxed out).

what would be interesting if someone would collate some data on that by benchmarking the current version and then ( with permission from whoever) rewrite to paricleeffect. that would be a whole lotta data for future debates about the two types of particle creation.

personally it seeems a whole lotta scripting for a small amount of gain, but i say that without v little evidence, just a small test i did when i replaced the dust effects from the vehicle tracks with dropped ones.

anyway goodluck to anyone involved.

p.s kinda reminds me of the sqs vs sqf debate smile_o.gif. i guess they each have there niche and are both practocle and efficient for that mode ?

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Thank you from the warm welcome from me. Never though ArmA would need the old and rugged weather scripts tounge2.gif:

Thanks for deanosbeano and AI Simmons for work to convert the scripts to suit ArmA's scripting environment. And thanks to Smiley for making the conversion possible and coming up with the weather idea at the beginning. Any of this would not be possible without your supreme idea creation machine you call your head biggrin_o.gif

Also thanks to all unmentioned persons who have helped in the past and present day.

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Nice work, but there seems to be slight issue with alpha channel texture filtering in autumn leaves... You can see the white border on leaves, which can be prevented by setting alpha channel to 1 bit and turning off texture alpha interpolation; how it is done, depends on what texture conversion program you use - TexView doesn't support it. Kegetys PAA plugin for Photoshop or PAATool can do it though.

http://img163.imagevenue.com/img.php....5lo.jpg

Issue with alpha interpolation is explained here...

http://community.bistudio.com/wiki/paa#Alpha_channel_interpolation

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i have not this bug whith alpha, great work !

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@Whoever owns this addon project now - I can share my little time&weather MP scripts with you if you like.

These are very small and just synchronize time and weather conditions across MP players, nothing fancy and easy to use for your addon too I guess. I would really like to see this great addon work in MP thumbs-up.gif

Just let me know if you'd like the scripts or a hand with the implementation.

Regards,

Victor

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Thanks for the comments all!

@VictorFarbau

That sounds great, tbh we didn't really test this in MP, so if you have something that works and you can implement it then, feel free, and i shall amend the rar and add you in the readme for the credits.

I don't think anyone of us have enough time to add to this project at the mo, so we welcome anyone else who would like to add to it

Cheers

Nick

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