Thread: [REL] Real Сloud Types
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Old 03-07-21, 06:29 AM   #2
gap
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Join Date: Jan 2011
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Interesting mod, I had something similar in mind, but I have a couple of remarks.
  • Each cloud type in Clouds.cfg is marked by an header within square brackets. According to my SH modding experience, items marked in such a way must be listed in the game code or in some other cfg file, kind of like a programming variable must be "declared" before it can be assigned with any value.
    Stock game features the following cloud types: nimbostratus, stratocumulus, stratus, altocumulus, cumulus, cumulonimbus. The other cloud types you added to the file (cirrus, cirrostratus, cirrocumulus, altostratus) might be ignored by the game. If you want to check that, give cloud type headers in your copy of Clouds.cfg fantasy names, and give them some extravagant settings (i.e. you could make all of them very low), then set a testing mission with cloudy weather and run the game. Four possible outputs are coming to my mind:

    • the game crashes, because it is looking for the names of clouds declared elsewhere, and it can't find them in Clouds.cfg;

    • terse sky: no cloud spawn because no valid cloud names could be found in Clouds.cfg;

    • all the clouds spawn with default settings because no valid cloud names (with their own settings) could be found in Clouds.cfg;

    • clouds spawn and they reflect your settings (very low in my example)

    If the latter case is true (and only in that case), you are right and I will stand corrected

  • One more note: exception made for min/max heigth values, all the cloud types in your file have the same settings. This is not the case of stock clouds. Is this loss of feature intentional?


P.S: look in scene.dat if stock cloud types are found there
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Last edited by gap; 03-07-21 at 06:55 AM.
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