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"FRB" - The Freezing Rain Bug


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#41 Lord of the Rings Junkie

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Posted 03 January 2008 - 04:51 PM

Maybe there is a way to fix this on the other 6% of maps...

I was looking at weather.ini and it talks about snow, but these lines seemed interesting.

SnowTexture = EXRainDrop.tga; texture used for each snow particle.
  
  SnowBoxHeight = 300; height from which snow falls
Perhaps changing this SnowBoxHeight value would effect rain as well?

[Edit] That is definitely the texture used for freezing rain, as evidenced by my editing it and then casting the spell.


[Edit 2] Ha! Changed the value to 900, cast the spell at Minas Tirith, and Voila!



Now I feel bad that Ulairi had to do all of that map editing... :ohmy:

Edited by Lord of the Rings Junkie, 06 November 2008 - 04:48 PM.

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#42 mike_

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Posted 03 January 2008 - 11:11 PM

My first thought was, "smiley faces?" :xd:

#43 Lord of the Rings Junkie

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Posted 05 January 2008 - 10:10 PM

Yeah, well... I just edited it into something that would quickly tell me if I had edited the correct texture. :mellow:

Edited by Lord of the Rings Junkie, 05 January 2008 - 10:10 PM.

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#44 Úlairi

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Posted 06 January 2008 - 02:05 PM

Nice Work :crazed:

Now I feel bad that Ulairi had to do all of that map editing... :dry:


There's no reason for feeling bad,
I did all that map editing, because i thought you modders already tried everything.

But it seems like theres a way to solve it with modding
(and its much more effective than mapping ;-) )

Congratz ;)

#45 Sûlherokhh

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Posted 06 January 2008 - 02:32 PM

I am so relieved. :crazed:
I'll put it in soon. Thanks for finding that out, very helpful!

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#46 Nazgûl

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Posted 26 March 2008 - 09:23 PM

So... that simple code fixes ALL the maps with 1 code change?? :wink_new:

In that case I REALLY feel bad for Úlairi... ALL that work... I can't beleive noone found that before, including me, but I guess I never thought that "snow" could be the same code for water, but now that I think abouot it, why should they differ really. I should have thought about testing that ages ago... Holy hell. Well well... at least the problem is gone and we can yet again wonder how EA could let this slip through testing?

Edited by Nazgûl, 27 March 2008 - 05:57 PM.

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#47 Lord of the Rings Junkie

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Posted 01 April 2008 - 01:08 PM

Yep, at least it's solved now. To think it had been on the 'impossible to fix bug' list, lol. :thumbsupsmiley:
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#48 Nazgûl

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Posted 01 April 2008 - 04:37 PM

lol, yeah it's almost embarrasing :thumbsupsmiley: But very nice to be rid of. Awesome job by Úlairi - just too bad noone tried that darn little code before his enormous work load on editing the affected maps :)

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#49 Nazgûl

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Posted 24 September 2011 - 02:28 PM

*updated into Director's Cut* :good:

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#50 njm1983

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Posted 24 September 2011 - 10:34 PM

What height did you use? Reason I'm asking is certain newer maps have somereally high areas "cough"minas tirith"cough"

#51 MattTheLegoman

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Posted 25 September 2011 - 01:26 PM

Ha ha, and then there is my Minas Morgul (Here is where I wish the lightning worked in BFMEII), I can't seem to script it in.

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#52 Nazgûl

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Posted 25 September 2011 - 03:31 PM

Lightning is disabled by EA in Weather.ini - I activated it :shiftee2: And I set height to 999. Not sure if anything higher works?

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#53 njm1983

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Posted 25 September 2011 - 07:57 PM

Being able to use the rain fx on maps is a really neat asset to have. The one thing that I was concerned about is differentiation between just rain and the freezing rain spell. I'm hoping that the spell will have frequent lightning and thunder during it's duration.

I think there is no limit to how high you can set it, we will just need to test it. And see if it is necessary.

#54 Rob38

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Posted 25 September 2011 - 08:44 PM

Lightning is disabled by EA in Weather.ini - I activated it :shiftee2: And I set height to 999. Not sure if anything higher works?

Lightning through weather.ini does not work in BFME2. ;) Read here for details.

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#55 Nazgûl

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Posted 26 September 2011 - 10:58 PM

Damn... :unsure: thanks Rob. We'll work around it somehow..

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