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1. DNCUpdate - lua/simpleweather/sv_daynight.lua:703
2. DayNightThink - lua/simpleweather/sv_daynight.lua:442
3. v - lua/simpleweather/sv_init.lua:265
4. unknown - lua/includes/modules/hook.lua:102
If I can ever find the time I plan on adding a few more arguments to the function for 0000 and 1200 as well.
I keep the github updated every time I make a change, so if you want to contribute any fixes or improvements, just let me know. I work a full time job and barely turn on my PC these days.
I might not be super active with development but I'm usually available in my discord or in my comments sections. I don't mind if people make changes or such, as long as they tell me & help contribute it to the official mod so everyone can benefit.
If there's anything else I can do for you or help out, don't hesitate to let me know. I might not be active but I am approachable and easy to talk to.
If you name an entity such as a logic_relay day_events or night_events it'll have a Fire Trigger input run at 0600 and 1800.
If you just want to get the time and make your own custom function, call SW.Time
https://github.com/ReverendV92/SimpleWeather/blob/main/.content/SimpleWeather/lua/simpleweather/sv_daynight.lua#L736
I need an entity to check what time it is to trigger a functionality of it when it's night time for simple weather
I’m not home, but the error mentions sky paint
I need more info because that tells me nothing. It's currently working for me outside of the error you already reported. I was completely unable to replicate it.
[Simple Weather] lua/simpleweather/sv_daynight.lua:381: bad argument #1 to 'byte' (string expected, got nil)
1. byte - [C]:-1
2. DayNightThink - lua/simpleweather/sv_daynight.lua:381
3. fn - lua/simpleweather/sv_init.lua:265
4. unknown - lua/ulib/shared/hook.lua:109
1. DNCUpdate - lua/simpleweather/sv_daynight.lua:703
2. DayNightThink - lua/simpleweather/sv_daynight.lua:442
3. v - lua/simpleweather/sv_init.lua:265
4. unknown - lua/includes/modules/hook.lua:96 (x28)
Not sure. Are you using any other weather mods? Are you using the skybox editor? Could be a few different things.
All the commands start with sw_ so try typing find sw_ into the console. Be warned there will be a lot of them. They're all archive flagged so it would be easier to use the options panel in-game.
I can't fix that error unless you provide the line number, as there are several dozen files with a combined several thousand lines of code.
attempt to call method 'IsAdmin' (a nil value)
but it works good. My only question is where can i find a list of cvars and commands to use in the operator console, since it "cant change replicated convar from console of client, only server operator can change its value" ?
do I have to change that admin status check depending on what admin mod im using??
1. Byte - [C]:-1
2. Daylight think - lua/simple weather/sv_daynight.lua:381
3. V - lua/simple weather/sv_init.lua:265
4. Unknown - lua/includes/modules/hook.lua:96
Is there any way to potentially fix this?
Make sure you have admin permissions on the server. Sounds like somewhere between the two the game isn't saving the values. All else fails, go into the autoexec.cfg for the server and set them manually until you figure it out.
If it ends up being an issue with the mod itself, let me know. There's no reason it *shouldn't* be saving values as the cvars are all archive flagged.
But I would like to know if there is a possibility to make it work with SAM aswell? would be really nice to have compatibility with it :) Thanks
Originally the mod had no toggles, I added all of them myself for this exact reason. I took over the mod after the original author abandoned it and released their source files. It's my pet project.
One of the only bits of remaining legacy code I haven't touched yet is the skypaint settings. They're hard-set to be certain colors at certain times, and the whole thing relies on some super janky math that I just haven't had the time or knowledge to fix.
Eventually I want to make it so it will have colors based on the map itself using a table of values or tags of some kind. It's gonna take some work that frankly goes a bit over my pay grade. That's why I haven't gotten it done.
Awesome by the way, i didn't knew this mod before
I'll see what I can do. SW supports map logic functions, so I'll work it into that. Feel free to add me on Discord if you want to discuss it in detail, as I use that far more regularly. My @ handle is just V92.
Entirely possible. The user should just turn the fog off in the SW mod. Every facet of the mod can be individually turned off or changed. I added as much control over it as I could since there's always cases where it being on all the time causes issues.
Which particular map were they complaining about? I can add a map logic function compatibility for it.
You can disable pretty much every single function of the mod individually.
Change the options panel to disable skybox textures.
Because gm_atomic is kinda broken.