What if the storm stops being just a visual effect?
Lightning flashes across the sky, thunder shakes the surroundings - but this time something else happens. This mod goes beyond light and sound: the storm actively interferes with the gameplay, forcing you to adapt.
GIANTS once rejected one of my ideas just because I dared to create something unusual. This time I will not explain anything.
Let the storm answer for me.
I created this mod for my own enjoyment and according to my personal vision. My goal is to recreate realistic situations.
Regular updates are planned, as I still have many ideas. Let's expand the boundaries of the GIANTS engine's capabilities...
In version 1.1.7.2:
- The generation of lightning channels has been redesigned, making direction changes less predictable, with gradual narrowing and more natural branching.
- Added cloud lighting, which now follows the entire lightning flash.
- Lightning flashes above and inside clouds are synchronized with the visible lightning channel.
- Rain, thunderstorms, and hail now create a denser, thicker, and continuous cloud cover.
- 80% of distant lightning is generated within the player's field of view, making distant events visible almost always.
- The lighting of the environment depends on the distance: close strikes are more restrained, while distant lightning strikes illuminate a wider area.
- The excessive brightness of close-range strikes has been reduced.
- The main and wandering channels now use dedicated light sources.
- The lighting of strikes, channels, and clouds follows a common flash and time envelope.
- Close-range and distant strikes use separate targeting and disabling rules.
- Remote strikes create a 150-meter shutdown zone around the strike point; close strikes use a 200-meter shutdown radius. - Power outages affect lighting, gates, barriers, railway crossings, displays, production, and points of purchase and sale.
- Each strike receives an independent thunder queue, allowing multiple thunder samples to overlap.
- Thunder playback now uses non-positional 2D samples.
- Normalized source samples are played outdoors and in open cabins.
- Normalized muted samples are played in closed cabins and detected enclosed spaces.
- The distance-based thunder wait time has been reduced.
- Double strikes maintain a 90-220 ms thunder separation.
- The extended thunder recording makes it easier to identify problematic audio samples.
- The mod works independently of the loaded map.
- Caches of the world, placed objects, and light sources for each map reduce scanning time and stuttering. |