Wormbo wrote:Okay. You, sir, should seek mental help.

[...]
Oh, boo-hoo, waaah-waah. "You can't keep subjecting semi-sentient beings to such abuse, Peg", "torture and genetic-algorithm cannibalism are severely frowned upon, Peg", "cyborg biology doesn't work like that, Peg", "you can't keep playing god just because you have tenure, you psychopath", "oh, dear,
you again?!". You sound just like my Academic Research Ethics Disciplinary Subcommittee hearings every other month: boring! Proper science demands sacrifices, ya cowardly, bleeding heart crybabies - fringe science doubly so! I can't afford to have my progress halted and my laboratory sites thermo-scraped all the time just because of some people's childish, narrow-minded hang-ups. Besides, I'm pretty sure most of you would appreciate having a controllable, psychic, lightning-fast-moving, natural-elements-mastering cyborg army around you once my research bears fruit - if you know what's good for you, anyway. Baah, hypocrites, the lot of you!
Ahem. What were we talking about? Oh, right, thunderstorms! Okay, umm, here's a few more serious thoughts on that.
- I dunno if it's the best decision to have the cloud ionizer beam (that's what I've been calling it) do damage, considering what's coming after it. On the other hand, if this were to be used in an actual online game, the ionizer would probly be the only part of the whole affair that might catch one's enemies by surprise and do some damage to them :/.
- Where'd ya get the thunderstorm sounds? Some of those wavs sound a bit... familiar. Would I happen to run into 'em if I were to, say, rummage through my RA2's mix files

?
- I agree on not adding rain effects. For one thing, thunderstorms aren't even a phenomenon caused specifically by water as they can manifest in environments where water doesn't even exist like gas giant planets. All it takes is for fluid streams carrying statically chargeable particles to swirl at high speeds and friction will take over and do the rest. For another, yeah, along with everything else occurring, the rain weather emitter would only serve to slow things down much more. Perhaps a couple o' wind depicting emitters could be spawned near the ground, but their direction and colour might require some calcs before spawning, so even there I dunno how prudent it'd be to keep pushing for the sake of further meteorological accuracy. 'Sides, if that were the top priority, I'd already be insisting you overlay the storm's location on the radar map with
this 
.
Wormbo wrote:[...]Good to know how Youtube does it, but I don't get why it does that. I mean, it could have just taken the exact frame from the video.[...]
Well, it stands to reason that YT would be trying to generate as representative and informative thumbnails from uploaded vids as possible for the convenience (and attraction) of its users. That
is how they generate revenue after all.
I've no doubt the way they derive the characteristic frame itself probably employs criteria such as source chromatic variance (excluding bland or colour-uniform shots) and business (to avoid lots of text and other visual obstructions) before even moving on to the visual touching up of the chosen pic. My guess is, in your last vid it picked the one it found to be most interesting n' varied, but then decided it still needed filtering because it was still too dark.
Since there's big content owners out there that would be seriously miffed if even the thumbnail to their vids were to be treated this way (think movie trailers where a specific aesthetic is aimed for with some kinda filter), however, I'm pretty sure there must exist an option for users to provide their own pic, or specify the best frame (by number) themselves. Not that this also doesn't open an avenue for abuse and viewer misinformation; ever come across a vid where its (alluring) thumbnail pic is a red herring and never even appears in it? Yeah, lots for YT to consider even for something as simple as this.
- In terms of the cloud projectors, wouldn't the Darken draw method be the one you'd get the best result from on average, regardless of BSP/st.mesh textures/shaders? I forgot to check, but I gather that's the one you're using already.
- Was I not paying attention while gleefully turning bots into puddles of melted flesh and metal or are there no lightning bolt impact effects? If so, considering there's only one strike occurring at a time, would it be too taxing to have some sparks or illumination come out of any impact point on static geometry or enemies? You could even have the electrocution shader applied to zapped vecs big enough that shrug off LG hits - you know, for emphasis (also coolness).
Wormbo wrote:[...]Using a fast vehicle you may be able to cross the storm area without getting hit. Then again, things like power nodes or large vehicles like the Leviathan can take many hits. [...] [T]he thunderstorm usually leaves [an unshielded power node] at around 50-70% because it simply doesn't hit often enough[...]
All those issues have to do with game design and balancing considerations. To be brutally honest here, while this work of yours has me intrigued both because of its relevance to another game franchise dear to me but also due to its novelty (dynamic environmental hazard), when it comes to actual ingame usage prospects, I'm very skeptical of its value as a superweapon. That's kinda why I didn't raise any such point - except for a passing remark of astonishment once I saw it take out medium armour vecs in one hit, but not meant to delve into that turf. Of course, anyone's still free to include this in any map they're working on and we'd then be able to accurately gauge its effectiveness, but as you yourself already pointed out, UT2004 not being an RTS game where instead most of the team assets are mobile, a 40sec storm breaking out over any fixed location would most likely only result in players staying away from it for the duration of the effect and little more; nodes wouldn't go down either, so essentially it raises hell for quite awhile but amounts to pretty little.
Still, like I said, it did intrigue me visually as well as gameplay-wise, and poor ingame adoption outlook doesn't necessarily mean it's a dead-end, useless innovation either. What was stuck in my mind late last night for some reason was the question of whether such a storm could be used semi-autonomously and in a scripted manner by mappers as a natural hazard asset instead? Say, for whatever fictional reason (some kinda malfunctioning force field generator) you could have storms breaking out around expanses in the middle of a map, or even being formed, slowly drifting down a general direction, then dissipate. Either fixed or on a path, placed in a clever place such storms (of bigger sizes too) could provide room for further meaningful choice for players deciding where to go next and what the risk of each available path would be for them. Roving thunderstorms around the midsection of Panalesh is one idea I've been mulling over since yesterday - hell, that place is already echoing with thunder and has force fields holding back nature. Further down that road, there's other sorts of extreme environmental dangers one could also (easily?) implement, like a field periodically/constantly being barraged by meteorites (only, instead of being spawned from a central point as in IslandHop's volcano, they'd be spawned from a plane/volume way above and plummet randomly in parabolic fashion).
I strongly believe that dynamic environmental hazards is an element sorely overlooked in ONS maps up till now and could serve to get mappers thinking along fresh and different tracks, maybe even invigorate the gametype just a little bit. Just a thought there though, still your project this.
Oh, btw...

- Surely the boss will understand
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