
u/Priler96

What this mod does?
By default, bad weather conditions in game happens too rare.
With this mod, you can now control weather however you want!
Combined with my previous mod - Time Scale Mod, you can now play stormy night time operations .. or during heavy fog conditions, or heavy rain .. whatever you prefer :]
This mod comes with bunch of presets: Cloudless, Sunshine, Overcast, Precipitation, Stormy, Apocalypse, Dead calm.
But you can try to set any weather condition to a custom value (between 0.0 and 1.0).
Going higher than that range is not recommended as it may look glitchy.
Also keep in mind, that weather conditions depends on the region.
You cannot force rain in a snowy mountain, and vice-versa .. snow cannot suddenly fall in a forest area.
Mod does support both DX11 and Vulkan versions of the game.
But has one limitation: once you set weather, it will not change in the game until you change it manually.
In theory I can implement a custom weather circles, but that's yet to come (if I decide to make it he he).
Download & Install instructions:
On Nexus - https://www.nexusmods.com/ghostreconbreakpoint/mods/1864
I'm the author of Time Scale mod for GRB.
This time, I'm making another banger - Full Weather Control mod.
You can choose presets, or create your own by changing in-game weather sliders (Fog, Rain, Wind, Snow, etc).
Combined with my previous mod, - it's a PERFECT combo :]
I'm the author of Time Scale mod for GRB.
This time, I'm making another banger - Full Weather Control mod.
You can choose presets, or create your own by changing in-game weather sliders (Fog, Rain, Wind, Snow, etc).
Combined with my previous mod, - it's a PERFECT combo :]
Balatro needs no introduction, it's a popular roguelike deckbuilder game written in Lua (free open-source Love2D engine) by a solo dev (LocalThunk).
As you already know, I'm a reverse enthusiast, thus I like reading the code of certain games/apps, as it helps me to learn how they solve "real world" problems.
One more thing that I wanted to make clear, is a CODE QUALITY of Balatro.
As it's a popular opinion, that its source code is .. well, kinda horrible?
In reality, the source code of Balatro contains genuinely clever math tricks (cuz LocalThunk is hella good at maths, apparently).
Some technical takeaways:
- Chips x Mult formula explained: We read through the code of how Balatro calculates your hand each time you play it. How it recognizes the hand type, how the joker effects get processed, how special effects apply (foil, holo, etc).
- Mouse position as a cheap entropy: Balatro uses your mouse jitter as a cheap hardware entropy for RNG. Dead simple.
- Floating-point for card sorting (comparison): The way cards get sorted is through a clever formula that packs different variables into a single float value. Things like card ranks, faces, ID, etc. goes into their specific decimal lanes.
- Code patterns used in the code: Flyweight, kind of a Strategy Pattern, etc. We're going to look at how Balatro implements some of the well known design patterns. Though, not all of them are proper textbook implementation.
- Incremental GC with per-frame time budget: Yep, Balatro uses a custom GC triggering code. It runs a small collector steps each frame with a 0.3ms budget, plus an emergency full pass cleanup at 300 MB memory threshold. Borrowed from Max Cahill's nuGC.
- Much more in the full video.
Full Video: https://www.youtube.com/watch?v=54w9crNNThU
I've modified the code of the shader from this post for myself (SteamDeck Duckstation).
So I decided to share with the community.
What's changed:
- curvature fix
- new options to control Scanlines (intensity, density, thickness)
- new options to control color tint intensity
Make sure to change Scale/Offset to fit your aspect ratio.
Defaults are set for SteamDeck 16:10 pretty much.
Download link: https://drive.google.com/file/d/1tAy_QO2CtWDFwnFWNmdQKZRAMHithHuf/view?usp=sharing
All credits: Mattias Gustavsson & Christian Cann Schuldt Jensen ~ CeeJay.dk