Set the weather ambience

Nine settings, that only impact the local player.

In the menus: ESC → Direct → Scene → WEATHER → AMBIENCE

Turn the sounds off

Rain and wind are 2 looping beds, and one setting silences both:

/sf_weathersound 0

On the panel the row is Weather sound, the first tick under AMBIENCE.

Set the rain and wind volumes

Each bed has its own volume from 0 to 100:

/sf_weatherrainvol 40
/sf_weatherwindvol 25

The panel offers the same 2 as Rain: and Wind: sliders in steps of 5. The rain bed also follows the storm's severity, and the wind bed swells and falls with its gusts.

Quieten under cover softens both beds when there is a roof overhead:

/sf_weathercover 1

Rain and wind stay at full volume for the first 5 seconds under cover, then fade towards 35% over about 5 seconds.

Change the thunder claps

A strike chooses one of 2 sounds, and everybody hears the same clap. Consecutive strikes can choose the same one.

Thunder drops to 35% immediately inside a dry shelter, or under a roof with Quieten under cover on.

Set the two sound paths:

/sf_lightningsound sound/ambience/thunder1.mp3
/sf_lightningsound2 sound/ambience/thunder4.mp3

On the panel they are Thunder A: and Thunder B: under LIGHTNING. The tick above them, Storm flash and thunder, silences both at once along with the flash.

It is a photosensitivity switch with its own page at turn off the storm flash.

Replace the rain and wind loops

Neither has a row on any panel. The console is their only route, on any account:

/sf_weatherrainsound sound/ambience/outdoor/rainy_lp.wav
/sf_weatherwindsound sound/ambience/outdoor/windy1_lp.wav

Rain and wind paths are loaded once per map. Thunder paths are loaded when the first clap is attempted. After changing a path that has already loaded, reconnect or reload the map before judging the new file.

Choose who draws the rain and snow

Precipitation can be drawn by StoryForce or by the game engine, and some maps ship with the brushes the engine's own weather needs:

/sf_weathernative 1

0 never uses the engine, 1 detects whether the map has what it needs, and 2 always uses it.

Setup → Presentation carries it as Weather Renderer, whose 3 values read StoryForce, Auto and Engine. See set up the screen for a scene.

Prefer the console?

Each is a cvar, a game setting you can type into the console, and setting any of them prints nothing:

  • sf_weathersound — 1 plays the rain and wind beds, 0 silences both and costs no sound slot. Ships at 1.
  • sf_weatherrainvol — Loudness of the rain bed, 0 to 100. Ships at 100.
  • sf_weatherwindvol — Loudness of the wind bed, 0 to 100. Ships at 100.
  • sf_weathercover — 1 softens both beds when a roof is overhead. Ships at 1.
  • sf_weatherrainsound — Path to the rain loop.
  • sf_weatherwindsound — Path to the wind loop.
  • sf_lightningsound — Path to the first thunder clap. A missing file falls back to the second.
  • sf_lightningsound2 — Path to the second clap. A missing file falls back to the first.
  • sf_weathernative — Who draws rain and snow: 0 never the engine, 1 auto-detect, 2 always. Ships at 1.