Are you talking about this setting? It does not function. And the code in the Tilde is obfuscated or not available to Admins…so…which is probably why it does not work. Likely sitting at Zero since that is default in a variable if not explicitly changed. If it is a slider it would most likely be a public variable…just a guess/clue.
Look…‘The Language Fix’ is not really a fix and has nothing to do with Language…EXCEPT for the fact the somehow they tied the Server Default Language to English and Somehow Rain, Snow, Particle FX, and MANY other things went ‘Under That Umbrella’. Weather has to do with HOW they are IMPLEMENTING their…Get this…WEATHER VOLUMES. I wish Funcom (and peeps would just ‘Get it’).
Here is Proof…I’ll show it Step By Step so it can be tried by everyone.
There are MANY weather propagation volumes that Funcom implemented. I saw these right away…and these are triggered…CLIENT side. Meaning…as proof in the previous statement above…4 Clients on 4 Different Computers all had Different Weather…2 Had Rain and 2 Did Not…the Rain was heaviest and darkest on My Computer and the other had ‘Good Rain’…the other 2 had different mixes of partly cloudy Sky.
In this exact location (in the red box) is a Cross Over between a Rainy/Partly Cloudy Weather Volume and a Cloudy/Snowy Weather Volume.
Head to that spot on the ridge and watch what happens to the clouds…they will instantly change back and forth as you walk 5m in either direction. Don’t believe me? Then DO IT.
Here is what the sky looks like when going up the ridge and lower valley.
Here is what the sky looks like once in the Cloudy/Snowy Weather Volume. I took this a little further up where is it ALWAYS snowing and to test if changing the video settings have any effect on FX Particles.
I also was curious if the Medium/High/Ultra FX setting changed since the May Release. It did not change. Going below Medium on FX has major differences on the Ghost Wall. Medium and Higher does not do much at all. There are other FX in the game you can see the changes but not as much as the Ghost Wall which has a really stretched texture.
So in the End…it is something that was Disconnected when changes were made…possibly that were encapsulated in the English Language ‘Rules’ and are not transferred properly when the language switch happens. Or it simply may be another Coding Variable that was changed and lost in the heap of other Coding Variables that changed and ‘Looks Like’ it is supposed to do something but all the coders point at someone else as responsible. Happens.
Ohhh…lastly. I contracted my Unity conversion to UE4…BUT…for Funcom and with all this money they made COULD/SHOULD have implemented Simul truSKY which has a specifically designed plugin to UE4 that works out of the box. I used the trial version and it works and works really well. Google it and watch the videos if curious.