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Ingame time scales


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46 réponses à ce sujet

#1
Borden Haelven

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I've had a few ideas for the St Martin's clock bit for steam punk but need to know the most common in game time scale is it 2 or 3 minutes / game hour?

#2
OldTimeRadio

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I believe the default is two real-life minutes for every in-game hour.

#3
henesua

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The default setting is 2 real minutes per 1 game hour as OTR has said.

I hate that setting so I switched it to 20 real minutes per 1 game hour - which gives you 3 game days per real day of server operation on a PW, and one game season per real month... but anyway I am rambling.

#4
Borden Haelven

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Until I can find the most common setting I'm not going to be able to make a clock that keeps proper time...

#5
OldTimeRadio

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Borden Haelven wrote...
Until I can find the most common setting I'm not going to be able to make a clock that keeps proper time...

Is it because you're thinking of doing this as one continuous 24-hour default animation or something like that?

#6
Borden Haelven

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OldTimeRadio wrote...

Borden Haelven wrote...
Until I can find the most common setting I'm not going to be able to make a clock that keeps proper time...

Is it because you're thinking of doing this as one continuous 24-hour default animation or something like that?



I was, I've rememberered an animation restarts when you leave & re-enter an area. So I'm doing Plan B.

Check on enter for other players, if none set up placeable clock to correct time else do nothing. Placeable animations then run continuosly until last player leaves. So I still need mins/hour for the placeables timings. I could do 1 and make a small guide on how to alter the time scale I suppose.

Modifié par Borden Haelven, 16 août 2012 - 12:02 .


#7
Failed.Bard

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Can you set the animation speed on a placeable the same as with a character? If possible, you could scale the clock to whatever minutes/hour rate you wanted in game via scripting.

#8
Pstemarie

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Why not put in an integer Module Switch TIME_SCALE with a default setting of 2. Then if a Builder uses a different time scale they can just change the value of the switch. The value of TIME_SCALE would then be plugged into whatever formula you are using...

#9
Borden Haelven

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Pstemarie wrote...

Why not put in an integer Module Switch TIME_SCALE with a default setting of 2. Then if a Builder uses a different time scale they can just change the value of the switch. The value of TIME_SCALE would then be plugged into whatever formula you are using...



It's the model animation timings that are the problem, a 3 minute world needs 50% more frames per animation etc.

#10
Pstemarie

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OI VEY! That is a bit of a problem then. I would just use the default setting and then maybe make up some alternate supermodels with different animation time scales - 2 min TS, 5 min TS, 10 min TS, and 20 min TS. That should cover a good range of what's probably used. Builders could then just text edit the model to point to the appropriate supermodel.

Modifié par Pstemarie, 16 août 2012 - 01:17 .


#11
Carcerian

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Random idea: Perhaps a system "heartbeat" clock object could adjust the actual clock item(s) as needed?

That way it would work no matter the time rate is set to...

#12
Borden Haelven

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Pstemarie wrote...

OI VEY! That is a bit of a problem then. I would just use the default setting and then maybe make up some alternate supermodels with different animation time scales - 2 min TS, 5 min TS, 10 min TS, and 20 min TS. That should cover a good range of what's probably used. Builders could then just text edit the model to point to the appropriate supermodel.


Having just examined the ascii mdl file the number of frames per animation won't affect it's size, it's the number of keys set that matter. If I stick to 10 keys 36 degrees apart (rotation) the size should be the same for all models.

#13
Frith5

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How about instead you have a script that checks the time every five minutes and swaps the face texture, as OTR has written about doing, to move the hands five minutes at a shot. Of course, if anyone clicks on the clock to get exact time, the actual time would be displayed, fudging it by a few minutes from the hands' positions.

#14
henesua

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Borden Haelven wrote...
Having just examined the ascii mdl file the number of frames per animation won't affect it's size, it's the number of keys set that matter. If I stick to 10 keys 36 degrees apart (rotation) the size should be the same for all models.


Why not 12 keys at 30 degrees apart? It is after all... a clock.  :)

#15
Borden Haelven

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semantics... lol currently pixeling out the fancy hand. *wibble*

#16
Just a ghost

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For what's it worth: can't remember being on a server that didn't use the default time settings.

#17
_six

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Potentially simpler solution: create a set of different versions of the models at different timescales, starting with 2 minutes/hour (since that's the default), and give them an identifying name for the toolset. Eg

Clock (2mins/hr)
Clock (4mins/hr)
etc

If the clock is a tile, you could make just the hands of the clock an accompanying placeable.

Modifié par _six, 18 août 2012 - 06:32 .


#18
Borden Haelven

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Not quite that simple... rather than have a 24 hr animation I've done 24 game hour animations. Times that by how ever many different timescales there are...*wibble*
Image IPB
The zodiac signs rotate to show the month, the hand rotates to show the hour (You can see it move slowly) the globe in the centre rotates to show the moons fazes and the small sun rotates to show the day of the week. All designed to sit nicely atop the State building group in the city tileset.

#19
s e n

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Borden, I hava had similar idea a few years ago but im no scripter and everyone told me its was not possible, so it is so cool if you get this work!!! my idea was for menzoberranzan narbondel stone magical clock, maybe we get that too!!!

#20
Borden Haelven

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Got it working OK. Bit heavy on models though. 24 for the hours, 28 for the days & 12 for the months. Area heartbeat driven mainly, only the hours hand is animated. I'll do 2 & 3 min/Hr versions of the hours for the challange.

#21
Fester Pot

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That's really cool! I'd love to see the same as part of a cities cobble tile, so it's viewable from bird's eye view and NPCs and PCs can walk over it like a normal tile. Not sure if that's even possible, if not, this is still a wonderful addition.

Great work!

FP!

#22
Carcerian

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Awesome work!

#23
Borden Haelven

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Fester Pot wrote...

That's really cool! I'd love to see the same as part of a cities cobble tile, so it's viewable from bird's eye view and NPCs and PCs can walk over it like a normal tile. Not sure if that's even possible, if not, this is still a wonderful addition.

Great work!

FP!


Aargh!!  You said those words. "Not sure if that's even possible" Gotta try it now darn it...  Image IPB
Would the Plaza 2 tile be suitable?Image IPB

#24
Borden Haelven

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A bit like this you mean FP?

Image IPB

#25
Fester Pot

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Haha! Yup! Just like that!

Personally, this addition allows the player to see everything without requiring too much camera shifting so they can see it on the tower.

Nice touch!

FP!