Ingame time scales
#1
Posté 16 août 2012 - 12:27
#2
Posté 16 août 2012 - 01:25
#3
Posté 16 août 2012 - 01:49
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
Posté 16 août 2012 - 02:21
#5
Posté 16 août 2012 - 03:20
Is it because you're thinking of doing this as one continuous 24-hour default animation or something like that?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...
#6
Posté 16 août 2012 - 11:51
I was, I've rememberered an animation restarts when you leave & re-enter an area. So I'm doing Plan B.OldTimeRadio wrote...
Is it because you're thinking of doing this as one continuous 24-hour default animation or something like that?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...
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
Posté 16 août 2012 - 12:23
#8
Posté 16 août 2012 - 12:42
#9
Posté 16 août 2012 - 01:08
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
Posté 16 août 2012 - 01:14
Modifié par Pstemarie, 16 août 2012 - 01:17 .
#11
Posté 16 août 2012 - 01:32
That way it would work no matter the time rate is set to...
#12
Posté 16 août 2012 - 01:39
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
Posté 16 août 2012 - 02:33
#14
Posté 16 août 2012 - 03:09
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
Posté 16 août 2012 - 03:53
#16
Posté 18 août 2012 - 06:19
#17
Posté 18 août 2012 - 06:30
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
Posté 18 août 2012 - 07:27

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
Posté 18 août 2012 - 07:46
#20
Posté 18 août 2012 - 10:20
#21
Posté 19 août 2012 - 03:52
Great work!
FP!
#22
Posté 19 août 2012 - 04:10
#23
Posté 19 août 2012 - 01:12
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...
Would the Plaza 2 tile be suitable?
#24
Posté 19 août 2012 - 02:25
#25
Posté 19 août 2012 - 03:32
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!





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