Author Topic: Weather and Seasonal Systems  (Read 662 times)

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Weather and Seasonal Systems
« on: August 13, 2010, 05:09:54 pm »


               I've been told using systems like the following cause lag and other issues. Has anyone tried them with a server that takes 5-15 players on average?

http://nwvault.ign.c....Detail&id=2541
http://nwvault.ign.c....Detail&id=2869
               
               

               
            

Legacy_TSMDude

  • Hero Member
  • *****
  • Posts: 1515
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #1 on: August 13, 2010, 05:31:45 pm »


               First one causes lag unless you remove the calls for storms and change the Sky Boxe call as well. I know as that is the one we adapted. It works well but it needs some work to it as anything dled from the vault will.



The second one I think is not kpsher with CEP 2.3 I think but have no true idea.
               
               

               
            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #2 on: August 13, 2010, 05:36:43 pm »


               It works with CEP 2.3, just tested. You're not able to design by sight though, you have to use waypoints to place down trees and such. So... would it be possible to instead script an onenter trigger that changes out a standard tree via tag to a seasonal tree? So... all normal trees turn into autumn trees during fall, etc.
               
               

               
            

Legacy_Fester Pot

  • Hero Member
  • *****
  • Posts: 1698
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #3 on: August 13, 2010, 07:38:30 pm »


               I suggest Blasco's system located here.

It supports weather types as well as year round weather patterns.

FP!
               
               

               


                     Modifié par Fester Pot, 13 août 2010 - 06:38 .
                     
                  


            

Legacy_Khuzadrepa

  • Sr. Member
  • ****
  • Posts: 347
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #4 on: August 14, 2010, 03:44:51 am »


               I second Blasco's system.
               
               

               
            

Legacy_ffbj

  • Hero Member
  • *****
  • Posts: 1097
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #5 on: August 14, 2010, 03:56:48 pm »


               I use Blasco's too and like it very much. One thing to keep in mind though is that you need to have
a perisistent clock in place so that the months advance, as Blasco's is based on monthly changes in the weather. So more rain in Spring and of course snow in Winter. Then you can even have encounters or events based on the weather. Only if it's snowing do the winter wolves show up. Stuff like that.

Persistent Time by Lord Delek:
http://nwvault.ign.c....Detail&id=2721

You might be able to change trees based on the time of year.  At least some specific ones to indicate the seasons.  Bare trees in winter, fall trees in fall.  So if get is winter in area change tree to such and such appearance.  So it checks them and if they are correct no change is made.  Like if winter and tree is winter tree loop through all the remaing changeable trees in the area and change them to that target tree's appearance, then return the script.  Though I can see how that would lag a bit.  Of course this could be done once and then you just need to check the primary tree later on and if's in the correct seasonal change then return the script.
               
               

               


                     Modifié par ffbj, 14 août 2010 - 03:46 .
                     
                  


            

Legacy_Genisys

  • Hero Member
  • *****
  • Posts: 961
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #6 on: August 14, 2010, 05:43:56 pm »


               

TSMDude wrote...

First one causes lag unless you remove the calls for storms and change the Sky Boxe call as well. I know as that is the one we adapted. It works well but it needs some work to it as anything dled from the vault will.

The second one I think is not kpsher with CEP 2.3 I think but have no true idea.


I wouldn't say anything downloaded, as some work is perfect "as is" on the vault... (some, albiet maybe not a lot)
               
               

               
            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #7 on: August 14, 2010, 08:14:41 pm »


               I'm not sure if adding persistent time is a good thing or not. We have scripts set up to customize resting and such, I worry it may mess that up. I'm not really a dev or scripter, just kinda forced into the position. '<img'>
               
               

               
            

Legacy_ffbj

  • Hero Member
  • *****
  • Posts: 1097
  • Karma: +0/-0
Weather and Seasonal Systems
« Reply #8 on: August 15, 2010, 12:56:28 am »


               Well all persistent time does is keep track of the day month and year, and they move forward depending on how long the server is up.  So say you put the server up and a week passes, for arguments sake let's say it's the second week of November on a Tuesday at 9 am.  Well the next time you put up your server it's the 2nd week of Novermber Tuesday at 9 in the morning.  This does not affect your rest time or anything else it just does not have your server reset to the default month and day, which is essentially like Ground Hogs Day or month, as in the default.  It just keeps repeating that same month over and over again.



So for me there are many reasons to use persistent time and really nothing to be said against it.

Bottom line is it just makes things seems more realistic which is really what you are after with seasons and changeable weather patterns.  Ptime is just the glue that holds it all together.