Author Topic: Ingame time scales  (Read 1076 times)

Legacy_Borden Haelven

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Ingame time scales
« on: August 16, 2012, 01:27:45 am »


               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?
               
               

               
            

Legacy_OldTimeRadio

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Ingame time scales
« Reply #1 on: August 16, 2012, 02:25:39 am »


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

               
            

Legacy_henesua

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Ingame time scales
« Reply #2 on: August 16, 2012, 02:49:45 am »


               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.
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #3 on: August 16, 2012, 03:21:42 am »


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

               
            

Legacy_OldTimeRadio

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Ingame time scales
« Reply #4 on: August 16, 2012, 04:20:37 am »


               

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?
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #5 on: August 16, 2012, 12:51:08 pm »


               

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 .
                     
                  


            

Legacy_Failed.Bard

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Ingame time scales
« Reply #6 on: August 16, 2012, 01:23:22 pm »


               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.
               
               

               
            

Legacy_Pstemarie

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Ingame time scales
« Reply #7 on: August 16, 2012, 01:42:21 pm »


               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...
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #8 on: August 16, 2012, 02:08:33 pm »


               

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.
               
               

               
            

Legacy_Pstemarie

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Ingame time scales
« Reply #9 on: August 16, 2012, 02:14:00 pm »


               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 .
                     
                  


            

Legacy_Carcerian

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Ingame time scales
« Reply #10 on: August 16, 2012, 02:32:28 pm »


               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...
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #11 on: August 16, 2012, 02:39:56 pm »


               

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.
               
               

               
            

Legacy_Frith5

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Ingame time scales
« Reply #12 on: August 16, 2012, 03:33:10 pm »


               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.
               
               

               
            

Legacy_henesua

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Ingame time scales
« Reply #13 on: August 16, 2012, 04:09:41 pm »


               

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.  '<img'>
               
               

               
            

Legacy_Borden Haelven

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Ingame time scales
« Reply #14 on: August 16, 2012, 04:53:54 pm »


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