littlewhitey's Servers Forum (SA-MP/VC-MP/MTA/Zomboid)
SA-MP Server - 54.38.156.202:7777 => General => Topic started by: [JOKER]Zaibatsu on January 26, 2016, 07:34:38 AM
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Hi all
1st of all sry about this topic - i know the suggestions are disabled atm but before u delete it, maybe its an idea to discuss
So to the point:
I find it more fun to play when theres daylight, just because its hard to see in the dark.
What do u think about server having a feature where u can set your personal weather (as /weather day; /weather night; /weather rain... etc)
Maybe a feature just for donators.
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nice idea, but i think they won't agree because admins doesn't have this command :(
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You can set weather for player @playa, which is much better.
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don't you think they should give admin to donors
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Mhm, weather IS NOT game time, weather doesn't change daylight or night. These are the weathers in SA:MP, click me. (http://weedarr.wikidot.com/weather)
don't you think they should give admin to donors
Lolwut?
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I think you mean time, not weather.
In which case - that's going to be difficult.
The server uses an internal timer function that updates the server time every 60 seconds. With this update, it also sets the clocks of all players using SetPlayerClock to the current server time, syncing client and server clocks in the process.
Night and day in the clients follow the clocktimes set by the server. If a player would want to set himself a seperate time, he would have to be excluded from the server's sync update. That would require at first that the clock status (synced or custom) would have to be remembered by the server - for every single player. And furthermore, the player with the set time would miss out on weather changes and would have no indicator of Fluffy's spawn time.
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ok i'll script this command and should contribute to community in 2061
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That's a really bad idea, imagine you wanna look at the moon and you're telling your friend, hey look the moon is beautiful and he has daytime on his screen which is awkward.
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I think you mean time, not weather.
In which case - that's going to be difficult.
The server uses an internal timer function that updates the server time every 60 seconds. With this update, it also sets the clocks of all players using SetPlayerClock to the current server time, syncing client and server clocks in the process.
Night and day in the clients follow the clocktimes set by the server. If a player would want to set himself a seperate time, he would have to be excluded from the server's sync update. That would require at first that the clock status (synced or custom) would have to be remembered by the server - for every single player. And furthermore, the player with the set time would miss out on weather changes and would have no indicator of Fluffy's spawn time.
im not into details so for me it can be clock, weather or any other aspect... my point was to have a preferred weather (lets say daylight) for me anytime i want, wether the servers clock is 02:00 or 15:00.
if thats impossible, then pity, its just an idea
That's a really bad idea, imagine you wanna look at the moon and you're telling your friend, hey look the moon is beautiful and he has daytime on his screen which is awkward.
then the friend can set his weather to night aswell and the romance can continue ;)
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im not into details so for me it can be clock, weather or any other aspect... my point was to have a preferred weather (lets say daylight) for me anytime i want, wether the servers clock is 02:00 or 15:00.
The day-night-cycle follows the client time. At 2pm it would be bright daytime, at 1am it would be night. In order to set day - or night time permanently, the player's clock would have to be set to the corresponding time, there is no way to have night at 1pm or day at 3am. Furthermore, the clock would have to be deactivated for the specific client, such that the time doesn't advance anymore.
Apart from that, weather is completely independent. Weather is just a color palette for sky, clouds and fog, combined with certain particle effect settings. It does not depend on the world time or day/night time further than providing different colors and effects for different times of the day.
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Apart from that, weather is completely independent. Weather is just a color palette for sky, clouds and fog, combined with certain particle effect settings. It does not depend on the world time or day/night time further than providing different colors and effects for different times of the day.
Thats what i meant. Let the clock tick and be synced but weather stays what u set it, example u set /weather day and while its 00:00 caturday, the rhino spawns the same, just on your screen the weather is daylight.
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Day all the time, hard to see when its dark!
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It sounds like this problem cannot be resolved, but I'll chime in to confirm that I too struggle with seeing clearly during the night. My primary monitor is an old 42" LCD television from 2008, and the colors are naturally darker on it - there's nothing I can do to change it. Driving cross-country at night time in the server is nearly impossible without relying heavily on my radar. I've done it countless times - I know the roads. But still, every once in a while I'll veer off the road and hit some ridiculously-sloped hill and flip my car over without even seeing what happened.
As a result, participating in an All Around San Andreas race during the wee-hours is extremely challenging for me, as I can't see where I'm going between the outskirts of San Fierro and the small bridge Northwest of Los Santos, after the jump from the highway. I heavily rely on street-lamps to finish the race.
EDIT: Oh, and driving at night-time (server time) whilst it's day-time (in real life) is literally impossible with the glare I get from outside, haha.
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Thats what i meant. Let the clock tick and be synced but weather stays what u set it, example u set /weather day and while its 00:00 caturday, the rhino spawns the same, just on your screen the weather is daylight.
No, you misunderstood. Weather is not the same as the day/night cycle. Weather determines the atmospheric properties in the game, like fog, rain, clouds. The day-night cycle determines when the sun is shining or when it's dark night.
Both of these are independent, but the day-night cycle is dependent on the clock time.
You cannot have day at nighttime and vise versa, to do so the clock would have to be stopped. Setting a warm and sunny weather at night will not make it daylight, it'll just make a cloudless night with a starry sky.
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So this kind of feature cant be added. Damn
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So this kind of feature cant be added. Damn
That's a load of shit, they're just too lazy to change the weather system, the server I play on allows you to /weather and /time, surely it's not that hard to implement a fee for changing your weather here? By the looks of it, the economy is fucked so this could help.
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By the looks of it, the economy is fucked so this could help.
??? RIP common sense
And it surely doesn't look like you've understood Enzo's posts even slightly. Enzo never said it's impossible to implement, but he explained why it's a bigger deal than people like you would think to change the time system.
The weather system is independend from the time. Whether it would be a big deal to change that was not explained by Enzo. But I am also interested, as I'd love to drive through rain sometimes..?
Some interesting idea:
Add "RAIN" option to race host system, so you can buy "rain" throughout the duration of the race for... monies. WHAT U THINK?? ?? ?? ??
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So this kind of feature cant be added. Damn
No, i did not say that.
It's possible to add /time and /weather, all i'm saying is that it has side effects you may not want.
Like mentioned before, for /time to work the player's clock would have to be turned off, which means he couldn't see the time.
The time updates for that player would have to be surpassed, that means his /time status together with the time he requested would have to be saved - and reinforced on every update. Since the server is using SetWorldTime(), this 'reinforcement' will lead to the effect that the player will see the actual server time for a fraction of a second before his set time is updated again. Thus the player experiences a 'flickering' daylight every one minute during server night time.
Adding /weather is much easier and creates less script-side side effects, yet it can cause desyncs when players with different weathers meet.
Example: A race duel, where one player uses rainy weather, the other player sunny weather: Rain decreases tire grip on every surface, such that the rainy driver would drift more. As soon as there was a connection fault, the sunny driver's client would take over the sync for that fault (interpolate it) using the grip parameters for sunny weather.
The result is, that in the sunny driver's screen, the rainy driver ends up somewhere else than he actually is. And when the connection returns, the sunny driver will experience the rainy guy warping.
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Adding /weather is much easier and creates less script-side side effects, yet it can cause desyncs when players with different weathers meet.
Example: A race duel, where one player uses rainy weather, the other player sunny weather: Rain decreases tire grip on every surface, such that the rainy driver would drift more. As soon as there was a connection fault, the sunny driver's client would take over the sync for that fault (interpolate it) using the grip parameters for sunny weather.
The result is, that in the sunny driver's screen, the rainy driver ends up somewhere else than he actually is. And when the connection returns, the sunny driver will experience the rainy guy warping.
Well... if you add it to races, you should set the entire server to rainy weather :P
Desyncing the weather sounds just wrong.
It also would be epic to be able to adjust the weather (for normal players), even if it's just for the duration of a race. It would make them feel a little less retarded :))
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I believe we are splitting hairs.
Hands of the clock are practically exclusive to our server; a very large majority simply lock the time at 12:00. The benefits of this feature outweigh the inability to effectively navigate on 1/8th of the playable map for five minutes out of every twenty-four.
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Well... if you add it to races, you should set the entire server to rainy weather :P
Exactly my idea when i read yours.
It also would be epic to be able to adjust the weather (for normal players), even if it's just for the duration of a race. It would make them feel a little less retarded :))
I can't follow. Who feels retarded because they have no influence on the weather?
I believe we are splitting hairs.
To be able to discuss a matter to practical extent it is necessary that the matter is fully understood though.
Hands of the clock are practically exclusive to our server; a very large majority simply lock the time at 12:00. The benefits of this feature outweigh the inability to effectively navigate on 1/8th of the playable map for five minutes out of every twenty-four.
The use of this time system on littlewhitey's has historical reasons. For once, there are two options to set the time on the server, SetWorldTime and SetPlayerTime. Obviously, SetWorldTime sets the time for the entire server population, and is also the time you can see in the SA-MP browser. SetPlayerTime is able to set a time for a single player.
Both only set the atmospheric daytime, but do not generate a clock textdraw that will enable the player to see the time.
To have such a textdraw there are two ways: Build a textdraw, show it to the player and update it with every update of the server time. Or use the built-in native SA clock textdraw using TogglePlayerClock.
Using the native clock has a simple advantage - it interpolates daytime. Updating the daytime using SetWorldTime or SetPlayerTime can only be done at a maximum precision of one second. Both functions only allow SA time to be set by hours and minutes - which we know equal minutes and seconds in real time.
Using these to update world time without having player clocks enabled on the clients will lead to daylight being updated chunky, which results in a 'jumpy' experience. The sun and the shadows will wander around the map in small 'ticks' like the seconds indicator of a clockwork.
As soon as the player clock is enabled for a player though, the client's clock will receive the time update and will then update the clock client-side with full floating point precision, using it's local system time, generating a smooth transition between daylight positions. The time does practically not run on the server anymore, but on the clients - which makes the day-night-cycle more realistic.
This, of course, only makes sense if the server has an actual day-night-cycle. Servers who lock their time simply use SetWorldTime once the server starts and maybe one SetPlayerTime once a player joins - if even.
As LW used the first ever and also standard gamemode that came and still comes with SA-MP, it's tradition was to come as close as possible to the singleplayer experience, which does incorporate a few basics as the day-night-cycle, the money drops, etc.
And as far as racing is concerned: track knowledge is the key to success ;)
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Well... if you add it to races, you should set the entire server to rainy weather :P
Exactly my idea when i read yours.
It also would be epic to be able to adjust the weather (for normal players), even if it's just for the duration of a race. It would make them feel a little less retarded :))
I can't follow. Who feels retarded because they have no influence on the weather?
I believe we are splitting hairs.
To be able to discuss a matter to practical extent it is necessary that the matter is fully understood though.
Hands of the clock are practically exclusive to our server; a very large majority simply lock the time at 12:00. The benefits of this feature outweigh the inability to effectively navigate on 1/8th of the playable map for five minutes out of every twenty-four.
The use of this time system on littlewhitey's has historical reasons. For once, there are two options to set the time on the server, SetWorldTime and SetPlayerTime. Obviously, SetWorldTime sets the time for the entire server population, and is also the time you can see in the SA-MP browser. SetPlayerTime is able to set a time for a single player.
Both only set the atmospheric daytime, but do not generate a clock textdraw that will enable the player to see the time.
To have such a textdraw there are two ways: Build a textdraw, show it to the player and update it with every update of the server time. Or use the built-in native SA clock textdraw using TogglePlayerClock.
Using the native clock has a simple advantage - it interpolates daytime. Updating the daytime using SetWorldTime or SetPlayerTime can only be done at a maximum precision of one second. Both functions only allow SA time to be set by hours and minutes - which we know equal minutes and seconds in real time.
Using these to update world time without having player clocks enabled on the clients will lead to daylight being updated chunky, which results in a 'jumpy' experience. The sun and the shadows will wander around the map in small 'ticks' like the seconds indicator of a clockwork.
As soon as the player clock is enabled for a player though, the client's clock will receive the time update and will then update the clock client-side with full floating point precision, using it's local system time, generating a smooth transition between daylight positions. The time does practically not run on the server anymore, but on the clients - which makes the day-night-cycle more realistic.
This, of course, only makes sense if the server has an actual day-night-cycle. Servers who lock their time simply use SetWorldTime once the server starts and maybe one SetPlayerTime once a player joins - if even.
As LW used the first ever and also standard gamemode that came and still comes with SA-MP, it's tradition was to come as close as possible to the singleplayer experience, which does incorporate a few basics as the day-night-cycle, the money drops, etc.
And as far as racing is concerned: track knowledge is the key to success ;)
Eh? Yes, of course I can ride half of parts on AASA without my eyes open, but meh. Months of practise.
Plus even pro racers like Spitfire can crash if weather is shit. Night + rain = you barely see obstacles, you can barely look on minimap because you need to concentrate on track to not to crash.
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I can't follow. Who feels retarded because they have no influence on the weather?
They don't feel retarded because they can't change the weather. But they will feel less retarded anyway, if they are able to change it ;)
"I so rich and important I can change the server weather, U EZ" lovely eh? Even if it's just for the duration of the race, they will love the feeling of having actual power over something.
And as far as racing is concerned: track knowledge is the key to success ;)
Shhh Enzo, you couldn't win against a one-armed chimp ::) :P :))
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Ok ok so its possible. Thanks for that. Ofc i dont expect ppl starting to work on it right now but maybe in the future when new ideas wanted, this can be brought up :)
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This problem goes away if car headlights worked like real life. Maybe we focus on that instead.
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This problem goes away if car headlights worked like real life. Maybe we focus on that instead.
I won't claim that this is impossible, but it will take more effort making this work than the complete ten years of development put into this server did before. I don't see this working reasonably server side, but there may be client-side modifications (evil!) for it.
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Sometimes I'm amazed how low one's understanding of the technical aspects of a game can be...
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This problem goes away if car headlights worked like real life. Maybe we focus on that instead.
I won't claim that this is impossible, but it will take more effort making this work than the complete ten years of development put into this server did before. I don't see this working reasonably server side, but there may be client-side modifications (evil!) for it.
Yes, there are client-side modifications that increase the usability of vehicle headlights. Once upon a time I had used them. They aren't half-bad, to be honest. Playing legitimately now, the darkness issue effects me. I've seen servers that use server-side modifications somehow. For example, various modifications available for client-side download, I've actually seen being used by everyone on particular servers, because they're built-in. I know nothing about the server-side of SA-MP. I only know what I've seen. It may be a can of worms; the risk may not be worth the reward. I was just thinking outside of the box.
Sometimes I'm amazed how low one's understanding of the technical aspects of a game can be...
Yeah man, me too. Also, sometimes I'm amazed how tolerant a community can be of blatant, repetitive, sickening, un-called-for arrogance towards mutual peers.
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Cry me a river, enkei. Your suggestion was one of the worst I've ever read, whether you were thinking outside of the box or not.
I have never had any problems seeing at night on LW, no matter where the fuck I was. I am using medium brightness settings (options menu). I highly doubt that it's any different for you.
Btw, I'd love to see how you are driving with the help of street lights. They don't even fucking brighten up the surroundings. All they do is slightly brightening up the ground texture in a tiny area around them. And how the fuck is the radar supposed to help you when going cross-country at night? It's not that there are trees or rocks highlighted.
You are not making any sense tbh and I don't see the problem you are trying to fix.
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Sometimes I'm amazed how low one's understanding of the technical aspects of a game can be...
Yeah man, me too. Also, sometimes I'm amazed how tolerant a community can be of blatant, repetitive, sickening, un-called-for arrogance towards mutual peers.
Amen Enkei!
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This problem goes away if car headlights worked like real life. Maybe we focus on that instead.
For me the problem isnt only driving so that would only help the drivers/racers
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This problem goes away if car headlights worked like real life. Maybe we focus on that instead.
For me the problem isnt only driving so that would only help the drivers/racers
That's true, perhaps I lost sight of this (pun intended) due to primarily spending 90% of my time in-game driving around. I'm unsure of the difficulties faced by those participating in other activities. Great point!Cry me a river, enkei. Your suggestion was one of the worst I've ever read, whether you were thinking outside of the box or not.
I have never had any problems seeing at night on LW, no matter where the fuck I was. I am using medium brightness settings (options menu). I highly doubt that it's any different for you.
Btw, I'd love to see how you are driving with the help of street lights. They don't even fucking brighten up the surroundings. All they do is slightly brightening up the ground texture in a tiny area around them. And how the fuck is the radar supposed to help you when going cross-country at night? It's not that there are trees or rocks highlighted.
You are not making any sense tbh and I don't see the problem you are trying to fix.
Read these words carefully. This is my final post, ever, directed towards you. I respect every member of this community with the exception of you. I wholly recognize the value of my keystrokes, and their worth shan't be wasted on the sake of being read by a toxic bigot. You disrespect your peers without a solid ethical footing. Even if your argument is valid, it's rendered inconsequential when intertwined with your blatant malevolence. Conventional bullies outgrow their hard-on for discourtesy after graduating high school, hence I gather you're still a juvenile - but that is no justification for your lack of respect. If you ever have a point to make going forward, it's already been negated by your history of general spite. The way I see it, the only way you can regain the community's respect is by creating a new alias.
Many people in communities such as these often deal with depression, loss in family, relationship difficulties, and we generally struggle fitting in. Please, be aware that your remarks may be read by someone during their time of need. In such times, remarks like the ones from you in this thread undeservingly work their way under one's skin, and cause permanent damage. Have some god-damn respect for human life.
You're one person out of ~7.1 billion. Odds are, someone in this community is more skilled in the craft of being an asshole than you are. Odds are, said individual won't need to litter their rebuttals with profanity to add flare. Odds are, they don't like being an asshole, but are well-suited to fill the role when duty calls.
Anything you type, I'll be ignoring. I highly advise my peers to follow in my footsteps.
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Just delete this thread please.
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(https://littlewhiteys.com/proxy.php?request=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fglee%2Fimages%2F2%2F27%2FBurn_computer.gif&hash=8e6865c8b3237a2e9aed58f1bbc8ef493a404f30)
:))
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Just delete this thread please.
>:(
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I think the subject is cleared. Results so far:
- /time is not going to happen. The implementation would require modifiying a major part of the core gm script and the effort stands in no proportion to the potential benefits.
- /weather isn't going to happen either, but adding it globaly to races is a considerable idea.
- in general, if there are problems with contrast and brightness - use your monitor settings to come by. It can work. Also there are client-side mods that support these options.
Anything else?
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I think the subject is cleared. Results so far:
- /time is not going to happen. The implementation would require modifiying a major part of the core gm script and the effort stands in no proportion to the potential benefits.
- /weather isn't going to happen either, but adding it globaly to races is a considerable idea.
- in general, if there are problems with contrast and brightness - use your monitor settings to come by. It can work. Also there are client-side mods that support these options.
Anything else?
Delete this?