Author Topic: weather  (Read 8963 times)

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Offline Huracan

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Re: weather
« Reply #15 on: January 27, 2016, 10:15:09 PM »
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.

Offline BikeDriver

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Re: weather
« Reply #16 on: January 27, 2016, 10:23:42 PM »
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?? ?? ?? ??
« Last Edit: January 27, 2016, 10:33:34 PM by BikeDriver »
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Offline EnzoMortelli

Re: weather
« Reply #17 on: January 28, 2016, 08:55:38 AM »
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.

Offline BikeDriver

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Re: weather
« Reply #18 on: January 28, 2016, 02:53:51 PM »
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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Offline enkei

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Re: weather
« Reply #19 on: January 28, 2016, 03:28:49 PM »
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.

Offline EnzoMortelli

Re: weather
« Reply #20 on: January 28, 2016, 04:38:14 PM »
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 ;)

Offline Negative

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Re: weather
« Reply #21 on: January 28, 2016, 05:48:37 PM »
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.
Back to topic and stop posting useless shit here.
I can't post you.

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Offline BikeDriver

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Re: weather
« Reply #22 on: January 28, 2016, 07:03:35 PM »
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 :))
« Last Edit: January 28, 2016, 07:06:06 PM by BikeDriver »
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Offline [JOKER]Zaibatsu

Re: weather
« Reply #23 on: January 29, 2016, 05:57:18 AM »
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 :)

Offline enkei

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Re: weather
« Reply #24 on: January 30, 2016, 09:22:18 PM »
This problem goes away if car headlights worked like real life. Maybe we focus on that instead.

Offline EnzoMortelli

Re: weather
« Reply #25 on: January 30, 2016, 10:15:19 PM »
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.

Offline BikeDriver

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Re: weather
« Reply #26 on: January 31, 2016, 12:44:14 AM »
Sometimes I'm amazed how low one's understanding of the technical aspects of a game can be...
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Offline enkei

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Re: weather
« Reply #27 on: January 31, 2016, 01:47:10 AM »
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.

Offline BikeDriver

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Re: weather
« Reply #28 on: January 31, 2016, 03:21:23 AM »
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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Offline MeltdowN

Re: weather
« Reply #29 on: January 31, 2016, 07:30:22 AM »
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!