01-26-2014, 12:03 AM
01-26-2014, 06:17 AM
For Sphere's internal clocks and light cycles: how long does it take for a game minute to pass?
With that setting 62500 minutes or 43 days per second. 15 or 20 would be more common values, having the server move at 3x or 4x realtime.
60 would be realtime. However the internal time system is pretty basic and you may want to consider the scripted one with calendar.
With that setting 62500 minutes or 43 days per second. 15 or 20 would be more common values, having the server move at 3x or 4x realtime.
60 would be realtime. However the internal time system is pretty basic and you may want to consider the scripted one with calendar.
01-26-2014, 11:00 AM
Length of the game world minute in real world seconds.
01-27-2014, 01:20 AM
I'm sorry is there an actual question here?
01-28-2014, 01:37 PM
60 was the answer i was looking for...
when you dclick a clock and it tells you the time, its never real time, i thought this might have something to do with it...
when you dclick a clock and it tells you the time, its never real time, i thought this might have something to do with it...
01-28-2014, 10:32 PM
ON=@DCLICK
MESSAGE @,,1 <SERV.RTIME>
RETURN 0
MESSAGE @,,1 <SERV.RTIME>
RETURN 0
01-28-2014, 11:38 PM
ummmmm DOH!
now is that 60 or 600 or 6000 ?
isnt in 10ths?
Code:
// GAMEMINUTELENGTH=x
// Length of the game world minute in real world seconds.
GAMEMINUTELENGTH=60now is that 60 or 600 or 6000 ?
isnt in 10ths?
01-29-2014, 12:59 AM
Code:
// Length of the game world minute in real world seconds.60 real world seconds == 1 game world minute == 1 real world minute
600 real world seconds == 1 game world minute == 10 real world minutes
6000 real world seconds == 1 game world minute == 100 real world minutes
The bigger the number, the slower ingame time will pass, the smaller the number the faster ingame time will pass.
01-29-2014, 02:32 AM
thank you for finally clearing that up