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Server in REALTIME? - Printable Version

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Server in REALTIME? - x77x - 01-26-2014 12:03 AM

Code:
// GAMEMINUTELENGTH=x
// Length of the game world minute in real world seconds.
//0.000016//-600
GAMEMINUTELENGTH=0.000016


???


RE: Server in REALTIME? - Anarch Cassius - 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.


RE: Server in REALTIME? - x77x - 01-26-2014 11:00 AM

Length of the game world minute in real world seconds.


RE: Server in REALTIME? - Mordaunt - 01-27-2014 01:20 AM

I'm sorry is there an actual question here?


RE: Server in REALTIME? - x77x - 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...


RE: Server in REALTIME? - Extreme - 01-28-2014 10:32 PM

ON=@DCLICK
MESSAGE @,,1 <SERV.RTIME>
RETURN 0


RE: Server in REALTIME? - x77x - 01-28-2014 11:38 PM

ummmmm DOH!



Code:
// GAMEMINUTELENGTH=x
// Length of the game world minute in real world seconds.
GAMEMINUTELENGTH=60


now is that 60 or 600 or 6000 ?

isnt in 10ths?


RE: Server in REALTIME? - Mordaunt - 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.


RE: Server in REALTIME? - x77x - 01-29-2014 02:32 AM

thank you for finally clearing that up