Author Topic: (UPDATING) Day/night + weather simulation.  (Read 40363 times)

HOLY CRAP THIS IS EPIC! Unless Badspot is right and you... Yeah... BUT I HAVE BEEN WAITING FOR MONTHS FOR THIS!!!!!!!!!

Didn't you loving email me saying that this causes random crashes and now you're releasing it anyway?
That was me.

This will cause crashes to clients with high latency.

That was me.

This will cause crashes to clients with high latency.
The mod literally has only existed since I posted it.
How could you have emailed badspot about it?
And this mod has never crashed anyone on my server.

The mod literally has only existed since I posted it.
How could you have emailed badspot about it?
And this mod has never crashed anyone on my server.
Because I've been working with dynamic skyboxes for months now. You're the last horse to cross the finish line.

Because I've been working with dynamic skyboxes for months now. You're the last horse to cross the finish line.
I've had this mod, or some variant, for quite a while also.
I've never witnessed anyone crashing from this mod.
Though technically the sun is deleted before the new sun is created, I should change that, though it won't amount to much of a visible difference.

I've had this mod, or some variant, for quite a while also.
I've never witnessed anyone crashing from this mod.
Though technically the sun is deleted before the new sun is created, I should change that, though it won't amount to much of a visible difference.
The sun is already made to be dynamic.
The sky is not.

The sun is already made to be dynamic.
The sky is not.
While I've certainly noticed this...
If you create a new sky, no one will crash.
If you delete a sky while there is already a sky, no one should crash.
The only problems I've ever had is if the two processes overlapped, which they don't.

Yet again, I've tested this.
Yet again, my hypothesis is proven correct.

If you delete the sky, the game crashes.
If you create two skies and delete one, the game crashes.

The only exception is if you do this in such a quick succession that the game does not have time to render both skies or no sky.

And since the create and delete packet are separate, if there is high latency the client has a chance of rendering the sky incorrect and crashing.

This will cause crashes. I am willing to bet money on it.

If you create two skies and delete one, the game crashes.
I've done this and have not crashed before.
This will cause crashes. I am willing to bet money on it.
It does not, I've more than adequately tested this.
If anyone does crash and would like to blame this mod, I'd like them to please tell me immediately.

I've done this and have not crashed before.It does not, I've more than adequately tested this.
BECAUSE
YOU ARE
DOING IT
LOCALLY.

Go into a single player game.
Create a new sky with the name "Sky2"
new Sky(Sky2);

Then, delete the old one.
Sky.delete();

The game crashes, every loving time.

What you're doing is this:
new Sky(Sky2); Sky.delete();

This works because it happens so quickly your game does not have a chance to render incorrectly.

BECAUSE
YOU ARE
DOING IT
LOCALLY.

Go into a single player game.
Create a new sky with the name "Sky2"
new Sky(Sky2);

Then, delete the old one.
Sky.delete();

The game crashes, every loving time.

What you're doing is this:
new Sky(Sky2); Sky.delete();

This works because it happens so quickly your game does not have a chance to render incorrectly.
Uh, there's no variables to that sky.
I believe this must be tested with a sky that has adequate variables assigned to it.
And what the hell do you mean locally?
I've done these though an eval chat mod on a server I was connected to that's hosted in a different computer on a different IP.

Uh, there's no variables to that sky.
I believe this must be tested with a sky that has adequate variables assigned to it.
And what the hell do you mean locally?
I've done these though an eval chat mod on a server I was connected to that's hosted in a different computer on a different IP.

You're trying to tell me that:
Code: [Select]
new sky(sky2);
and:
Code: [Select]
$na = new Sky() {
      position = "336 136 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      materialList = "base/data/skies/Sky_Spooky1/resource.dml";
      cloudHeightPer[0] = "0.349971";
      cloudHeightPer[1] = "0.3";
      cloudHeightPer[2] = "0.199973";
      cloudSpeed1 = "0.0005";
      cloudSpeed2 = "0.001";
      cloudSpeed3 = "0.0003";
      visibleDistance = 700;
      fogDistance = %dist;
      fogColor = %r SPC %g SPC %b SPC "1.000000";
      fogStorm1 = "0";
      fogStorm2 = "0";
      fogStorm3 = "0";
      fogVolume1 = "0 0 0";
      fogVolume2 = "0 0 0";
      fogVolume3 = "0 0 0";
      fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569860000000000000000000000.000000";
      fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
      fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160050000000000000000000000.000000";
      windVelocity = "0 0 0";
      windEffectPrecipitation = "0";
      SkySolidColor = %a SPC %t SPC %c SPC "1.000000";
      useSkyTextures = "0";
      renderBottomTexture = "0";
      noRenderBans = "0";
         locked = "true";
   };
Will do the same thing?

Completely irrelevant to the point being made. The subject matter I'm discussing with you is over your head.

Completely irrelevant to the point being made. The subject matter I'm discussing with you is over your head.
You would know this... how?