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    Maelstrom New Horizons


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Sunset/sunrise in PotC

well, on the other hand, the navigating might improve. <img src="style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--quoteo(post=265100:date=Jun 26 2008, 07:34 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 26 2008, 07:34 PM) <a href="index.php?act=findpost&pid=265100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ahoy there.

Recently I've been looking at the weather files, in PROGRAM/Weather/init. There was something I suspected I wanted to check out : the sunset hour. Because playing the game it appears you have a brillant red sky until nearly 22h (and I would have rather expected something around 18h for sunset). Apparently that's indeed 22h in the code : 'night' min hour & 'evening' max hour are 22h. Shouldn't we change that?

I've found those values on internet that could be usefull, for <a href="http://www.gaisma.com/en/location/oranjestad-aw.html" target="_blank">Aruba</a> (in the south) and <a href="http://www.gaisma.com/en/location/havanna.html" target="_blank">Cuba</a> (in the north), that should cover the whole Carribean.

So, what do you think? I know that it's berely noticable ingame as the character doesn't walk with a watch at his hand. But shouldn't we do something about it?<!--QuoteEnd--></div><!--QuoteEEnd-->

I wanted to tell you guys that I've been working on this for a while, and actually I am getting very good results! But unfortunatly I'll be gone for something like three weeks (thought I might show up the weekends) and I don't want to release anything for the moment. Same thing for my other running projects (update 4 for Build 13, etc). When I'll be back I'll explain in this topic what I've managed to code so far <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Great! Shame I'll be gone in three weeks though. Oh well, I'll still drop in from time to time from the cruiseship and should be download your changes then. But B13U4 might become a problem, because that's probably going to be a bit large. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Just to tell to you guys : I put on the FTP a few days (weeks?) ago the first version of such a mod. It's a work-in-progress mod, possibly not compatible with CCC direct sail (haven't checked), and not yet compatible with Dr Maturin new weather system - but I'm working on that. The file is called 'Sunrise-Sunset ver.1_for Build 13.rar', in my usual folder.

With this mod sunrise and sunset hours will depend on the moment of the year and lattitude, thanks to a new formula I've added in Calendar.c. (All critizisms are welcomed).
 
oh, cool! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

but, what about the fact that the sun rises in the west and sets in the east?

if im not mistake, someone already fixed that or told about a way to fix that, but i dont remember actually.....i hate to see the sun rising from the west, it is personal and drive me nuts.....but im cool with it, because i guess there is a way to fix that problem, i hope <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
The only fix I know of would be to re-rotate the worldmap 180 degrees again.
You don't notice it, but it's upside down right now. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
If Dr Maturin was able to correct that bug so easily, I'm sure it's wasn't that hard to do... Anyway, As I said previously, I'm working on another version compatible with Dr Maturin's work. Hopefully I'll acheive that soon!
 
It is indeed a fairly simple matter to change the sunrise/sunset locations, just remember that the game has 0 degrees from west, not north like would be normal.

If you used my mod you'll notice it does indeed now rise in the east and set in the west. I'd hoped to put in something similar to your mod simple virtual sailor, but I'm afraid I lost interest, so have at it. I think you'll find the weather system far more logical and easier to sort out than it was before <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Incidentally, where will you be getting your data for the azimuth/angle for the different months? You may notice I added a 'moon' also, it was just painted in the sky texture before, so you could do the azimuth/angle for it aswell. Unfortunately it uses the same layer as the 'sun', it just switches texture and glow at night and then switches back in the morning. I'm sure it is possible to create secondary or tertiary layers for the weather however, so you could for instance create a base sky texture and have several layers of clouds on top that move about independantly, they'd have to have transparency. You could probably create another 'sun' layer for the moon, so both could be visible at nightfall if you were so ambitious.

I'm sure it's all very simple, but I've lost interest in it, I'm actually fairly happy with the changes I've made so I moved on to more interesting things. But I know you're keen on these details so I hope you may have success, and don't worry about causing offence if you feel the need to rewrite entire portions of my mod or if indeed you think it better to write your own entirely if it isn't exactly what you envisioned.
 
You actually FIXED this one already???
And to think that many people have tried to fix it in the past and failed.
Impressive. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--quoteo(post=275299:date=Aug 27 2008, 11:41 AM:name=Dr. Maturin)--><div class='quotetop'>QUOTE (Dr. Maturin @ Aug 27 2008, 11:41 AM) <a href="index.php?act=findpost&pid=275299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is indeed a fairly simple matter to change the sunrise/sunset locations, just remember that the game has 0 degrees from west, not north like would be normal.

If you used my mod you'll notice it does indeed now rise in the east and set in the west. I'd hoped to put in something similar to your mod simple virtual sailor, but I'm afraid I lost interest, so have at it. I think you'll find the weather system far more logical and easier to sort out than it was before <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Indeed! Just the initial surprise, you know, when you're used to the old code, to find a completly different system... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Incidentally, where will you be getting your data for the azimuth/angle for the different months?<!--QuoteEnd--></div><!--QuoteEEnd-->Well, I was thinking to use the site you gave me on a previous PM, you know - apparently there's everything here. I'll proceed the same way that for the sunrise/sunset hour - first collecting data, making one or several curbs, then see if it looks like some easy mathematical function, tweakle it so that it fits approximativly without being to complicate, and trying to implement that ingame... I won't have the time to do that until one week or two thought.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You may notice I added a 'moon' also, it was just painted in the sky texture before, so you could do the azimuth/angle for it aswell. Unfortunately it uses the same layer as the 'sun', it just switches texture and glow at night and then switches back in the morning. I'm sure it is possible to create secondary or tertiary layers for the weather however, so you could for instance create a base sky texture and have several layers of clouds on top that move about independantly, they'd have to have transparency. You could probably create another 'sun' layer for the moon, so both could be visible at nightfall if you were so ambitious.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, I've noticed all that - I used to complain a lot about the painted moon in stock PotC... In Seadogs there wasn't that loosy/lazy thing. The sky color was different depending on the hour, sometimes there were some clouds patern moving with the wind, and sun & moon were added separatly.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm sure it's all very simple, but I've lost interest in it, I'm actually fairly happy with the changes I've made so I moved on to more interesting things. But I know you're keen on these details so I hope you may have success, and don't worry about causing offence if you feel the need to rewrite entire portions of my mod or if indeed you think it better to write your own entirely if it isn't exactly what you envisioned.<!--QuoteEnd--></div><!--QuoteEEnd-->Well, one thing I cannot keep for example is the 'switch( curTime ){ case 22: ...' in WhrSetAzmAng.c, so there will be some changes - even if you've turn on to some other things, you won't matter if I'll still ask you some questions from time to times?...
 
Is any work done on this that could be included in the next Alpha?
 
I'd say no, not for the moment. But I'm still working on this one, with a good friend of my. It <u>will</u> be settled down. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Ok; thanks very much! If we can't include it in this Alpha, we'll just include it in the next one after it's done. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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