Saturday, 16 August 2008

Dusk, Dawn, Arrgh!

One whole day in the trash bin! Now I've learned the hard way that the Module Properties setting "Dawn Hour" and "Dusk Hour" don't affect the DayNight cycle. A short background to get interested people into the function

Every AModule has a Time property where you can set:
  • Dusk Hour - the time when the transition from night to day begins
  • Dawn Hour - the time when the transition from day to night begins
  • Minutes per Game Hour - how many real time minutes one game hour takes
  • Start Day - the start day
  • Start Hour - the start time
  • Start Month - the start month
  • Start Year - the start year
Every Area has seven DayNight cycle settings where plenty of lighting a nenvironmental parameters can be adjusted.
  • Sunrise
  • Daytime
  • Sunset
  • Moonrise
  • Nighttime
  • Moonset
  • Transition
  • (Default - This one is not a part of the DayNight cycle and is used when an area has Day/Night cycle disabled.)
The problem I've been fighting is that I wanted the night to be shorter, as in the summer. So the natural way would be to set Dawn to 4 AM and dusk to 11PM. But no, after trying everything including suspecting my module to be corrupt I found:

The Dusk and Dawn settings only affect functions called from scripts, as GetIsDawn() and GetIsDusk(), some conversation tags, and the Area sound setting Ambient Sound Daytime and Ambient Sound Nighttime.

That's it, now I've to try changing the different DayNight cycles to fake a longer day by replacing the moonrise with sunset and night with moonrise and so on. I'm pretty tired of this and really need a better editor for the settings. Matbe I would write one. "NO, concentrate on the module!" *hitting myself with a mouse with low battery*


Here's a few of the new load screens. They are pretty dark, but when used in the game against a black background they look OK. The black top left corner will be used for some descriptive text in white.


The Cellar Area

The Coal Mine Area

Inside the White House Area

The Treasure Room Area



6 comments:

Lance Botelle (Bard of Althéa) said...

I had some problems with "time" functions at the start of my new era build. I know its not exactly the same as the properties setting you are talking about, but I was confused by the way the SetTime function worked.

If you ever have a need to use the SetTime function and if you too wonder why it does not work the way you think it should, check out my blog post here:

http://worldofalthea.blogspot.com/2008/02/blast-from-past.html

I admire your dedication to the lighting according to time. I don't think I could give it the time ... if you pardon the pun. ;)

Lance.

Anonymous said...

Ah, thanks for posting this Amraphael. Explains a few things that confused me! Kind of irritating how little of this kind of information was ever documented by Obsidian.

JasonNH

Amraphael said...

@Lance,
thanks for the tips, I'll remember it if ever I need to use the function.

@Jason,
I think I'll post it somewhere, maybe on the Electron Wiki or at the NWN2 wiki so others can find it.

EC said...

I love those load screens!

Ernie Noa said...

Good information to have.

The screen shots are making Zork more real and vivid. Fantastic stuff.

Eat2surf said...

Not a day in the waste bin!.. a day of learning! Thanks for sharing the knowledge.

Dave :o)