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dev:weather [2018/03/01 14:20]
karl [Guide to basic crossfire weather system] Add mentioning of version 1.11.0
dev:weather [2018/03/02 14:12] (current)
karl [Guide to basic crossfire weather system]Add existing screenshot from namespace dev_tododp that shoud explain the reason
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 This page is still available for those who wish to run, or are running versions of Crossfire that still use this feature. \\ This page is still available for those who wish to run, or are running versions of Crossfire that still use this feature. \\
 This page is considered deprecated. This page is considered deprecated.
 +
 +Screenshoot of the problems running the weather code on a dynamiclevel >= 5 :-D :
 +{{:​dev_todo:​cfweather.png?​200|}}
  
 ===== How do I turn on the weather? ===== ===== How do I turn on the weather? =====
  
-In your settings file, there are a few parameters that affect weather. To turn on weather, you must turn on the worldmap* settings. ​ Simply uncomment them, and leave them as the defaults. ​ Second, you want to set dynamiclevel to something you are happy with:+In your // etc/​crossfire/​settings ​// file, there are a few parameters that affect weather. To turn on weather, you must turn on the //worldmap//* settings. ​ Simply uncomment them, and leave them as the defaults. ​ Second, you want to set //dynamiclevel// to something you are happy with:
  
 ^ Dynamiclevel ^ Meaning ^ ^ Dynamiclevel ^ Meaning ^
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 | 5 | The map will be entirely dynamic. ​ Trees and deserts will appear depending on the weather conditions in those areas. | | 5 | The map will be entirely dynamic. ​ Trees and deserts will appear depending on the weather conditions in those areas. |
  
-When you first start the weather system, it will generate all the basic maps for the weather. ​ These maps are located in your var directory. Each map will contain data for the world on things like elevation, humidity, sky conditions, temperature,​ etc.  The initial generation of the elevation, water and humidity maps takes about 30 minutes on a fast machine. You will only have to suffer through this once, unless you delete one of those maps.  If you delete one, it is advised to delete all three of those, as they are generated in one pass.  If you feel some part of the weather has gone out of control, you can delete the maps at any time, and regenerate them at startup.+When you first start the weather system, it will generate all the basic maps for the weather. ​ These maps are located in your //var// directory. Each map will contain data for the world on things like elevation, humidity, sky conditions, temperature,​ etc.  The initial generation of the elevation, water and humidity maps takes about 30 minutes on a fast machine. You will only have to suffer through this once, unless you delete one of those maps.  If you delete one, it is advised to delete all three of those, as they are generated in one pass.  If you feel some part of the weather has gone out of control, you can delete the maps at any time, and regenerate them at startup.
  
-As the game sits idle, it will slowly process the worldmap, adding weather. ​ For a newly started server, this can lead to blockiness in the weather. ​ It is advised that you set the fastclock setting to 1, and run the game for an hour or two (without players), to let the weather smooth out.  As it runs, it will depost overlay maps of the world in var/​maps/​world. ​ When you have 900 of these, it has made one pass.  It's not advised to run the game in fastclock mode normally. ​+As the game sits idle, it will slowly process the worldmap, adding weather. ​ For a newly started server, this can lead to blockiness in the weather. ​ It is advised that you set the //fastclock// setting to 1, and run the game for an hour or two (without players), to let the weather smooth out.  As it runs, it will depost overlay maps of the world in // var/​maps/​world ​// .  When you have 900 of these, it has made one pass. It's not advised to run the game in fastclock mode normally. ​
  
-If you want to see the weather visually, compile the "​maps"​ program in the utils directory. ​ (gcc -o maps maps.c). ​ Go to your var directory, and run it there. ​ It will process your *map files, and generate ppm's you can look at, to see the weather formations.+If you want to see the weather visually, compile the "​maps"​ program in the //utils// directory ​of the source code.  (gcc -o maps maps.c). ​ Go to your var directory, and run it there. ​ It will process your *map files, and generate ppm's you can look at, to see the weather formations.
  
  
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 I advise that you do not mess with the elevation or water maps, as those are not recalculated over time.  If you change the water % of a WM square, and don't put it back, it will stay that way until the server admin deletes the watermap and regenerates. I advise that you do not mess with the elevation or water maps, as those are not recalculated over time.  If you change the water % of a WM square, and don't put it back, it will stay that way until the server admin deletes the watermap and regenerates.
  
 +=== Other wiki pages about the weather code ===
 +  * [[:​dev_todo:​fix_weather]]
dev/weather.1519935631.txt.gz ยท Last modified: 2018/03/01 14:20 by karl