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T3D 1.1 Final - TimeOfDay DayLength value is incorrect - NOT A BUG (THREED-2494)

by Dayuppy · in Torque 3D Professional · 08/26/2011 (12:30 am) · 3 replies

Build: 1.1 Final Pro.

Platform: 7, 64 bit


Issues: Sun does not rise/set according dayLength under TimeOfDay properties in the worldEditor.

I may have been looking at this the wrong way. I assumed dayLength was the day cycle not actually a full day/night cycle.

I'm debating now if you should really mark this as a bug based on what people have been saying in the irc.


Steps to Repeat:
1. Add a scatterSky
2. Add a timeOfDay
3. Uncheck play
4. Set dayLength in timeOfDay to 60
5. Set startTime and time to 0
6. Set dayScale and nightScale to 1
7. Check Play and use a stopwatch and record how long it takes for sun to set.


Suggested Fix: In timeOfDay.cpp, Under void TimeOfDay::processTick( const Move *move )

Find: mTimeOfDay += dt / mDayLen;

Replace with: mTimeOfDay += dt / mDayLen /2;

About the author

Been playing T2 ever since it came out and then decided to try modding it, liked modding and that's how I got into programming. Just about to finish highschool and get my Cisco Certification as well then off to college.

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#1
08/26/2011 (11:44 am)
Thanks Dayuppy! I've gone ahead and logged this under THREED-2494.
#2
08/26/2011 (3:02 pm)
Well I thought this is a bug since I first figured dayLength is the actual daylight time not including the night cycle. Some people on the IRC are saying they think it works properly on its own because it would make the day last 30 seconds and the night last 30 seconds. Idk perhaps need more input from users to see if they think it's a bug.
#3
08/29/2011 (11:25 am)
The fine folks in IRC you talked to are correct, this is not a bug but how the TimeOfDay was designed. mDayLen is how long the calendar day lasts in realtime, the DayScale and NightScale affect how long day and night last during that cycle.

Marked as not a bug.