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Rain Suggestion (?)

Napisany przez MisterJohnson, 10-11-2017, 05:49
Rain Suggestion (?)

Offline MisterJohnson

#1
The topic title is quite polemic, I bellieve many here think driving is hard enough though, adding rain would make things much harder...

Well..anyways I'll come up with some kind of sollution for those who'd like an extra challenge on their racing..so I call upon the Rain Suggestion, I ask you to read carefully the trend before repplying

Why?

Well...this is a very basic question, though, I got a very basic answer...Because it's something that could change the whole drivability, it would be like driving a set of new cars


How would it work...?

First...there won't be rain at freeroam, time trial, drift or drag

Second...On Quickrace it would be a different kind of random...

if car scores are below 251, it will always be a clear weather
if scores are between 251 and 300, 10% chances of raining or clear / rain
if scores are between 301 and 400, 17.5% chances of raining or clear / rain
if scores are higher than 400, 25% of raining or clear / rain

Third...On Custom race there will be the weather options:
[   ] Clear
[   ] Raining
[   ] Clear / Rain
[   ] Random


Explaining the "Clear / Rain" Option

On this option, there could happen 4 things:

Race starts with rain and rain stops at some point of the race (arround 60-80% of race lenght)
Race starts clear and begins to rain at some point of the race (arround 25-40% of race lenght)
Race starts clear, begins to rain at some point and rain stops close to the end (rain starts at 15-30% and ends at 75-90%)
Race starts raining, clears at some point and starts to rain again (rain ceases at 15-30% and returns at 60-70%)

Observation about quick race:

If it's going to rain on a quickrace, there is 50-50% of chance of being a "Rain" race or a "Clear / Rain" race


Discuss..
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Offline Ice

#2
I like idea about rain, but I'm not sure why would you want to overcomplicate things so much. There's already rainy weather option in MTA. All people need to do is activating it every now and then. And, possibly redoing actual rain effect to make it look way more like in NFS (which is more than enough work already, if you ask me). After all, in many NFS games weather was dynamic if I recall correctly.
[Image: tumblr_md5r2jw4dn1rkewzlo1_500.gif]
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Offline MisterJohnson

#3
there is rain in GTA ofc, though it's not "enableable" in NFS, if it were I guess it wouldn't change car handlings as it's suposed to change...and, if you think that's I said it's complicated you have no idea what sort of dark magic runs on the server script..
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Offline Sardyna153

#4
It will lag so no
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Offline Ice

#5
(10-11-2017, 06:20)MisterJohnson Wrote: there is rain in GTA ofc, though it's not "enableable" in NFS, if it were I guess it wouldn't change car handlings as it's suposed to change...and, if you think that's I said it's complicated you have no idea what sort of dark magic runs on the server script..

I can't know what exactly is going on script-wise on server but believe me, I have pretty good idea of what kind of dark voodoo magic it is. Hence why I'm not sure why would you need to make it even more complicated, while you can either make script which would randomly enable/disable rain, or keep a slave staff member who would do it manually.
[Image: tumblr_md5r2jw4dn1rkewzlo1_500.gif]
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Offline MisterJohnson

#6
(10-11-2017, 18:26)Sardyna153 Wrote: It will lag so no

I'm on a 2nd generation i3 notebook, without any videocard, on superbly overused DDR2 3GB ram, this notebook is crippled to the point of not being able to run without having this cooling platform under it, the battery is gone and it runs always plugged to eletricity, I'm using this kind of hardware and I know when something will lag...

if you read carefully the topic, you'll notice that there won't be any rain on freeroam, which is a relief, the suggestion is about rain during races, 4 drivers, rain won't affect frame rate as much as seeing 8-10 drivers with several layers of vinyl on their cars

(10-11-2017, 22:31)Ice Wrote: I can't know what exactly is going on script-wise on server but believe me, I have pretty good idea of what kind of dark voodoo magic it is. Hence why I'm not sure why would you need to make it even more complicated, while you can either make script which would randomly enable/disable rain, or keep a slave staff member who would do it manually.

Well, you say that you don't know why I'd like to make the script even more complicated, but tell me something...did you like DYNO? did you like URL? the new car parts, etcetera? well I have a surprise for you, these features do make the gamemode mode complex.

About making a script which I could activate manually is pretty much the thing I'm suggesting here, the "manual" activation would be useable on custom racing, being able to select if the race you created is going to be raining to the 4 participants or not...the random thing which you're talking about isn't quite complicated aswell...

As a programmer, I'm sure the only difficult thing would be optimizing the rain effects, randomly choosing whether its going to rain isn't as hard as you think, it follows a pretty simple algorythm...He will need a rain function and a random number function, I'm not familiar with .lua or gta particle editing, though, the random number isn't something hard to do which in C++ is roughly:

"srand((unsigned)time(0));
int result = rand()%100;
cout << a+1 << endl;"

this function gives numbers from 1 to 100, so, before a quick race start, this is ran once on the following conditions..

First, the sum of the driver's car scores are divided by the amount of players, and this variable would be known as "room score", so, there's a switch here...a conditional branch which will make diferent results based on the conditions>

Switch(WillItRain)
case(room score < 251) "there will be no rain, WillItRain = false"
case(room score > 250 && < 301) "the random number function is called, if its above 90, its gonna rain, WillItRain = true"
case(room score > 300 && < 401) "the random number function is called, if it's above 85, its gonna rain, WillItRain = true"
case(room score > 400) "the random number function is called, if it's above 80, it's gonna rain, WillItRain = true"

Right aftewards another conditional branch is ran:

If (willItRain = true) {
"the random number function is called, if the number is below 51, it will be a simple rain race, if it's higher than 50 its a "clear / rain" race, if the number is between 50 and 65, between 65 and 80, 80 and 90 then 90 and 100, will determine which of the 4 kinds of "clear / rain" weather variations I stated on the suggestion"
}

so, not a big deal so far, the next thing is to define when it starts raining, a simple solution is at hand, we need a reference to determine when its going to start raining or stopping, the random number dice will roll numbers between the mentiond values on the suggestion, to determine the small variation of when the rain starts or stops, the reference will be a top time...but..which top time? we need to select a class, I would select the most class that has more cars on the race, case there are 4 cars of different classes, I'd take a C class top time, which is pretty balanced at this case...
so, I could write stuff out but it would be useless since MTA doesn't uses C++, but I'm pretty sure that the only thing that changes are the syntaxes, the algorythm is pretty much the same
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Offline Ice

#7
There's big difference between DYNO and rain, lol. Don't you even compare that stuff. In UG 2 DYNO was very important part of gameplay. On the other hand you had an option to turn the rain off (don't remember if there was actual trigger in options, but what I do remember is that I never had it on lowest graphical settings). I also don't remember rain actually having a serious impact on handling, hence why your whole idea of defending suggestion so hard kind of confuses me. Moreover, in real life you kinda can't decide when it rains
I don't really see a point in arguing more, so I'll just say I'm fine with rain if it won't affect gameplay too much.
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