On 06/08/2011 10:27 PM, Kevin Fishburne wrote:
> Alright, I wouldn't bother the list but this is blowing my mind a little
> bit.
>
> The date and time in the game world should start at an arbitrary point
> and be modified by the system clock on the server and a scale value
> ((timebase + timeserver
I'm not sure I understand correctly, but this code adds one year to current
date and prints it.
Print Date(Year(Now) + 1, Month(Date), Day(Now), Hour(Now), Minute(Now),
Second(Now))
But I don't know what is upper limit of accepted year.
Maybe you want to use integer or even long variables instead
Apologies if I'm missing something obvious here, or have maybe
misunderstood the concept of 'scaling' the time... but wouldn't you need
to account for your scale factor also in the client time calculation?
So for your client to know what "now" is in the game world, you'd need
server_time + (( Tim
On Thu, Jun 9, 2011 at 12:27 PM, Kevin Fishburne
wrote:
> How in the world would one do this? It's not really important that the
> client know the actual date, but it does need to know the time. The
> client should be able to add "Timer" to the game world time so it can
> keep an accurate 24-hour
Alright, I wouldn't bother the list but this is blowing my mind a little
bit.
The date and time in the game world should start at an arbitrary point
and be modified by the system clock on the server and a scale value
((timebase + timeserver) * timescale = gameworldtime). So if the base
time st