Weather Schedule?
Posted at 08-05-17, 02:23 am Link | #1
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
Is there a weather schedule anywhere?

Looking to get Final hit but not sure anymore about location time as far as I remember the rain storm was once per day.
Posted at 08-05-17, 07:56 am Link | #2
Hope

Posts: 46
Joined: 03-29-17
Last post: 1045 days
Last view: 61 days
Somebody already tried asking the GM's to do this.

In short and sadly,
This is not possible for us to do, sorry.
Mabinogi's weather patterns are very complex and we do not have a developer capable of simulating them on a web page.

It would be a wonderful idea for those who are trying to get Final Hit, but sadly it isn't possible.
Posted at 08-05-17, 05:00 pm Link | #3
Excelsian

Posts: 221
Joined: 04-26-17
Last post: 2139 days
Last view: 1193 days
Me and quite a lot of others have sketches for it already, just ask around in global if you need them. I'm pretty sure even that redclad was (and I think still is?) selling them for 10k on housing board.

Not to say I wouldn't like a schedule, it's nice to know for crafting when thunder is going to hit instead of having to wait.
Posted at 08-05-17, 05:12 pm Link | #4
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 279 days
Last view: 7 days
Somebody already tried asking the GM's to do this.

In short and sadly,
This is not possible for us to do, sorry.
Mabinogi's weather patterns are very complex and we do not have a developer capable of simulating them on a web page.

It would be a wonderful idea for those who are trying to get Final Hit, but sadly it isn't possible.

It isn't technically impossible, we just do not have the developer capability to actually do it.

If somebody else wants to implement it for us, we'd be happy to feature it on our website, but until then it isn't something we will do.
Posted at 08-05-17, 09:55 pm Link | #5
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
Maybe I can help?

Will need an understanding of the back end weather patterns etc.
Posted at 08-05-17, 09:59 pm Link | #6
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 279 days
Last view: 7 days
Maybe I can help?

Will need an understanding of the back end weather patterns etc.

Here is the relevant data:


weatherclient.xml

weathercommon.xml

weatherserver.xml

As for the meaning behind this data, you will have to infer.
Posted at 08-05-17, 11:25 pm Link | #7
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
That's going to be a bit tricky to infer let me see if I can reach out to some people for help.
Posted at 08-05-17, 11:32 pm Link | #8
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 279 days
Last view: 7 days
That's going to be a bit tricky to infer let me see if I can reach out to some people for help.

Yeah, I really don't know what's going on in that common file, I do know the meaning behind the other two files.
The common file, however, is the most important one.

This is about as much as I can help.
Posted at 08-05-17, 11:52 pm Link | #9
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
Thanks Drahan,

Also with regards to purchasing character cards, pet cards and other web shop items, is the challenge right now a lack of a web developer?

Let me know as me and my colleague can probably help in that department.
Posted at 08-06-17, 10:57 am Link | #10
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 279 days
Last view: 7 days
Thanks Drahan,

Also with regards to purchasing character cards, pet cards and other web shop items, is the challenge right now a lack of a web developer?

Let me know as me and my colleague can probably help in that department.

No, we know how the system works. The problem is how to integrate it in-game.
So here's a detailed explanation of the issue at hand:
As you might know, in our version of the game you "purchase" new content using Fomorian Red Coins. These drop from monsters.
In essence, you play to win.

The problem is that Character Cards, Pet cards, and web shop items can only be created from direct database access, usually from a web server.
The game server has no capabilities of making HTTP requests or performing arbitrary SQL queries, because we do not have source code to the game server itself.

This means that the game server is literally incapable of creating these objects, so we cannot accept Fomorian Red Coins in exchange for them.
Posted at 08-06-17, 06:08 pm Link | #11
Hope

Posts: 46
Joined: 03-29-17
Last post: 1045 days
Last view: 61 days
Somebody already tried asking the GM's to do this.

In short and sadly,
This is not possible for us to do, sorry.
Mabinogi's weather patterns are very complex and we do not have a developer capable of simulating them on a web page.

It would be a wonderful idea for those who are trying to get Final Hit, but sadly it isn't possible.

It isn't technically impossible, we just do not have the developer capability to actually do it.

If somebody else wants to implement it for us, we'd be happy to feature it on our website, but until then it isn't something we will do.

Ahh.. Okay. I never knew that. lol... Sadly I don't know much about coding and everything in that fancy, so I won't be much help there.

I wish you and your colleague luck, Yoshirou!
Posted at 08-07-17, 03:54 am Link | #12
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
I see,

That does present a lot of issues. Are the issues also present similarly with the guild menu's and options?



Thanks Drahan,

Also with regards to purchasing character cards, pet cards and other web shop items, is the challenge right now a lack of a web developer?

Let me know as me and my colleague can probably help in that department.

No, we know how the system works. The problem is how to integrate it in-game.
So here's a detailed explanation of the issue at hand:
As you might know, in our version of the game you "purchase" new content using Fomorian Red Coins. These drop from monsters.
In essence, you play to win.

The problem is that Character Cards, Pet cards, and web shop items can only be created from direct database access, usually from a web server.
The game server has no capabilities of making HTTP requests or performing arbitrary SQL queries, because we do not have source code to the game server itself.

This means that the game server is literally incapable of creating these objects, so we cannot accept Fomorian Red Coins in exchange for them.
Posted at 08-08-17, 02:12 pm Link | #13
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
I spoke to a contact here are some notes below on the Weather system:

"the weather values aren't taken from those files themselves, but they're plugged into a random number generator within the client itself. The generator is unfortunately buried within the core coding, so there's no way of getting the original code segment. It takes each of the lines within the xml file and uses them as weights to determine the likelihood of a particular event (sunny, cloudy, rain, thunderstorm). Each line is used for one real-time week for 53 weeks total, before the pattern resets to the first week. Each iteration of the number generator spits out a float number between 0 and 2, which is then run against the probabilities from the xml file (I can't remember exactly how), and then the final result is used to determine what weather ends up being for that 20 minute span."

==2.0 Thunderstorm
>=1.95 Rain (amount of rain on a scale of 0-20 is determined by: (result - 1.949900031089783F) * 20)
>=1.0 Cloudy
<1.0 Sunny

Each region's pattern has a total of 26,712 values (1 for each 20 minute slot for 53 real-time weeks)

Any thoughts or comments?
post rev. 2 by Drahan on 08-08-17, 02:37 pm
Posted at 08-08-17, 02:36 pm Link | #14
Drahan GM

Posts: 2147
Joined: 02-06-17
Last post: 279 days
Last view: 7 days
I spoke to a contact here are some notes below on the Weather system:

"the weather values aren't taken from those files themselves, but they're plugged into a random number generator within the client itself. The generator is unfortunately buried within the core coding, so there's no way of getting the original code segment. It takes each of the lines within the xml file and uses them as weights to determine the likelihood of a particular event (sunny, cloudy, rain, thunderstorm). Each line is used for one real-time week for 53 weeks total, before the pattern resets to the first week. Each iteration of the number generator spits out a float number between 0 and 2, which is then run against the probabilities from the xml file (I can't remember exactly how), and then the final result is used to determine what weather ends up being for that 20 minute span."

==2.0 Thunderstorm
>=1.95 Rain (amount of rain on a scale of 0-20 is determined by: (result - 1.949900031089783F) * 20)
>=1.0 Cloudy
<1.0 Sunny

Each region's pattern has a total of 26,712 values (1 for each 20 minute slot for 53 real-time weeks)

Any thoughts or comments?

Weather is not client side, however I would not be surprised if it is weighted random.

I see,
That does present a lot of issues. Are the issues also present similarly with the guild menu's and options?
No, the guild system is complete and functional.
Posted at 08-09-17, 04:16 pm Link | #15
Yoshirou

Posts: 46
Joined: 07-23-17
Last post: 2242 days
Last view: 1646 days
Ill check in, once I get more information note I will be away on vacation August 15th - 28th.
Posted at 09-05-17, 04:57 pm Link | #16
Aya

Posts: 1
Joined: 08-27-17
Last post: 2634 days
Last view: 2523 days
I spoke to a contact here are some notes below on the Weather system:

"the weather values aren't taken from those files themselves, but they're plugged into a random number generator within the client itself. The generator is unfortunately buried within the core coding, so there's no way of getting the original code segment. It takes each of the lines within the xml file and uses them as weights to determine the likelihood of a particular event (sunny, cloudy, rain, thunderstorm). Each line is used for one real-time week for 53 weeks total, before the pattern resets to the first week. Each iteration of the number generator spits out a float number between 0 and 2, which is then run against the probabilities from the xml file (I can't remember exactly how), and then the final result is used to determine what weather ends up being for that 20 minute span."

==2.0 Thunderstorm
>=1.95 Rain (amount of rain on a scale of 0-20 is determined by: (result - 1.949900031089783F) * 20)
>=1.0 Cloudy
<1.0 Sunny

Each region's pattern has a total of 26,712 values (1 for each 20 minute slot for 53 real-time weeks)

Any thoughts or comments?

Weather is not client side, however I would not be surprised if it is weighted random.

I see,
That does present a lot of issues. Are the issues also present similarly with the guild menu's and options?
No, the guild system is complete and functional.

Given there's a seed, it's possible the PRG is implemented using a linear congruential generator. In which case, it would be trivial to determine the weather pattern if we had the actual algorithm (usually a recurrence relation). Maybe this is how it was done for live servers.
Posted at 01-29-18, 12:36 am Link | #17
DuckThatQuacks

Posts: 24
Joined: 12-04-17
Last post: 2090 days
Last view: 2063 days
To bad you cant watch the registers and values change as the program runs..
You know the Value range, and should be able to locate it..
Also might see where the numbers LISTED ABOVE are inserted..

Hard part is if you need to de-compile it, justt to see what is happening.
Terms

Powered by mabi.pro v1.0034-arisa (View credits)
MabiPro is not associated with Nexon Co., Ltd. in any way shape or form.