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Key: SVC-1089
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Major Major
Assignee: Andrew Linden
Reporter: Dirty McLean
Votes: 8
Watchers: 0
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2. Second Life Service - SVC

Avatar inertia ends abruptly while jumping

Created: 18/Dec/07 10:09 PM   Updated: 01/Apr/08 04:09 PM
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Component/s: Physics
Affects Version/s: Havok4 Beta
Fix Version/s: 1.20.0 Server

Linden Lab Issue ID: DEV-7748


 Description  « Hide
Enable running, so you can get a good running start before jumping (ctrl+r). While running, press jump, but then release the jump and "forward" key immediately after jumping. Compare this to when the forward key is held, or when another key (such as "back") is pressed while in mid-jump. Perform the same test on the main grid. You should see a huge difference in the inertia while jumping. This causes slam-dunking in basketball to be possible only if you jump while standing very close to the rim. I am sure there are other implications as well. On the main grid, you maintain some inertia once you have started jumping, which enables you to release "forward" or even press other directional keys without dropping like a rock.

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Harke Hartnell added a comment - 07/Feb/08 12:18 PM
Yes, please I second this, it drastically changes the behavior of not only basketball, but the usefulness of jumping in general, for many combat systems across the grid, like the Samurai Island system, to name one.

Templeton Handrick added a comment - 07/Feb/08 04:21 PM
I totally agree, I've been playing this basketball game for nearly a year practically everyday and have found the changes to affect the game drastically. Not only does the new Havok system reduces the "air time" of the jumps but also affects all crucial aspects of the game, ball movement, running, passing, and rebounding. The overall feeling of the game is as if the gravity was greatly increased causing a sense of both the avatar and ball to be sucked into the ground, a lag like sensation to the game and movements in general, the enjoyement of the game turning more into frustration. And being on everyday I have noticed a sharp decrease in interest for the game from usual "ballers" most of them saying they would be waiting for the "bug" to be fixed rather than play this version of the game.

Andrew Linden added a comment - 15/Feb/08 01:12 PM
Rumour has it that some consider this this is "broken even worse" despite the fact that you move forward after letting up on the keys in mid or start of jump. Please detail what is wrong, or I'll close this issue as "fixed".

Dirty McLean added a comment - 15/Feb/08 01:35 PM
After having several users extensively test it, the overall consensus is that it is better than the previous H4 release, though still different in "feel" from H1. It is also important to decide if holding the forward button will override the back button if they are both pressed at the same time (it probably should override the back button, as usually happens in H1). We appreciate you working specifically on this kind of issue, and look forward to seeing avatar responsiveness tweaked more in the future. You may close the ticket for this issue if you like, but I still feel like avatar movement and responsiveness need more work. The inertia problem was a showstopper, but there are lots of other important aspects of avatar movement affected by H4, such as the previously mentioned ones, not being able to stand in the way of or shove other players (they slip right past), and being able to "walk over" large obstacles like cars without jumping. Anyway, thanks for improving avatar inertia!

Andrew Linden added a comment - 15/Feb/08 01:57 PM
I've already reduced the "avatar jumps when walking up steps and over obstacles" problem, also not yet deployed.

The "unable to push other avatars" is more of a "working by design" change in Havok4. In Havok4 avatars try harder to stand where they are. Also, the moving avatar has a much lower coefficient of friction... as long as it is moving (this serves a few purposes – helps the avatar move at its intended speed, but also prevents it from getting wedged in tight spots). Hence it collision with the other avatars feels slippery and the standing avatar will not move as much. While its useful to push fellow basketball players around, there are others who feel that they should have more control over their own avatar and shouldn't be pushed around by others. Havok4 will probably ship with this behavior.

At the moment I think holding the forward and back buttons will cancel themselves out. This is how it should have worked in Havok1, according to what I remember from that code. Each button state is detected and their effects are added to the avatar's "target velocity".

The good news is that after Havok4 is done it will be much easier to implement and support client-side analog control, due to how the avatar control code was cleaned up. That is, it should be possible to use joysticks, or other input devices, with variable strength outputs to move the avatar around, and also to allow the client configuration to determine how key presses should or should not override each other. While this is not in any schedule that I know of, I did the cleanup because there are several LL developers who occasionally bring up the idea in conversation, and who would work on it if the interface weren't so messy... as of Havok4 is now cleaner and work there is not prohibitively complicated.


Andrew Linden added a comment - 01/Apr/08 04:09 PM
Fixed and deployed.