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aric linden added a comment - 28/Feb/08 02:04 PM
imported 2008-02-28 DEV-11196
I have built a bridge of 320m length I had to raise an island at the crossing point because no constallation of prims (like the ones I used in H1) works in H4. Sim crossing on prims seems to be impossible to get right, if it's not the surface patch the avatar is walking on, then they will rubberband and land on the ocean floor.
Will this be true for Second Life forever?:
"One of the things you never see in Second Life is a genuine crowd — largely because the technology makes it impossible. In Stephenson's Metaverse, corporations established their presence along a bustling, almost infinitely long street that residents could cruise at will. Second Life is different. Created by an underfunded startup using a physics engine that's now years out of date, Second Life is made up of thousands of disconnected "regions" (read: processors), most of which remain invisible unless you explicitly search for them by name. Residents can reach these places only by teleporting into the void. And even the popular islands are never crowded, because each processor on Linden Lab's servers can handle a maximum of only 70 avatars at a time; more than that and the service slows to a crawl, some avatars disappear, or the island simply vanishes. "It's really the software's fault," says Andrew Meadows, Linden Lab's senior developer. "Way back when, we used to say, 'This is not going to scale.'"" Quote from: http://www.wired.com/techbiz/media/magazine/15-08/ff_sheep?currentPage=2 I'd also like to add a comment on this after having just spent a few hours in the new Blake Sea area and tried traveling down the center waterway of Nautilus just for fun.
Within the span of a few minutes, twice I became separated from my water vehicle and ended up trapped underground at the SIM borders or right on the sea floor at the SIM border.
These are two very good areas to experience this issue ad nauseum. In the case of the center waterway of Nautilus it's particularly annoying because, as I discovered, a SIM border runs right down the middle for the full length of the water way. Because of the small width of the waterway, unless you're careful, you'll probably find yourself constantly hitting the SIM borders, sending your avatar and vehicle bouncing wildly out of control and eventually crashing or getting stuck. This has always occurred as long as I've been in-world and regardless of which computer I use, but just for the record, here are my specs: Dual 2.5 GHz PowerPC G5 And at the time, I was playing with the draw distance set to 60-90m and had the graphics setting at 1024x768 with "Mid" defaults otherwise. OS X Second Life Viewer v1.20.17.98669 crash log after encountering the SIM border crossing issue.
I usually have to prop bridges up with multiple layers of invisible mega prims lol. I'll put one on the one side overlapping the one from the other side, and a third right on the event. the ones on either side I ensure it's center is substantially on the one side, it seems the further away from the event the center is the more likely the edge of the prim will catch people.
for smaller structures I double the prims, but for the "catch all" layer I link it to a second square prim; in "edit linked parts" I drag the second as far away as possible (making the linked center far from the event). then make the small square the key prim (center) by linking it last, make both parts invisible, and move the fun into place. not very good fixes but it seems to work FOR NOW lol (until an improvement is made, in which case we'll all be totally and completely out of luck). shouldn't have to waste prims I agree, but it helps a little. to this day however, the rubber banding really irritates the sprockets out of me. just today someone was crossing a sim border same time I was in opposite direction. we both rubber banded three times in a row, nearly crashed my viewer the third time. bleugh This makes many Sims with multiple Sim boundaries un-playable in any mode of transport and walking a real challenge, the more huds or scripted items the worse the problem. So unless you can recommend a scriptless boat, plane, ground transport or space craft all role play using any of the above mentioned modes of travel are problematic at best.
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