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WarKirby Magojiro added a comment - 02/Apr/08 01:33 AM
Jira had some problems white I was making this, and there may be more than one copy of it as a result. If so, consider this the master one, and close others.
Can you provide us with Comparative metrics for this? are you noticing this difference without your AO on?
Ummm... I don't have any numbers from before, and no longer have access to a Havok 1 sim to generate them, but I can tell you that strong anecdotal evidence from hundreds of users will back this up.
Yah, you definitely can't jump as high in Havok4 as you could previously. A perfect example is the structure on my land. It's a concrete bunker that's about 4.6m tall. I used to be able to jump on top of it. Now I can't. I just made a 3.25m tall prim next to the 4.6m tall bunker and I can jump 3.25m. Any higher and I can't jump on top of it.
yes i can double that Aimee - jump is near 1.5meters shorter than it was.
i can confirm numbers later if needed also the AO is irrelevant to how high we jump as it only animates, so same effect with or without AO. it used to be possible to jump exactly ontop of someone else's head and stay there (if you were good/lucky enough). not fun! :o) Added numbers to the description. we've lost over 1 metre in jump height.
The difference is definitely noticeable without, and has nothing to do with; my AO. The script works by repeatedly checking the avatar's zpos in a tight timer loop, and recording the highest obtained value as the jump height. Havok 1 sims are on the beta grid in case anyone's wondering. There is definitely a noticeable and drastic difference. We were testing a jumping training course and it was nearly impossible now because of the change.
Ah, nice point, WarKirby, I hadn't thought of that.
But.... How can it possibly be the case that LL wasn't aware of this and needs comparative metrics from residents? Aye, I've definitely noticed this difference, really wish it was fixed to what it was previously.
I am in agreement that this change has a major impact on AO developers and entire systems within Second Life such as the Combat Samurai Island system. I will look at the beta grid later to try and record some sort of metrics.
I too agree that the jump height has been significantly affected by H4. In fact this was one of the main reasons did no frquent the H4 tester sims for a long time in hopes of LL addressing such issues before the official roll-out.
I use the kifuraito hud to do multiple jumps at once, and I swear it is going to give me carpal tunnel because I have to hit the key more often to get to the height I want (and the kif is more controllable than flight in a lot of ways). My whole movement style is based on jumping, this is driving me crazy. I may have to resort to multiple jump assists to get the effect I want now.
Applying a non-local push with the force somewhere between <0, 0, 5.5> and <0, 0, 6.0> during a jump (from standing still) multiplied by the person's mass achieves approximately the old jump height. This is difficult to judge because the only way to measure that I know of is by using a fast timer.
This is inconsistent at best and if the agent is running then the same push might send them up to over five meters per jump, or might only give them a half a meter boost, or anywhere in between. The simple formula for peak height of a projectile in uniform gravity is:
h = (Vo)^2 / (2 * gravity) Where Vo = initial velocity Solving for Vo we get: Vo = sqrt( 2 * gravity * h) The ratio of Vo1 by Vo4 is: Vo1 / Vo4 = sqrt( h1 / h4 ) Solving for Vo1 we get: Vo1 = Vo4 * sqrt( h1 / h4) Puting in the numbers: Vo1 = Vo4 * sqrt( 3.967 / 2.80 ) = Vo4 * 1.19 So, the impulse velocity of jump needs to be increased by a factor of about 1.19. You mean this kick/push issue?
I am extremely pleased to see that work is being done on the avatar jump issue, as it affects so many people, but I agree that I'd be even more ecstatic to see work being done on the kick/push issue as well
In the meantime, thank you Andrew Linden for that analysis, it might help me with coming up with a short-term workaround for some Combat: Samurai Island issues that were created by Havok 4 . I scaled the avatar jump impulse by the value above and it worked perfectly. However, the fix won't be deployed until next week at the earliest.
That's awesome, thank you!
The fix was deployed a few weeks ago.
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