• All submissions to this site are governed by Second Life Project Contribution Agreement. By submitting patches and other information using this site, you acknowledge that you have read, understood, and agreed to those terms.
Issue Details (XML | Word | Printable)

Key: SVC-411
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Lex Mars
Votes: 24
Watchers: 3
Operations

If you were logged in you would be able to see more operations.
2. Second Life Service - SVC

Proposed Feature: Per-Parcel "Portals"

Created: 10/Jul/07 03:35 PM   Updated: 03/Jan/08 04:33 AM
Return to search
Component/s: Teleport
Affects Version/s: None
Fix Version/s: None

Issue Links:
Relates


 Description  « Hide
The idea behind this is to make use of the existing inter-sim boundary crossing system to create a "portal" to any location on the grid (all normal access rules would apply).
Portals are one-directional prim-like objects in the world that connect two areas of the grid as if they were physically connected.
The owner of a parcel would be able to set the following options on a parcel, much like the current media settings:
"Portal Slurl" - SLURL of the destination of the portal.
"Portal Transparent" - If enabled, all geometry in the target would be visible when looking through the portal. If not enabled, the portal appears as a blank gray object. (Can be disguised using normal prims surrounding the portal. This helps deal with targets that may cause excessive rendering load on a client.)
"Portal Position" - Position of the portal in region-local coordinates (must be on the parcel).
"Portal Shape" - Either a 2D or 3D "hole" in space, defined as one of the fundamental prim types. If the shape is set to 2D, the portal can only be entered from one direction.
"Portal Size" - The scale of the portal "prim".
"Portal Rotation" - Rotation of the portal "prim" in region-local XYZ.

Naturally, there would need to be LSL commands to define these variables as well.

Due to the potential abuse of portals as a lag-creator in a sim, a minimum sqm of the parcel capable of creating a portal may be required.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro added a comment - 11/Jul/07 09:41 AM
This just seems to be a stupidly contrived, and ill thought out alternative to SVC-212

llTeleportAgent would be a much more elegant solution to this problem. So I wholly disagree with your proposal


Zachary Carter added a comment - 20/Jul/07 10:09 AM
I think you don't understand what this means. The way I would put it...it would be like "folding space". It would be basically a bridge between two points in Second Life. The advantage to this is that you would see no loading screen, and could be useful for things you wouldn't want to see a loading screen (ie. stargate or transport rings).

Wolfie Waves added a comment - 22/Jul/07 10:58 AM
Another advantate to this would be the ability to send objects through the Stargate. MALPs, UAVs etc

CrystalShard Foo added a comment - 07/Aug/07 04:48 AM
Another use can be special effects. Many games use portals to link doors to in-door spaces that are located somewhere else entirely. This is also used for rendering a scene on a window to replace the real view on the outside.

Another fun use would be to make a Tardis-like structure - one that is bigger on the inside then the outside. (Doors being simply a portal linking to another location that is bigger then the visible exterior at the place of departure)


Montana Corleone added a comment - 27/Aug/07 03:08 AM
Right, and a griefers' paradise, as you get locked in an endless loop you can't escape from being transported around the grid and auto sent on to the next point...

DoctorEigen Flow added a comment - 09/Nov/07 11:12 AM
The minute someone says the words, "griefer's paradise", my ears perk up, and if it is truly a legitimate claim that it could be so... I absolutely vote FOR the feature as something which should seriously be given time to. Perhaps the suggested methodology is inefficient or too nonstandard in syntax... but anything which can be a 'griefer's paradise' means MORE FREEDOM to be creative in SL and that's ALWAYS GOOD.

By the way, 'Griefers', are a completely separate issue.

Thus, I suggest in the future, when speaking about 'really outrageously great!' feature additions, ...that the words, "Greifer's Paradise", be used to tag them, sort of like the 'Good Housekeeping Seal of Approval'. lol


LaeMi Qian added a comment - 20/Nov/07 02:07 PM
The griefing issue would be simple enough to solve by making sure when a portal is placed it MUST be a set distance from any other portal (a one-time check on object place/move, so no serious load issues - much like prim-size limits are now enforced server-side). On the vertical plane at least 10m; no regards for horizontal - this would stop eternal-fall setup as well. Then an AV has time to stop and go elsewhere, either by turning aside, or by doing a regular TP - would also force a time limit on how fast portals can activate simply because it takes time to move between them.

As for making passages with no exits and a portal at each end, well, I can think of some intersting maze-type games...

I would rather have a custom object defined for this than parcel-level controls.


LaeMi Qian added a comment - 20/Nov/07 02:10 PM
ABOVE READ:

on the HORIZONTAL plane, 10m; no regards for vertical axis.

my head hurts %-\


Prokofy Neva added a comment - 02/Jan/08 08:31 PM
This proposal seems to me to be mainly a mathematical/ideological abstraction, which I know is very dearly beloved to some virtual world geeks.

Basically, they want the world to be a kind of folding dorm, to be able to walk in and out of everybody's rooms.

They seem to loathe the metaphor for geographical contiguousness borrowed from the "meat-world," although it has served mankind for the millenia, and works great in SL, and is celebrated by millions.

What I don't understand about this concept is why the mere seconds delay involved in the metaphor of the black space, the progressive white land, and the whooshy Star Trek sound isn't good enough for 'portaling". I mean, it's a telePORT, not a PORTal, but it works fast, and during that time of teleportation, you can, as it were, cleanse the palette from your one location, and contemplate your next location.

I've seen some builders make teleporters that work on one sim that give that sense of games pretty well, like the old Time Tunnel TV series or Star Trek, which is what I guess they're after here.

Basically, I vote no, because:

o potential for grief-looping newbs very big
o potential for violating privacy by hacking into others' portals huge
o lag potential enormous
o huge amount of calls on the database
o Linden programming time on new features not justified until old are stabilized


Argent Stonecutter added a comment - 03/Jan/08 04:33 AM
For better or worse, you don't get to vote "no" on proposals.

I don't think this particular design is particularly practical, in particular the graphical ability to render the far side of the portal would require multiple rendering passes on the client, and that's unlikely to be accepted... especially given that the lindens have rejected mirrors (introduced briefly in FL 57575).

But the social issues could easily be resolved by the existing permissions structures: you simply wouldn't be able to create a gateway to a location you couldn't teleport to.