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able whitman added a comment - 12/May/08 09:17 AM
I've attached my patch (which is against 1.19.1.4, the most recent official release viewer).
Attaching a screenshot showing the patch in action (in the 1.19 viewer)
Many thanks to Jacek Antonelli for providing a version of my patch that works against the 1.20 RC series viewer! I've attached his patch as well.
My understanding is that a lot of this work is already underway internally - look for Andrew Linden and the Great Megaprim Compromise. The primary reason it hasn't been exposed yet is that Andrew wants to provide the tools to make sure these don't become griefer-fodder. One of the things was to allow the physics engine to handle collisions of these megaprims with the parcel boundaries as a way of determining if they were intruding where they weren't supposed to.
However, it IS awesome to have more megaprims in circulation! I can't wait, though, for the full and proper solution! Thanks for this step along the way! Attaching an updated version ("v2") of my patch against 1.19.1.4. It contains a small fix that will validate the scale values before creating the object.
Patch good! Come on Lindens! Just open it up and let us stretch and mod the sizes as we need, no need to keep creating and deleting and create and deleting!
You forgot to patch it so prims can be sized to 0.001 as well. And I think a upper limit of 100 meters is adequate.
Make these changes and i'll give it a vote. Ann, the patch as-is already supports prims smaller than 0.01m, but the sim code ignores values smaller than this and forces dimensions to be at least 0.01m, even during object creation. So it seems that while megaprims are possible, microprims are not.
Also, while I can make the upper limit smaller, keep in mind that this is an artificial limit. Right now the sim code allows truly enormous prims to be created, and regardless of what limits this patch sets, unless the sim validation rules change, it will still be possible for people to create larger prims using other clients. Easier and much faster than using the xml editing testclient method.
IRT Anne's comment that sizes should be restricted to 100M, hun, despite it being an artifical limit 128M is a more logical size, 1/4 region. Also testclient and people with their hands on this patch and the ability to recompile make it a useless suggestion, security through obscurity is no solution. Size is relative. My space station is 240m wide, so I had to use megas larger than 100m. Especially since changing them to the correct shapes (spheres, toruses, etc.) can drastically reduce their size.
if I could add my feature request to official client-created megas, it would be to lift the hollow restrictions. 95% is unusable on very large prims, as, in the case of my 240m outer dimensions, that leaves a 12m thick wall. One more update to the patch (and probably the last, unless I find another bug). Changes:
1. max prim scale is reduced to 100.0m If you'd like to try out a pre-compiled viewer (Windows only) with this patch applied, you can either use Nicholaz's EC-f viewer (http://nicholaz-beresford.blogspot.com/
My viewer has my UI changes as well, which makes creating prims easier, but the tradeoff is that you don't get to take advantage of all of Nick's excellent work. Okay, one more. This updated patch (v4) adds a small button on the Tools floater to reset the new object size to <0.5, 0.5, 0.5>. Actually, this was included in v3 but I neglected to mention it. New in this version is an option under the Advanced menu to enable editing or manipulating the size of large prims, for use when the viewer is connected to an OpenSim grid, which fully supports prims larger than 10m on a side.
I'm removing my vote as 100M makes the patch less useful. If it were 128M as mentioned above it would be more useful despite this being security through obscurity.
To create a region sized prim floor with 100M limited prims you need 4x 100x100, 4x 100x56 and 1x 56x56 rather than 4x 128x128. Make the upper prim limit 128M and I will revote. I suppose it's worth pointing out that you can manually edit the RezNewScaleX/Y/Z debug settings with a dimension up to 256.0, then. But really, 100m is a reasonable balance between utility and manageability. Larger prims are awfully unwieldy to handle.
I won't be posting any further updates to this issue here, as Andrew Linden confirmed in Havok4 office hours today that, alas, this feature was unintended:
" [11:05] Gaius Goodliffe: Are you guys aware that the constraints that used to stop people from making new megaprims are gone? I think 64m is the most reasonable interim upper limit considering parcel sizes on the mainland.
That is, until the proper tools can be worked out to take care of parcel overlap. Here I was hoping the unofficial access to megaprims was some cleverness on LL's part... but my dreams were dashed. edited for late night garble I think everybody has a different idea of what a "reasonable" maximum size would be. Like with everything else, any rule imposed will suit some and hamper others. If you had a double-sized private island, what should stop you from slamming a 512x512 prim on it? Maybe you want it to make an eye catcher that appears on the world map, which is a legitimate use. IMHO it would be better to take a different approach to protect neighbours from your wielding the unwieldy. I recently said this on the sldev list:
"To add my own 2 cents, I think griefing happens with or without big prims. But maybe there should be something in place that prevents innocent mistakes from impacting other people. It happened to me once that I clumsily rezzed a megaprim on a parcel that was too small for it, and it totally swallowed the neighbour's house. Then some network error prevented me from deleting it immediately, I could only clear it on the next day. Lucky there was nobody to complain, but if there had been a bunch of people it would have meant trouble. I can't imagine it being very difficult to implement on the server side that rezzing fails if a prim exceeds the parcel limits, except if both parcels belong to the same owner. Private island owners should be allowed to override it even if they subdivided their land." Andrew Linden recently said in his office hours that the re-enabling of megaprim creation was a bug and would be disabled in an upcoming release. Given that, it's unlikely that they're going to take this patch and integrate it into the codebase, so this issue should probably be closed.
As per Lex's recommendation, closing this bug.
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