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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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12-17-2003 01:16
How on earth do I delete things? The del key isnt working. Bump mapping isnt working. Greyed out. Works fine in the current version - I have an fx 5200 btw, not an ati. I love the blue look but hate the orange fonts. Cant wait to fiddle with colors.ini!
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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12-17-2003 08:04
What I've noticed so far:
- Hella fast FPS. Yay! =D
- Adjusting attachments is a bit buggy. I'm guessing this has to do with the new "follow focus" camera feature. If so, it should be easy enough for the LL devs to flag that mode off while editing attachments =)
- I did notice a higher occurrence of ghosting upon delete in the 1.2 preview.
- Bold text in the inventory is hard to read.
- I happy to notice we can now work with selected groups of prims without linking them (rotate group, move group). In 1.1, we first had to link them to move/rotate as a group, otherwise only the "parent" of the selected set would move/rotate.
- I can't see what I'm typing or submit the text while in mouselook mode
- I noticed for some reason when I create a new prim, it's already rotated 90 degrees on one of the axises.
- Did I mention the frame rate is AWESOME?
- Pop-up panels:
Scripted Object llInstantMessage() feedback is getting cluttered in my top-right corner. Some debugging I do can create a lot of llInstantMessage or llSay() calls, so am I going to have to keep closing these?
Can we have a preferences option to keep it the old way on by DEFAULT, and give people the option to do it this way if they so choose?
- I'm getting advisory messages in the LOWER right corner which have text going off the right edge of the screen so I can't read the whole message
- Can we have a preferences option to not let the windows/panels go off the edge of the screen?
- We may get some dialog griefing, I'd recommend keeping that in mind as people could create sensors to nag everyone nearby with useless dialogs. The ability to mute these temporarily (perhaps as a newview.exe session scoped setting) might be a good thing to have.
- I couldn't find any status indicators (No Build, Not Safe, streaming audio, etc)
- I'm also missing the "amount of sim full" indicator in the mini-map. I guess maybe this isn't relevant anymore? The "amount of sim land claimed" may still be a useful indicator though.
- I'm still getting complete system lockups when the newview.exe crashes. I have this with 1.1 now as well, with the latest nVidia drivers. I have to power off or reset my computer to reboot when this happens.
- Something horrible happened to the physics system when I was fooling around and dropped 128 hollow spheres. The sim's time dialation went down to 0.02. I'm not entirely sure if this is a new problem or if it would have done the same thing in 1.1, and I'm afraid to try it again =D
- Green reproducting cubes that can move across sims and don't have collision sound disabled are bad =)
- Releasing land will not give you back the land value. I can see the reasoning behind this, as it discourages short-term over-consumption of land (you'd need to find a buyer or lose lots of L$ when you release), but I'm sure we'll see some sad pandas from this...
Here's how I see it... Let's say a hypothetical person, Bob, decides to go full throttle into this new 1.2 system and starts right off buying up two sims worth of land, agreeing to pay the $400/mo rate. This creates a land shortage for other people, so LL adds a new sim or two to the world to compensate.
Bob realizes that he has overextended himself when he checks his credit card statement and grasps the reality of his situation. He decides he really went overboard and only needs an acre of land, so he wants to reduce his land down to the $25/month rate.
Now, if he could just jump in and release all that extra land and get back his L$126,976, he'd be a happy camper. But LL is now left with two extra servers that they invested in which are not being utiliized, and therefore not receiving income for. The extra servers are now dead weight.
But with the way it looks now, Bob can't just release the land and get his money back.
He has three options: - Continue paying $400/mo for the land - Try to sell the land to other players to recover his L$ - Release the land and lose the L$
Here's why I like this idea... It will make LL much more confident that they can invest in adding new sims to the world immediately as they are needed, since this system will discourage people from releasing land, causing server resources to go unutilized (and unpaid for).
This means the world will grow more quickly and respond much more rapidly to our demand for more land.
At least in theory...
Or I could be all wrong and this was just a bug =D
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Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
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12-17-2003 10:38
From: someone Originally posted by Kex Godel But with the way it looks now, Bob can't just release the land and get his money back. Given the other thread that suggests we won't be reimbursed for the L$ we currently have invested in prims, I wonder if these are features intended drain some of the excess money from the SL economy. edit: Just saw the post where Philip says we'll be reimbursed for value of land and prims currently owned.
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David Cartier
Registered User
Join date: 8 Jun 2003
Posts: 1,018
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Re: v1.2 preview feedback thread
12-17-2003 10:51
The only buggy thing I found was that I was not able to modify any of the items I had built and linked together. Other than that it looks to be a pretty seamless improvement on 1.1 in many ways. From: someone Originally posted by Eggy Lippmann How on earth do I delete things? The del key isnt working. Bump mapping isnt working. Greyed out. Works fine in the current version - I have an fx 5200 btw, not an ati. I love the blue look but hate the orange fonts. Cant wait to fiddle with colors.ini!
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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12-17-2003 12:44
i got kicked twice for the sims going down but i was in long enough to see that the fps and bandwidth were noticably superior to 1.1; my ping times are 1/2 what they were.
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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12-17-2003 12:57
From: someone Originally posted by Khamon Fate i got kicked twice for the sims going down but i was in long enough to see that the fps and bandwidth were noticably superior to 1.1; my ping times are 1/2 what they were. Could that be because very few people are using the preview?
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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12-17-2003 13:04
From: someone Originally posted by Cubey Terra Could that be because very few people are using the preview? I didn't note the ping times myself, but the frames per second was quite remarkably faster where there was a large group of people gathered, as was one of the promises of the update...
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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12-17-2003 13:15
hey cubey! grant me my moment of faith.
i do like the fact that you have to approve being pushed into the next tier of charges to purchase land that's over your current allotment. as long as the linden calcs work correctly, this should be fairly easy to keep up with.
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Devlin Gallant
Thought Police
Join date: 18 Jun 2003
Posts: 5,948
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12-17-2003 15:00
From: someone Given the other thread that suggests we won't be reimbursed for the L$ we currently have invested in prims, I wonder if these are features intended drain some of the excess money from the SL economy I was told by Colin Linden we WOULD be reimbursed for our prims upon switch over to 1.2.
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I LIKE children, I've just never been able to finish a whole one.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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12-17-2003 21:55
we will be reimbersed for objects we have rezzed and for the 5L$ per m^2 difference in the price we've paid for land pre 1.2.
okay i've been in the preview a bit longer now. scripts have worked without a hitch. i haven't run anything overly complex.
i was unable to create an object on land that didn't belong to me. there was no indicator. i had to turn on the property owners view to find public land. when i crossed sims and came back, my box was still there. i believe objects on public land are supposed to derez when you leave the sim.
the bandwidth was not as high in the evening as the morning (CST) but was still better than my average now. the frame rate remained stellar. movement is not nearly as choppy with the same video settings as it is in 1.1.
i do not like to stay in chat mode after i say something. i was able to set the dreaded box to turn off when i press the "return" key. haven't heard it called that in a while.
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