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What makes roaming the grid a challange?

Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
01-28-2008 08:41
From: Sling Trebuchet
Just to be clear: This is in NO WAY a request to have ban lines show across sim boundaries. :)

Not to derail this thread too, too much but why do you say this? Because of the way the viewer depends on the sim to notify it when it's about to smack into a ban line?
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Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
01-28-2008 09:04
From: Meade Paravane
Not to derail this thread too, too much but why do you say this? Because of the way the viewer depends on the sim to notify it when it's about to smack into a ban line?


Currently the non-visibility of ban lines on the parcel across the sim border is a plus factor for having a parcel on the edge of a sim.
Ban lines are not a useful warning system for anyone travelling faster than a stroll. By the time a flyer or vehicle users sees them, it's generally too late.
Given a choice between the visual grief and the effects of hitting a line, I'd go for hitting.

The access restrictions in SL are far from holistically designed.
Another way of putting that would be to say that the design and implementation of the system appears to be the output of a deranged techie with the kind of social and visual skills to be expected from someone who has been locked up in a basement since birth :)
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
01-28-2008 09:27
I misunderstood. I thought you meant there was no way LL could change the visibilty of ban lines..

The grid has changed a lot since LL wrote the initial ban line stuff. What _may_ have worked back when sim crossings were painless, before my time, might need some rethinking now. My preference would be to have ban/access line visibility be related to speed - make them more visible as you go faster and giving you 3-4 seconds notice - and also have an option to just disable them from ever showing. I think that would make most people happy.
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Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
01-28-2008 09:36
If you'd like to see Vehicle sim-crossing issues in action first-hand, stop by the Shelter Balloon Tour, which takes off near the waterfront in Isabel.

What's notable, is you probably can't get a more virgin sim-crossing environment than the Balloon tour. While it takes off from Isabel, it crosses about 27 Linden void-sims, none of which would have any parcel bans set, or no-entry issues.

The balloon seats 8 people, and is self-guided. If you get a group of 8 people to take the tour, you're almost guaranteed to have a few sim-crossing issues..... if you do it with 1 or 2 people, they're rather rare.

Its located here: Isabel (211, 211)
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Dana Hickman
Leather & Laceā„¢
Join date: 10 Oct 2006
Posts: 1,515
01-28-2008 12:55
From: Sling Trebuchet
Ban lines are not a useful warning system for anyone travelling faster than a stroll. By the time a flyer or vehicle users sees them, it's generally too late.


Here's what I'd like to see...
1 new banline option in preferences, with 2 select boxes: 1) Use default banlines or 2) Specify Custom Banline Texture

Selecting the custom banline option would bring up a local file dialogue where the user can browse their computer and select a custom .tga. When a custom one is selected, the viewer will (from then on) replace the hard to see default banline texture with the one the user has selected.

1. For those who fly/boat really fast like me, select something like a vivid solid neon green texture, or whatever... It may block some of the view but will be hard NOT to see it.
2. Casual flyers/boaters can select a semi or partly transparent texture that lets them enjoy the scenery but still be visible enough to avoid banned parcels.
3. Slow movers may opt to use the default banlines, or a custom texture with about the same relative visibility.
4. Residents who DO NOT WANT TO SEE ANY BANLINES AT ALL, like those living next to a banned parcel, may use a fully transparent texture and never see them again :)

- Would be completely handled on the client side - zero hit on grid performance.
- Solves several common annoyances in one step, and gives the residents further options to customize their experience.
- Greatly increases accurate visibility of the 50m banline height limit, as well as full height ban list lines.
- Banlines can now be made to show across sim borders because now they can be hidden, if desired.
- May be toggled on/off with a hotkey (just like ctrl-alt-T).
- Possibility of a second custom sub-option: "Override all bans" that would override ALL types of banlines (access, group only, pay to enter, region, etc..) and replace every kind of banline texture with the selected custom one.

Considering the threads about roaming the grid, I wouldn't think color coding different types of banlines on the minimap would be that usefull really.. I mean, if you can't enter... you can't enter. What does it matter if its a regular ban, group ban, or a ban list ban? :p
Takahiro Murasaki
Gay Neko Boy
Join date: 30 Jun 2006
Posts: 161
01-28-2008 13:54
From: Cortex Draper
On the main map, have the option to show linden owned land a different color.
Similar to how you currently have the option to show for sale land yellow.

This will let you know where the roads are.


just show property lines. the roads are very obvious then.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
01-30-2008 14:56
Last chance to reply before I send the following... I didn't include _everything_ in this thread but will point Sidewinder to it and mention that I tried to just sum up the big complaints..

From: me
1.SVC-472 : Region crossings are occasionally slow

Not something I was going to include but it's what most people mentioned so I guess it deserves a spot. There are a number of other JIRA issues related this, too.

I don't see this is really breaking vehicles but it does do bad things for the mood. Most everybody in a vehicle can expect at least a few seconds of weirdness any time the vehicle crosses into a new sim.


2. SVC-22 : Parcel restrictions inappropriately applied to vehicles on border crossings.

This bug is particularly painful in that vehicles moving onto full parcels work differently depending on if you're moving within a sim (works ok) or if you're crossing into a new sim (various bad things).

There's a comment in this one: "Some of the time, usually with a full parcel, it's not checking whether the vehicle is a vehicle (vehicles are supposed to be counted against sim overhead, not the current parcel) and *starting* the return process, then abandoning it partway through." I don't know if this matches what's actually happening on the sim-side but it sounds right.

Similar/related/duplicate issues:
SVC-1070 : Vehicles are in some cases counted against parcel prim limits.
VWR-1625 : If you fly in a vehicle over land that has maxed object limit you are ejected from vehicle and stuck in animation


3. SVC-221 : llGetParcelFlags(), llScriptDanger(), and llGetLandOwnerAt() should be able to peek accross sim boundaries

Feature request to allow scripts to see what's going to happen when they cross a sim boundary. Some vehicles check the info for parcels they _will be_ going to and do things like change course or go higher when they see things like access-only parcels ahead.

SVC-221 asks that the llFunctions used to do these kinds of checks be able to look across a sim boundary. The person that entered the request seemed to want to be able to see throughout neighboring sims but I'd be happy (very happy) if it could see what's on the bordering parcel.


4. Ban lines : they're evil

Seems to break down into 3 groups: what happens when you hit one, visibility for vehicles and visibilty for land owners.

For land owners, people who just want to hang out on their land, the issue is that they always see the ban lines if neighbors parcels are set to access-only. I haven't seen it myself but have heard there may be alpha sorting issues here with builds that include transparent textures. I think this crowd would be happy with an option to just turn off the display of ban lines all together.

For visibility for vehicles, the consensus is that by the time you see a ban line, it's far too late and you're going to crash into it. This is not only true for fast-moving vehicles - anything moving at more than a walking pace is likely to hit a ban line. A couple people have suggested showing ban lines on the minimap but my perference would be to have their visibilty tied to your speed - try to make them visible 3-4 seconds before you hit one.

For what happens when you hit a ban line: it's ugly. Everybody gets thrown off the vehicle and the vehicle usually gets returned. One person suggested that things get pushed up when hitting one to avoid being tossed into a different sim.

Assorted issues with ban lines:
VWR-1349 : banlines visibility option
VWR-1775 : Do away with the UGLY, RED "NO ENTRY" lines and make them visible only when flying and give a pop up warning once when walking near a blocked parcel.
VWR-2935 : Force Banlines to Be Visible to Their Owners
VWR-3661 : display banned areas on mini-map, and allow user to control ban line visibility in 3D space


5. LL-owned-land management

These two say a lot of it...
MISC-283 : LL needs to allow scripting on *ALL* Linden water parcels.
MISC-326 : Governor Linden owned parcels do not have uniform parcel settings which allows griefers to create parcel infringing and other objectionable objects that are not affected by auto-return

Speaking (without permission) for vehicle people, I'd like to see public ways allow scripts and object creation with a short auto-return time. This would let people find a Linden road, drop down their vehicle and start roaming without causing litter. Fly and Safe would probably also be nice to have on all LL land.

MISC-602 : Linden-Created Road Building Group

There's a crowd that would like to see LL start building roads again - there are very few on the old Southern continent and I don't think any of the new continents have roads built. The land is there but it's just empty land. There are a number of residents that would _love_ to help with this and have talked to Jack Linden about it. Dunno if that went anywhere, though.

Couple other comments from the forum thread that are worth repeating..
"And for heaven's sake TURN ON THE MUSIC on Linden roads!!! It is soooooooo boring driving without sound. I'd even rather listen to the LL radio (they do have one, or did). It might also be a good way to keep people updated on things throughout the grid and SL as a whole.

"Remove trees from the middle of Linden Roads"

"Overcrowding seems to be the biggest problem for me. I recommend more free space between resident owned land. This will help to reduce network demand overall and also improve client frame rates."
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