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Havok4 in beta

Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
09-28-2007 15:55
Whats peoples thoughts on it. will they add some importent missing building features such as "snap to object" and a "CSG carve" option wich is possable as i've seen scripts that do it

what features would you like to see/not see with this so amazing upgrade...
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Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
09-28-2007 15:57
From: Chaos Bikcin
Whats peoples thoughts on it. will they add some importent missing building features such as "snap to object" and a "CSG carve" option wich is possable as i've seen scripts that do it

what features would you like to see/not see with this so amazing upgrade...


better sim crossings
better vehicles
maybe the puppeteering for avatars *crossing fingers*
I want joints baaack!
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Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
09-28-2007 15:59
I'd love to see MUCH improved avatar collision, havok1 collision is REALLY bad, and when you walk into a wall sometimes you sort of move up it, even tho its perfectly verticle, that is annoying
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Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
09-28-2007 16:00
amen on better av collision, yes.
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Ava Glasgow
Hippie surfer chick
Join date: 27 Jan 2007
Posts: 2,172
09-28-2007 16:26
From the blog post:
"Vertical simulation extent has been increased to 1024 meters"

YAY to being able to put skyboxes higher! :D

It also mentioned more reliable prim linking... I'm hoping in the future that might lead to larger link distances so larger builds can be all one linkset.
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
09-28-2007 16:30
Every since I've joined, there was talk of upgrading the Havok engine :P I'm glad to see that they not only managed to finally deliver, but to go ahead to Havok 4 instead!

I can only think of one problem with the 1024m height limit increase... and that's Windlight. Other than that, having the greater height means that people can actually better stagger their skyboxes for more privacy. Also, an increase chance for those space stations!

I'd love to see a major improvement in both object linking and avatar collision. Maybe they'll reintroduce joints with this?
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Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
09-28-2007 17:18
something else i would love to see is swimming
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Verkin Raven
Registered User
Join date: 5 Jan 2005
Posts: 243
09-28-2007 17:33
No features in this test, but they say they'll add them.

I want rope simulation. ROPE. Garrysmod shows us the way.
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
09-28-2007 17:38
Not sure if this is good or bad.
Could be an early announcement on a major SL component, as a reaction to GE's [Google Earth's] news earlier this week, to make corporates think they [LL] are keeping ahead of the curve. (Speculation, of course.)

I think, naturally, this will cause more problems when it hits town because 'we' know what updates do to the grid from years of past experience.

All I want: If the update removes the little rotation bug it will be a 'good' thing.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
09-28-2007 17:45
From: someone
Not sure if this is good or bad.
After the beta test, that Windlight integration is looking really good now that it is in the main build.

Oh, what? It never made it out of beta? Nevermind.
Ava Glasgow
Hippie surfer chick
Join date: 27 Jan 2007
Posts: 2,172
09-28-2007 18:00
From: Raudf Fox
I can only think of one problem with the 1024m height limit increase... and that's Windlight. Other than that, having the greater height means that people can actually better stagger their skyboxes for more privacy. Also, an increase chance for those space stations!


Well, they did sort of fix the Windlight problem for skyboxes, so once again, you can't go into space. It was weird, though... sort of like skyboxes (not houses, but the image of the sky seen in the distance) stacked up on top of eachother. It's been a while obviously since I've seen it, but I remember being able to tell exactly where I flew up through a "ceiling" into the next box.

As for higher skyboxes (houses), I think the contorting of the sky image and oceans won't look much worse from 1024 than they do from 768.

I definitely agree about staggering for privacy (or unobstructed views) though... that's my main interest in it, as my home sim has skyboxes everywhere!
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Usagi Musashi
UM ™®
Join date: 24 Oct 2004
Posts: 6,083
09-28-2007 18:02
This is wonderfulnews! going to live inthe beta grid heheheh :)
Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
09-28-2007 18:12
bah, the release notes say no improvements to region crossing or number of prims in a vehicle. I cared for a pleasant 30 seconds.
Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
09-28-2007 18:47
Slightly more - technical - information than the blog post mentions: http://www.secondlifeinsider.com/2007/09/28/andrew-linden-talks-about-havok4/

If they ever get around to:
From: someone
4. enable object-parcel collision queries, which would allow parcel owners to move or return objects that overlap on their parcels from neighboring parcels. That is, use the physics engine to compute whether an object is touching a parcel. After that we may be able to make dynamic objects actually "bounce" off of parcels that don't permit their access.
I'd think that would make many mainland owners very happy :).
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
09-28-2007 19:17
Only thing I made sense out of it was something about better sitting. I don't get it.
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Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
09-28-2007 19:28
Sorry for being completely gormless..I know "what planet have I been on"..but what is Havoc..and how do I get my hands on it ?

:confused:

Perre

Been a little busy shouting at Concierge Support re VAT issues lately
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-28-2007 19:37
From: Perre Anatine
what is Havoc


http://www.havok.com/

Havoc is a physic engine; it does things like calculate whether avatars are running into objects.

The Second Life Wiki Havoc 4 Beta page is at https://wiki.secondlife.com/wiki/Havok_4_Beta_Home .

You can download the Second Life Havov 4 Beta at http://secondlife.com/community/preview.php .


From: Havoc 4 Beta release notes

We expect the public beta test for Havok4 to be very active, with
many participants. We have prepared a test grid that allows for
many types of physics-related tests. The test regions will include:

* Orientation Islands
* Welcome Areas
* Lusk
* Several sandboxes
* Combat sandboxes
* Vehicle testing simulators

NOTE: The Public Beta viewer will be configured to use the beta grid,
which will be a snapshot copy of portions of the main grid and a copy
of your user account. You can do "anything you want" on this grid
without risking damage to your "real account" on the main grid.
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Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
09-28-2007 20:57
I downloaded the Mac OS version and gave it a try. I didn't really see any improvement to be honest with one major exception. In the existing system when I rez a 40x40x40 mega prim sphere..hollow it out..put a dimple in it..I can't walk into it, in the Havoc system I can.

Also in Havoc when I fly to real height (700m say) I can't descend..can go up easily enough but not come down..unless I hit 'stop flying'..with the obvious spectacular result.

Transition between sims was certainly not smoother.

Thanks for the info Suezanne, think I'll maybe stick with what I've got.

Perre :)
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-28-2007 23:37
Hmm, they may break some things that depend on the megaprims quirks, but maybe with Havoc 4 we could get to use some bigger prims. Problems with Havoc 1's limitations I believe are cited as a reason for the ten meter prim size limit.

I also saw that there might be an increase in linkable distance.

Perhaps it might mean more prims can be linked physical, hence primmier vehicles.
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poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
09-29-2007 15:48
one thing i noticed

putting a spinning script into a physical object would cause it to 'fly away' and 'break out' of links (like chain links for example not linked prims)

on the beta grid they do not break links, and they do not spin wildly off into the sunset anymore


also the beta responds alot better to rez'in 50 cubes at once on top of each other all phsyical and spinning, on the main grid it makes a huge mess
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Winter Phoenix
Voyager of Experiences
Join date: 15 Nov 2004
Posts: 683
moving forward at a turtles pace better than utter stagnation.
09-29-2007 16:57
I look forward to hearing of data compiled by the masses who experiment in this BETA ZONE. Load the thing up, get in there and mess around. The words 'HAVOC 2' have been whispered around the grid for a long time, to finally have some tangible evidence that it really has been in the works, is a good thing.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
09-29-2007 17:18
It's an awful mess right now. Get your av moving fast enough and you can pass right through objects unhindered. llApplyImpulse is unpredictable. llSetForce has changed, breaking a gob of things. Mouslook vehicles don't work at all. In fact, most vehicle code is screwed up so bad it makes me cry.

I hope this is all straightened out before it's even considered for the main grid.
Verkin Raven
Registered User
Join date: 5 Jan 2005
Posts: 243
09-29-2007 19:05
I could bring a vehicle's primcount up to 64 - 1 per passenger and it works now. o.O

Nice, but, not the 255 prims I was hoping for.

Actually, it's nice anyway. If they kept it at 64 at the least, I can make use of it.
Chas Connolly
Registered User
Join date: 24 Jan 2007
Posts: 1,433
09-30-2007 06:15
From: Chaos Bikcin
something else i would love to see is swimming


Then you're in luck. Swimming is already possible. I've got some SCUBA gear that includes a swimming anim, and you thoiught you could get swimming animations separately.