Building over 768m and Havok 4
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Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
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04-03-2008 06:29
Hi guys,
One of the eagerly anticipated benefits of the Havok upgrade is the ability to build over 768m, and the range is now up to 4096m with Havok 4.
However, the Havok 4 wiki says this:
Vertical simulation extent has been increased from 768m to 4096m (a change that will become visible once an updated viewer version is released, following the Havok4 deploy), however script and UI limitations have not yet been changed accordingly yet.
Does anyone have any experience of trying to rezz a prim and then move the prim successfully, over 768m, using yesterday's new viewer, 1.19.1, or do we still have to wait for yet another viewer to take advantage of the new build height?
Rock
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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04-03-2008 06:34
From: Sidewinder Linden @28 Blinders: I’m not sure where those other rumors came from, but yes, the new build height will be up to 4096m, BUT before that is live, a viewer update will need to be deployed including the adjusted code for the viewer side. That code has been written and just needs to get into a deployed viewer.
Regards,
Sidewinder That comment was April 1st and since 1.19.1 is essentially the same as the last RC I would guess it's "yet another viewer". The Havok4 office hour(s) would be the best place to ask, or have someone go there to ask for a timeline for you  .
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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04-03-2008 07:09
That question has come up a dozen times in the last 3 havoc4 blogs. The answer continues to be "The viewers are not yet updated."
While I think it *should* have been included in 1.19.1.4 I can understand why it wasn't - the new viewer was (IMHO) more from the windlight group and not the physics group, hence it didn't have anything to do with the physics changes.
As far as things above 768m, I have a line of teleporters that function properly up to 4096m and have demos set up in my shop, with a simple platform at 4050m that people can teleport to. I got it there by rezzing it at ground level and moving it to 4050m with a script. Then once I had teleported to it, I had no problem rezzing a teleporter up there, in order to get back down.
What difficulties you will find though is if you rez stuff at altitude, then try to move them, they will snap down to 768m. So you have to rez them where you want them and not move them -- or rez them lower and then move them where you want with a script.
Either way, I'm sure it won't be long before they put out an updated viewer that has fixed the 768m restriction. It's probably just a couple lines of code that need to be commented out or changed. We might even see 3rd party viewers out first that have the fix.
-Atashi
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Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
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04-03-2008 07:35
But what is still unclear to me is that I have an updated viewer and rezz and move stuff successfully above 768m, and a friend with mod rights, but NOT using the new viewer (using Nicholaz instead, for example) and tries to move my stuff up at 2000m, will they then snap back to 768m??
Rock
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If Jimmy cracked corn, and I don't care, why did I write a song about it??
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Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
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04-03-2008 08:10
For what it's worth, I tried rezzing objects above 768 and can confirm it's not possible in the normal way yet. Are they still planning to allow moving vehicles with up to 63 prims with Havok4 too?
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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04-03-2008 08:39
I was rezzing stuff at 4050m this morning and it worked just fine, using the 1.19.1(4) viewer. What I couldn't do was move that stuff without it snapping down to 768m.
I tested the dynamic prim limit yesterday and it seems to be 32 prims including the avatar(s). I could be mistaken but I believe this is only a 1-prim difference... The vehicle I tested with was 30 prims and I recall not being able to add any more prims before, whereas yesterday I was able to add a single additional prim and keep the vehicle physical.
Would be great though if we could get 64prim dynamic objects.
-Atashi
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Visit Atashi's Art and Oddities Store and the Waikiti Motor Works at beautiful Waikiti.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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04-03-2008 08:48
From: Atashi Toshihiko I got it there by rezzing it at ground level and moving it to 4050m with a script. I thought scripts couldn't specify those heights yet either... or was it a physical script? (I know, I could test this myself in 2 minutes if I could get somewhere it wouldn't be socially unacceptable to script.)
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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04-03-2008 11:36
Here is what I used: default { state_entry() { vector dest = <128.0, 128.0, 4050.0>; while(llGetPos() != dest) llSetPos(dest); } }
Not physical at all. My teleporters all get there just fine too, using a slightly modified warpPos routine. -Atashi
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Visit Atashi's Art and Oddities Store and the Waikiti Motor Works at beautiful Waikiti.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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04-03-2008 11:55
Hey, thanks, Atashi! Now I gotta update all my warpPos teleporters... but great to know it's do-able.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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04-03-2008 12:18
From: Rock Ryder But what is still unclear to me is that I have an updated viewer and rezz and move stuff successfully above 768m, and a friend with mod rights, but NOT using the new viewer (using Nicholaz instead, for example) and tries to move my stuff up at 2000m, will they then snap back to 768m??
Rock You can't move objects aboev 768 meters without them snapping back, until they update the viewer. In other words, not *this* new viewer, but the next one, to come some time in the future. Maybe version 1.20 of the viewer, or whatever they decide to call it. You just can't do it yet. 
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