Living above 768 meters (newb Question)
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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09-11-2007 21:39
So I built this nice little sky house so that the roof was at 768. I thought that was as hi as I could go. Now I see that with scripts I can move the house a lot higher. It seems like I read in another post that somewhere around 2,000 meter's is the max that I can move to. I'd like to move this place up as high as I can go but, I'm a little worried about moving some of the furniture that I bought. It was expensive stuff and I would hate to make a mistake and loose any, or all of it. I was hoping that I can get a few suggestions, or possible even a script that someone else has used to do this. Also I believe the teleport limit with the warpPos function is 1000 meters, is there any reason why I can't just call the warpPos function twice in a row to teleport further then 1000m or would I have to actually stop, and teleport again. I'm sure these seem like dumb questions but I just want to be sure of what I'm doing before I do anything. Thanks!
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Auron Reardon
Registered User
Join date: 30 Jun 2006
Posts: 41
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09-11-2007 21:51
My concern would be your oxygen levels at those altitudes.
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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09-11-2007 21:54
See... I hadn't even thought of that I guess this post was a good idea after all. Good looking out.
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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09-11-2007 23:22
Note: You can rez items at heights up to 4096m but anything above 768m will be "corrected" to 768m as soon as you try to move the rezzed object.
4096m is the height above which objects are instantly auto-returned.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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09-12-2007 01:12
The higher you build the more can go wrong, too. Even just below 768 you can get bounding boxes that no longer match prim shapes or positions, meaning either inexplicably phantom prims or an empty space you can't walk your avatar through. Prims drift markedly up that high, too. I think its rounding errors from larger floating-point data.
I found it not to be worth it.
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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09-12-2007 05:02
From: Dire Graves ... Also I believe the teleport limit with the warpPos function is 1000 meters, is there any reason why I can't just call the warpPos function twice in a row to teleport further then 1000m or would I have to actually stop, and teleport again.
The warppos function uses non-physical movement so while it can move farther than 768m below that elevation, it will not go above 768m no matter how many times you run it.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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09-12-2007 08:07
From: Boss Spectre The warppos function uses non-physical movement so while it can move farther than 768m below that elevation, it will not go above 768m no matter how many times you run it. Right. That is the other problem about trying to "live" at that height. You have to use flight assist to get up to the structure. Once you are there then you can offer teleports with no problem. You will not be able to have "normal" doors that open and close because they will drop back down etc..... Above 768 is a nice place to visit and is alright to rez a temporary structure but would not advise trying to leave a permanent structure there. High probability that you will log back in at some point to find it either returned to your lost & found or back down at 768.
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Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
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09-12-2007 09:24
For altitudes and limits, read the guide : /8/87/209746/1.htmlThe wiki explains how to "call the function twice in a row".
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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09-12-2007 13:25
Okay, you guys have talked me out of the living above 768m...Thanks for all the info.
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Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
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09-12-2007 20:42
Maybe you could build a small house and make it an attachment?
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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09-12-2007 20:51
From: Soen Eber Maybe you could build a small house and make it an attachment? Wouldn't it be hard to walk around in it? I mean, is there a way to make an attachment not move with you? and wouldn't I still need something to stand on if it was attached to me?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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09-12-2007 21:21
From: Soen Eber Maybe you could build a small house and make it an attachment? heehee. When I was first learning I put an airplane script in a large house and started flying around. It literally blew up when I hit 4096 meters and I was getting parts back from all over for about 4 months after that.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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09-12-2007 21:29
From: Jesse Barnett heehee. When I was first learning I put an airplane script in a large house and started flying around. It literally blew up when I hit 4096 meters and I was getting parts back from all over for about 4 months after that. LOL! That's pretty funny  I think I'll add that onto my to-do list for next week.
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Thomas Conover
Registered User
Join date: 11 May 2006
Posts: 7
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10-02-2007 05:21
From: Dire Graves So I built this nice little sky house so that the roof was at 768. I thought that was as hi as I could go. Now I see that with scripts I can move the house a lot higher. It seems like I read in another post that somewhere around 2,000 meter's is the max that I can move to. I'd like to move this place up as high as I can go but, I'm a little worried about moving some of the furniture that I bought. It was expensive stuff and I would hate to make a mistake and loose any, or all of it.
f you try to move objects ABOVE 768 meters, they seem apparently to "survive" and able to be there "permanently". BUT! Whenever a SIm is REBOOTED, all objects that is positioned above 768 meters will sometimes (quite often) be silently deleted by the SIM-reboot system. So, a thumb-rule is: Do not move anything you do not want to LOOSE above 768 meter height. Specially not expencive no-copy furnishment. You have been warned.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-02-2007 09:48
Relevant to this, one change comming with Havoc 4 is the ability to build up to 1024 meters. Hopefully this will make staggering heights of skyboxes easier for folks.
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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10-02-2007 16:05
From: Jillian Callahan Relevant to this, one change comming with Havoc 4 is the ability to build up to 1024 meters. Hopefully this will make staggering heights of skyboxes easier for folks. Good to know. I hear they're testing out Havoc 4 now but do we have any idea when it will be in effect on all sims?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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10-02-2007 17:31
From: Dire Graves Good to know. I hear they're testing out Havoc 4 now but do we have any idea when it will be in effect on all sims? Slighty possible a partial implementation in MG in 2 weeks but i think that is highly optimistic. Wouldn't look for a full impementation into MG for a couple of months.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Dire Graves
Registered User
Join date: 3 Sep 2007
Posts: 51
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10-02-2007 18:06
From: Jesse Barnett Slighty possible a partial implementation in MG in 2 weeks but i think that is highly optimistic. Wouldn't look for a full impementation into MG for a couple of months. Funny, I was just thinking "I bet Jesse will be the one to answer this question" So how goes the bug hunting?
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