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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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03-21-2007 05:09
I'm just curious if anyone has heard any info about warpPos being fixed. Granted there are now several ways to workaround this and do it the slow way or incease script times by 10x, but I know most would rather have the good ole code back to normal. Another reason why I ask is because an associate of mine was telling me that while speaking with a Linden, he was led to believe that they might not fix it this time and just leave things as is. I absolutely loathe and hate having broken products out in the market, and fixing this code will mean having to do a lot of manual searches on my sales reports to replace goods belonging to those that have bought items prior to me having my updater system running. So basically, I obviously need to put a 'safe' code in anyway in case they break it again. I'm just concerned since they had stated to a friend that there is a good chance they won't do anything to fix it at all. In which case we all would be better off just using something else anyway.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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03-21-2007 05:18
Here's the warpPos with built-in fallback behaviour. AT least it's only a couple of extra lines.. and if warPos comes back online, your teleporters will just suddenly "heal" themselves. /15/fd/171905/1.html
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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03-21-2007 07:35
Well right, I already have a workaround, tho mine needed to be a bit more custom since the physics watcher kinda screwed things since the warp isn't an instant jump anymore. I'm just curious if anyone has actually heard them say that they would fix it or not since I had heard that there is a good chance they might not. Basically, if they aren't going to fix it, I will just simplify the code and ditch the warpPos in favor of the slow method only instead of having it try to warp and then go slow if it doesn't work.
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