User:TonyH Wrangler/Beta

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Beta Adventures

I will "blog" about the beta issues here and what new things are happening.


Havok 4 Phase

Hey, finnally, everyone (well nearly everyone) has been waiting for this. And I'll say this: It is EPIC. The physics caluclations and the way objects react is a beautiful thing to see. Just shooting a box and watching the reaction of it flying into the air in the same way you'd expect a mega laser gun to make a box react in the real world, is so satisfying!


Issues

As I am typing this, im running some tests with a catapult. It is causing my account to be logged off. I think the sim is crashing as well.

I believe the major collisions involved with the script, counterweight, and joint along with the avatar interaction is causing the sim to lose...it's mind...uh...processor, yea, processor!


Update 8:07PM PDT

Server handled first launch of the catapult, no problem. Second launch attempt caused Avatar to go up to 164 meters before being logged off and the sim going down.

Attempting to reduce script powers, bringing down the force used.


Update 8:11PM PDT

Login server is not receiving the packet sent. Login failed repeatedly. For now I'm unable to access Second Life Beta.

Login Functional.


Update 8:18PM PDT

Catapult working fine with single objects, physical. Sim physics go down from 45.0 FPS to 44.9 FPS, so no impairment.

Testing multiple objects at once at this time.

Multiple Objects launching working perfectly. Same result as single. Tested twenty objects at once. (single prims).


Update 8:22PM PDT

Avatar launching failed. Reaction is immediate "go through the ground" phenomenon, and then SL logs the account off while the sim restarts. Havok is not handling the avatars reaction along with all the reactions and calculations in the catapult I would guesstimate.

(sim is not restarting, staying online while just logging the erroring account off.)


Update 9:01PM PDT

Lever physics are working great, thanks to Igneous Enoch for testing that area of physics!

Lever, not the main testing one that was used

Spheres autocorrect their upright"ness" like a spinning football through the air, but instead a 0.500x0.500x0.500 sphere spinning with physics on set to 50.00 on the Z axis. They don't go off world by going jerky then slamming off world crazily. They act smoothly in calculation and motion.

100+ prims all hitting each other near one spot doesen't lag the sim down to nothing anymore.

More to come!