Havok4 Beta Preview Update with 11 fixes (2008-03-14) – RC1 of the new Second Life Simulator

Quick Status

The Havok4-based Second Life simulator v1.19.1.82355 has been deployed to the Beta Preview. The Early Adopter regions will be updated early next week, after this version has had a few days of testing on the Beta Preview.

What Has Changed In This Version?

Changes in this build include (SVC items were submitted on the public jira issue tracker / DEV items are internally discovered issues / there are a few in this list that were fixed without jira tracking #’s…).

SVC-1567 (Partial): Bouyancy values are now the same for moving objects (test vehicle up bob holds altitude, down bob loses ~1m of altitude – still needs some more work)

SVC-1689 (Partial): llApplyRotationalImpulse now uses the correct amount of script energy for one of the three test vehicles on this bug – still needs some more work

DEV-11596 (Partial): Vehicles no longer drive like they are on rails (Loosened lateral friction to be closer to release simulator behavior. Currently vehicles slide about half as much as with the release simulator – still needs some more work)

DEV-11598: Vehicle rotation now has somewhat more friction (As with 11596, adjusted angular friction when sliding to more closely match release simulator behavior.)

DEV-5112: Small spheres no longer roll too far

DEV-5138: Kart stopping distance is now lengthened to more closely match release simulator behavior)

DEV-11462: Low velocity avatar collisions are no longer missing or failing to register in LSL scripts

SVC-1760: Complex, large, hollowed prim now rezzes and function correctly (this was for a specific large torus-based hollowed prim, but we expect the fix to apply to other similar cases)

DEV-11869: Ground-only vehicles no longer fly into the sky

DEV-11688: Avatars no longer continuously bounce when landing on prim surfaces

SVC-1819: llSetPos no longer fails silently on link children with megaprims

Best regards,

Sidewinder Linden
Havok4 Program Manager

This entry was posted in Announcements & News, Bugs & Fixes, Preview Grid. Bookmark the permalink.

80 Responses to Havok4 Beta Preview Update with 11 fixes (2008-03-14) – RC1 of the new Second Life Simulator

  1. TaraLi Jie says:

    WHOOOOOT! We need this, badly! We’ve got WindLight attacking client-side lag, Havok4 handling one major source of server-side lag, and Mono looks damn close to handling another source of server-side lag!

    What’s next down the pipe? I do hope Mono doesn’t get held up in an insane desire to add all kinds of new function calls – though there are some calls I’d desperate love to have – I’d rather have Mono out sooner reducing lag in general!

  2. Vincent Nacon says:

    “SVC-1760: Complex, large, hollowed prim now rezzes and function correctly (this was for a specific large torus-based hollowed prim, but we expect the fix to apply to other similar cases)”

    Does that mean Mass issue is fixed too?

  3. Blinders Off says:

    Sidewinder, you folks fixed the large, hollow prim problem?

    (Pats Sidewinder on the back).

    If I may ask: if this has been fixed… is there any chance LL will be able to allow us to use Large Prims on a more versatile basis (for example, stretching them?).

    Again, kudos for fixing the large prim hollow problem. That one’s been around a long time. Great to have it fixed! That’s really going to open up some build possibiltiies. Imagine being able to build a 60m x 20 x20 apartment wall system with basically one prim and support doors and ceilings. Woot!

  4. Vittorio Beerbaum says:

    /me can’t wait the announcement when this will hit the whole (main) grid…. my (physics) scripts are running so great on H4 (and with problems on H1) that it would solve most of my troubles (with customers) instantly.

  5. Darien Caldwell says:

    @3 I suspect by large hollow prim, prims approaching 10 meters is meant. I’m sure the term “huge prim” or “Megaprim” would have been used had that been the case. But clarification would be nice. 🙂

  6. Tegg B says:

    Rather than allow mega prims to be hollowed, which I thinl some are already pathcut anyway, it would be better just to up existing prim sizes to 20m to work properly and hence make redundant a heap of megaprims inworld in the process too 🙂

  7. Jackinthe Schnook says:

    Hi I’m Jack. I make simboards for the SLSBA and SLCN.TV sports network.
    The simboards work much better in this version but there is some catching when going to new prims.
    It is not as bad as it once was. About every 4 prims along the halfpipes will catch the nose of the simboard.
    But when it does not catch, the alignment is perfect!
    The best update for simboards so far.
    Hopefully the prim catching problem will be fixed soon. ^_^

  8. Jackinthe Schnook says:

    What I mean by catching is that the simboard will hang on the halfpipe prims. In Havok1 it slides smooth from one prim to another.
    But in Havok4 it hangs up on prims going from one surface to another. But it is not as bad with this update.
    Simboard events are still unusable with this hangup problem but great improvement from before!

  9. MarkByron Falta says:

    As noted in your Feb 28th blog entry, What happened to the Beta Preview Database Refresh Scheduled For Monday March 3?

  10. Bato Brendel says:

    #2 Mass fas as I know has been fixed for a long time. like allmost 2 months now…. If you think this isnt true send me an IM in game and we’ll go check. Last I check mass for prims while free and then sat upon was fixed back in Jan….. As well was center of mass (far as I could determine with my mass reporting scripts)

  11. Bato Brendel says:

    Just double checked mass is completely identical, as for center of gravity it seems that when a prim is sat upon its center of gravity is NOT changing. I’ll check JIRA for this issue…

  12. Sean Heying says:

    Seems Ive found a new issue with 10K’s wand and the “ghost ship”. Testing it on the other magic tricks before I Jira this.

  13. Andromeda Quonset says:

    I just tested my elevator on the beta grid, on a Havok4 island, and found that it not only is now working, but working better than on a Havok1 island. Instead of a walking action, the legs twitch a little 🙂 I can hardly wait to see this update next week on my island! Thanks for fixing this!

  14. Abigail Merlin says:

    @3 & 5: mega prims have been able to be hollow before HAVOK 4 hit the early adoptors, stretching megaprims can be done already but only in the local Z axis.
    The trick is to set the prim type to sphere and use dimple to limit the hight, switching back to cube or any other form and you have a mega prim with a limited hight.
    so the 20x20x60 can be anything bewteen 20x20x1.2 and 20x20x60, offcourse the taper and slant settings still act on the boundingbox not on the manipulated size.

  15. Chaos says:

    i agree with everyone here, we need to up the default prim size limit to at least 25m, it would reduce client side lag allot (client draws less prims)

  16. Tina Seymour says:

    Whdn will SL finally resolve this problem “MICROSOFT C++ Runtime Library
    BUFFER OVERRUN DETECTED ”
    This happen only with the latest version of SL and with groupland, more and more people cannot buy land becouse of that. More info here http://jira.secondlife.com/browse/VWR-5299

  17. Anders Jungmann says:

    @14, Abigail: Yes, you could change the appearance of mega prims, but the physics engine allways treatened them as cubes of their full size, ignoring their actual shape.

  18. HD Pomeray says:

    I just tested riding some motorcycles in the new update on the Beta Grid… WOOT !!! Handling is MUCH better now… I LOVE it. Turning and banking are set just right… Very Realistic. The scaling of linked prims using llSetPrimitiveParams is also fixed!! It works flawlessly now… Nice work Guys. Can’t wait to get this in my sim so we can enjoy riding again. Only one thing I noticed is that the bikes still go air born a little too easy. Although it’s much better than it was, it’s still somewhat unrealistic. I created a small prim jump and when I go over it I would clear the entire sim and land in the next one. Also, I used to be able to ride on my back wheel by pulling a wheelie while moving forward. If I do that now The Bike takes flight instead of staying on the ground and just riding out the wheelie like it used to do. Having said that … you are on the right track… Just a little less flight for ground vehicles and you’re there.
    All I can say is YESSS !! nice work!!

  19. Pingback: Versão 1.19.1.82355 do Havok4 at Get a Second Life

  20. Dekka Raymaker says:

    @ 13 Andromeda Quonset

    who’d ever of thought that one day animated twitching legs would be so exciting? 🙂

  21. Wolfie Waves says:

    I also like the fact than on Havok4 regions when a prim you are standing on is deleted, set phantom or is physical and moves down, you will go down with it without having to move before falling. This is great for lifts/elevators. No more banging your head on the ceiling :p

  22. Sidewinder Linden says:

    @3 Blinders: I’m not sure if this fix resolved a generic large hollow prim problem… but please feel free to test on the Beta Preview to see if the behavior you’re talking about is gone. The specific issue here was a fairly large tortured torus that didn’t behave properly from a physics perspective. What is the specific issue that you’d hoped we fixed? 🙂 /Sidewinder

  23. Sidewinder Linden says:

    @3 Blinders: We haven’t added any huge prim manipulation features, unless it is an incidental fix – in other words something that was a bug that now is cleared up and enables something that “should have worked” before to work now… Once we have a stable, clean base to work from a lot of futures get more workable, but we don’t have those specifics worked out yet. /Sidewinder

  24. Sidewinder Linden says:

    @8 JackInThe: It is very important that we get a demo of the remaining bad behavior if the SimBoard issue is going to be resolved… There has been work on “seam issues” between prims, and as you’ve noted it has been improved. We do not have specific product-based bugs open on this issue at the moment. Please get in touch so that we can understand the remaining issues and discuss possibilities. /Sidewinder

  25. Sidewinder Linden says:

    @9 MarkByron: This refresh has been held off due to competing time demands for the use of the Beta Preview. Please contact me directly if you need something particular added to the Beta Preview database and I will see if it is possible. Based on the growing size of Second Life, it appears that to do a full refresh would now take the preview offline for 48 hours, which is a very wide blackout window for this stage in the project, and there are other projects using the preview as well. I’m sorry for the delay on this, and if you’ll get in touch I will see if I can find a way to accomplish what you need without doing a full database refresh. /Sidewinder

  26. Sidewinder Linden says:

    @16 Tina; Viewer issues are handled by another team. I will check to be sure that they are aware of the Jira you’ve noted. Thanks, Sidewinder

  27. Cheshyr Pontchartrain says:

    @TaraLi Jie

    Amen for Havok4 and Mono, but why does anyone imagine Windlight helps with client-side lag? With the normal client I get between 20 and 60fps. With Windlight, sometimes I see as much as 15, but normally it’s 4-5fps and completely unusable.

    That aside, I’m looking forward to this release. Sidewinder, do you know if this fixes the problem I showed you where angular velocity stops working after a vehicle’s prims are reshaped?

  28. Sidewinder Linden says:

    TO ALL:

    If you have filed Jira items and we have resolved the issue(s) that you have noted, please see if you can take the time to “resolve” and “close” the related Jira items. A bit of help with cleaning up the public jira entries would go a long way to helping us focus on the remaining open items and not lose time to filtering items that are already resolved.

    Thanks!

    Sidewinder

  29. Urantia Jewell says:

    @22 Sidewinder, hello

    I believe what he was referring to is that an avatar cannot occupy the hollowed space inside a mega prim; ie: a hollowed and dimpled sphere–avatar can’t move to the interior of the sphere. I haven’t tested this in Havok4 but I know that this behavior exists in Havok1.

    Thanks for all your hard work 🙂

  30. Wolfie Waves says:

    @27 Cheshyr Pontchartrain

    Um, the new RC clients advanced shaders DO help with client side lag. If your system runs crap with it then simply turn off the advanced shaders. My system is only an AMD Athlon 64 3400+, 1GB DDR400 RAM and a GeForce 7600 GS 256MB graphics card and in the regular viewer I get on average around 15FPS but on the RC viewer with the advanced shaders off and everything set to be the same as the regular client I get on average around 40FPS.

  31. Vittorio Beerbaum says:

    @27: as wolfie said (above me), windlight (RC1… as it is one client now) actually do help the client to run smoother, but i guess it depends of your hardware and your settings: the new client has more gfx features, if you enable all of these and you system isn’t fast enough to handle em, so you’ll have a laggin client (beside the previous client that doesn’t has these features at all).
    So you can use the new client, exactly like the previous one, disabling these new feature and you’ll have a *better* experience (more FPS); if you’re system is “fast” enough you can have both: better FPS and better graphics.
    Much of the criticism aimed to windlight, it’s because people that may barely handle the “normal client” pretends to ativate all the new features offerend by windlight… and, of course, they will “lag”.

    @Sidewinder: more more more infos, please tell us you’ll make an annuncement releasing this gridewide (not only on the earlier adopters), it’s actually running BETTER than H1 already, “beta” or not… make this happens! 😀

  32. Sidewinder Linden says:

    @27 Cheshyr: Thanks Cheshyr. The “Shape changing vehicle will not steer after shape change” bug (internal name 😉 ) has not yet been resolved, but is on the immediate term worklist. /Sidewinder

  33. Sidewinder Linden says:

    @31 Vittorio: As I’ve said here before, we are getting much closer… “Watch this space” for more information as soon as we have it finalized :). /Sidewinder

  34. Mathieu Basiat says:

    llSetBuoyancy for non vehicles is still completely broken, i.e. things sink when they shouldn’t

  35. bela dickinson says:

    hola necesito ayuda soy nueva y cuando entro al juego me dice que windows me debe cerrar este juego alquien me puede ayudar

  36. Mathieu Basiat says:

    >>llSetBuoyancy for non vehicles is still completely broken, i.e. things sink when they shouldn’t

    (if they are moving)

    this is actually worse than then previous version

  37. Urantia Jewell says:

    @3 Blinders & Sidewinder,

    That hollow mega prim anomaly I was talking about before is fixed in the latest version of Havok4, yay 🙂

    Tested with mega sphere at Havok4 sandbox (in between griefer attacks, lol)

  38. space rockett says:

    Seems to me like i arrived in one of George A. Romano films “Night Of The Living Dead” people seem happy to let lindens do as they please regardless of the cost to their integrity, I Would like to congratulate Lindens for their amazing brainwashing exercise they call Second Life.I too was a zombie sleeping walking to the Linden tune.No longer !!!
    Wake up people !!!!!

    Space Wide Awake Rockett.

  39. Tormento Sansome says:

    Did I hear Bouyancy? Yay! at last the era of flexi boobs is near!!!!!!

  40. Argent Stonecutter says:

    Re: SVC-1567 (Partial): Bouyancy values are now the same for moving objects (test vehicle up bob holds altitude, down bob loses ~1m of altitude – still needs some more work)

    Works for me. I have a little difficulty staying in level flight, but it’s not a big deal… makes things a little more realistic if anything. It sounds like there’s a second problem for non-vehicles, though.

  41. cliff says:

    where can i download havok4 ,so i can see what its like

  42. HD Pomeray says:

    @ 41 Cliff

    http://secondlife.com/community/downloads-optional.php

    Scroll down to Beta Grid Download

  43. les says:

    Right here cliff, the Beta Grid viewer, http://secondlife.com/community/downloads-optional.php. Or you can test it on the main grid. Search for havok in the map (though it’s a version behind until the early adopter updates hit next week).

    Thanks for the continued fine tuning/bug killing Sidewinder, Andrew and team. I’ve just tested on the beta grid and it feels like another step in the right direction, at least as far as motorcycles and jet skis go 🙂

    You guys are doing a solid job improving one of the base foundations of our world. I look forward to the grid wide deploy and the greatly increased sim stability it will bring.

    Thanks for moving ahead with open eyes and sharp minds and good luck bringing it all home!

  44. Sidewinder Linden says:

    @34 Mathieu: Am I right to assume that bouyancy for non-vehicles implies the same problem that is shown in the “Swimmer” bug SVC-1281? That problem is being worked on, but we do not have a solution completed yet, so it was not listed as resolved for this deploy. Thanks, SIdewinder

  45. Blinders Off says:

    @ All re hollows and megaprims: Read the suggestion for 20m and 25m megaprims. In truth, the best size range overall is 256m (the size of a sim). If not that, then at least 64m (the size of a 4096m plot). That’s *if* LL ever decides to totally and completely support megaprims. With Havok4 on its way, that at least could be a possiblility. I would so love to make a functional floor in 1 prim instead of 36.

    Regarding hollowing and existing megaprims and cutting etc, I think someone properly pointed out already you can cut and reshape and hollow a megaprim all you like, but until now a glitch in the server caused it to be recognized as an original size cube, which caused all kinds of physics problems (such as running into an invisible barrier 20m above a 1m floor). In addition, hollowing a cube would only visibly hollow it. One could not walk inside.

    What I’m hoping is 2 things: 1. That the hollow and cut issue has been corrected and that existing megaprims are now working properly… and ultimately… 2. That megaprims up to 256m in size will be fully supported just as regular prims are now (with appropriate safeguards to keep a griefer from rezzing a 256m solid prim in the middle of a sim). Such safeguards would be estate option to allow megaprims to be rezzed only by group members or land owners.

  46. Iexo Bethune says:

    Always nice to see H4 getting some work. Can’t wait ’till it goes live!

  47. Sean Heying says:

    The hollowed and cut issue has been solved for a few Havok4 releases now. You can stand in a non-phantom hollow megaprim and now flot upwards to the top, and a dimpled megaprim acts correctly.

    Sidewinder has said that the teams aim is only to duplicate functionality, they are leaving consideration of bigger prims to a later time once the H4 engine is bedded in.

    @ HD “Only one thing I noticed is that the bikes still go air born a little too easy. Although it’s much better than it was, it’s still somewhat unrealistic. I created a small prim jump and when I go over it I would clear the entire sim and land in the next one.”

    I hope that if this is looked at the H4 team recognise that the same issue is probably the one that lets shorter avatars climb stairs now and that they will test that they don’t break this wonderful bug fix. Being able to finally climb stairs is a wondrous thing.

    There are many thousands of shorter avatars now able to climb stairs that cross their fingers that it will stay that way.

  48. kath mcgill says:

    just downloaded the recomended update for the windlight viewer, cant even get it to open up. nada, zip. Dazzle lasts for about 10 min and then splat. Not just on my laptop running vista, but on my pc that has xp. frustrating as i was getting used to windlights look. a little stablity is a good thing,

    thanks,
    kath

  49. Pingback: C:SI Weapons Breaking at Daikon Forge

  50. Sean Heying says:

    My fingers are not working. Where I said… “You can stand in a non-phantom hollow megaprim and now flot upwards to the top, and a dimpled megaprim acts correctly.”

    I meant

    “You can stand in a non-phantom hollow megaprim and not float upwards to the top, and a dimpled megaprim acts correctly.”

  51. Pingback: Second Life | Havok4 Beta con 11 arreglos (14 de mayo) | DiarioSL

  52. nomoresecrets says:

    what means selct/sat on? ….. and how can that be at 182?

  53. Kelly Linden says:

    @52 : Selected/Sat on is the number of prims (not objects) that are either being sat on or being selected by anyone. If someone is editing a lot of objects then the number will be high. Vehicles can be up to 31 prims so it only takes a few to get high as well.

    re: MegaPrims: I think we do want to support them but there are some features we need in place first. Two of the biggest issues are sim borders and prim encroachment. Currently regions overlap by 5m, and even with a cap of 10m on prims we all know how well floors that try to overlap the borders work – megaprims are worse. Likewise with prim encroachment – currently we account and limit prims by their centers, which means you can encroach on your neighbor’s parcel by up to 5m with a normal prim, which is bad enough. With megaprims you can cover an entire sim if you have a single 16m2 plot. These aren’t problems that can’t be addressed (they also aren’t the only problems) but we want to have all the features in place before we officially support mega prims.

    (I reserve the right to be completely wrong on all counts above.)

  54. Sidewinder Linden says:

    @36 Mathieu: As we’ve talked about in-world I’ve logged an additional bug based on your example script, and suspect that this is related to the swimmer problem that we are currently working on. Thanks for your report. /Sidewinder

  55. Sidewinder Linden says:

    @47 Sean:
    “I hope that if this is looked at the H4 team recognise that the same issue is probably the one that lets shorter avatars climb stairs now and that they will test that they don’t break this wonderful bug fix. Being able to finally climb stairs is a wondrous thing.”

    No worries… Unless I’m mistaken, continued refinement to vehicles cleanly traversing prim seam boundaries will not affect stair climbing for short avatars. That change was based on a modification of the physical represenatation of avatars. The new representaiton has been lightly tweaked to fix other issues, but should be stable at this point – with the caveat that if we hit some huge showstopper problem that requires a modification we may have to – but I know of no such issue on the horizon.

    /Sidewinder

  56. Sidewinder Linden says:

    @49 C:SI: Here’s a copy of my post on your blog… I’d be interested to hear more, even if you haven’t figured out how to completely reproduce the problem in a step-by-step way.

    “I had not heard of this problem before (and it does not sound related to others we have seen lately)… Even if you have a partial repro case, or a hunch as to what is happening, I would appreciate hearing about the details you’ve figured out so far. It would also be useful to know if several weapons break at the same time, or is it just “one here and there”. If you could either a) send me a sample of each weapon that had this problem or b) IM me so that we can arrange a time so that I can see each weapon that is misbehaving and pick up it’s ID that would be very helpful.

    Thanks in advance,

    Sidewinder”

  57. Sidewinder Linden says:

    @52 nomoresecrets: I’m not understanding your question… What does it refer to? Thanks, Sidewinder

  58. nomoresecrets says:

    sidewinder… it isnt important… only wonder how a sat on can use 182 prims… but SL is a mess.. so i dont wonder….
    if sl = sl > mess… all is normal…….

    its a weekend , so SL= wont work properly

  59. Slartibartfast Magicthise says:

    @57 nomoresecrets – How about a secret decoder ring so we can decipher whatever it is you’re talking about?

    Great work Sidewinder and team!

  60. Argent Stonecutter says:

    nomoresecrets: Are you thinking about the limit to the number of prims in a vehicle? That’s not because it’s sat on, that’s because of the limit to the number of prims in any object that can be made physical… with each avatar sitting on the object counting as one prim.

  61. SL Player™ says:

    Ground-only vehicles no longer fly into the sky

    I remember in the old days of Sl you could jump hills and fly above the clouds with ease. That’s a cool fix! Now we can do some realistic 4wheelin!

  62. muza says:

    “I had not heard of this problem before (and it does not sound related to others we have seen lately)… Even if you have a partial repro case, or a hunch as to what is happening, I would appreciate hearing about the details you’ve figured out so far. It would also be useful to know if several weapons break at the same time, or is it just “one here and there”. If you could either a) send me a sample of each weapon that had this problem or b) IM me so that we can arrange a time so that I can see each weapon that is misbehaving and pick up it’s ID that would be very helpful.

  63. Great work, I look forward to refinements with megaprim bounds and what that may in turn lead to in the future. >)

    With regards to some of bug fixes though:
    SVC-1689 (Partial): llApplyRotationalImpulse now uses the correct amount of script energy for one of the three test vehicles on this bug – still needs some more work
    Does this mean that there might also be a fix in the works for rotational forces applied via llApplyRotationalImpulse and llPushObject so we can actually change which direction an avatar is facing by script? This would be lovely for scripters, especially people who want to make huggers that line up avatars properly for animations.

    DEV-11596 (Partial): Vehicles no longer drive like they are on rails (Loosened lateral friction to be closer to release simulator behavior. Currently vehicles slide about half as much as with the release simulator – still needs some more work)
    I highly suggest making this fix with future adjustment in mind. I can think of a number of cases where users might want to (in the future when Havok4 is released and Mono is accepting submissions for code changes) change the handling of their vehicles to include even the “on rails” handling. Particularly if you’re trying to remake X-com Apocalypse craft which seem to be able to turn in very tight circles in mid air despite being as large as some buildings. >)

    http://en.wikipedia.org/wiki/X-COM:_Apocalypse

  64. Panya Aya says:

    woot I can’t wait ty for your hard work.

  65. Kitty Tandino says:

    Can someone help?!
    This is kinda sad i being a Reg Member of Second Life has Spent over a week trying to help one member and we can’t get not one person to help us for 5 mins! here the issue….
    Issue: is the member is a creator he made an item with 3700Prims picked it up and since can’t rezz it in world he is in a H4 Simulator.

    1. Filed Ticket
    2. Went to a Sandbox “H4 & Regular Sandbox” Still not able to rezz
    3. Cleared Cache, Reloaded nothing
    4. Tryed other Client Versions <-not working
    5. Went to beta Grid did workaround for missing inventory went back to main grid did same steps to recovar missing inventory, cleared cache reloaded nothing worked still unable to rezz item.
    6. EVERY KNOw WORKAROUND DONE!

    I need help here!!!!!!!!!!!!!!!!!!!!

    i know this is just one member but come on people! HELP!

    -Kitty Tandino

  66. Kitty Tandino says:

    here is the SLURL i am AT if anyone out here cares to come help this person!

    http://slurl.com/secondlife/Havok4%20Sandbox%20NoDmg/131/184/23
    i wont leave his side until i am sure someone can help….

    is there anyone else out here that cares!?>
    join me here if you think you can help!
    ty

  67. Surita Fargis says:

    Loved windlight the effects were amazing,, sunsets wow,, the water wow,,, stunning, New version al that has sadly gone, the only prob with windlight was the av s at a distents blocky not to good. Like the idear of new version due to me being in the world of BDSM, its all exsiting,,,,,, But my sand were i live in sl all smudgy latex looked so good on windlight now looks like im not wearing my trancparent one just look naked,,, my av cant wear skirts to me and ev one around im not wearing one not good when i have spent lots of L$ on outfits i can not wear now. i live in skirts and attached skirts so not good at all as i love my skirts and spent lots on them and im not only one it happend to another girl last night also with some of my skirts i had a transparnt bit around the carvs of my av, when skirt was a mini and it had a IM printed on it and the person i was with could read IM as i could, luckerly it was our IM to eatch other but this is not good. and an ask if possabel us girls sooo need more attachent points to out pelvis one more would be good but 2 even better i know u can change attch skirts to somewere diff but thay do not move right when u walk,, and we loss our xc attachment not good for us girls,,, thanks for reading.

  68. Sedary Raymaker says:

    @21: Oh, that’s gonna be weird. I’m used to the Wile E. Coyote physics of Havok 1.

    @70: “us girls sooo need more attachent points to out pelvis”

    I think many furries would concur. I have a devil of a time wearing prim belts without losing my tail.

    I’m still a bit leery about Havok 4…I still go airborne a little too easily when walking over bumps in H4 sims due to my wing controller, but that’s a small thing given the stability improvements, and I assume the wing physics will be adjusted one SL goes completely H4. In other words, bring it on.

  69. nomoresecrets says:

    Argent,, /sidewinder, i was only looking into my land, and saw sqat on is 182 prims… wonder how that could be… now i am only okay, because SL let me go home…,

    sl is a mess

    but i love to meet my friends here

  70. nomoresecrets says:

    sat on even …. gnnnn

  71. Cruel Clues says:

    I think that what ‘nomoresecrets’ means is, that normally when your avatar is placed sitting on an object (or a linked multiprim object), and the prim count (objects tab) is checked for the land piece, normally it would tell you the number of prims for the object sat upon, i.e. number of selected prims.
    I think what has occurred is that at one occasion the digits reporting number of selected prims was at a huge value of 182 prims – for no obvious reason.
    An interesting piece for the Lindens to try to explain as I see it.

  72. Sidewinder Linden says:

    @64 Kitty: Does the item rez correctly on a Havok1 (release) simulator, such as a Havok1 sandbox? If not, then it is an inventory problem of some sort and submitting a help ticket is the only way I know of to see if it can be addressed.

    If it will rez on a Havok1 simulator and will not rez on a Havok4 simulator, then please provide specifics and I will have the Havok4 team look at it.

    Thanks,

    Sidewinder

  73. Sidewinder Linden says:

    @66 Surita; It would be best if you would send proposals for viewer changes as jira bug reports and feature requests, or attend in-world office hours, as that will provide a direct way to get viewer comments to the right team directly. /Sidewinder

  74. Sidewinder Linden says:

    @69/70 nomoresecrets and Cruel: I tried to reproduce this problem and did not see it in the cases I tested. It would be helpful to see the step-by-step process for how to make this happen if it can be reproduced. Thanks, SIdewinder

  75. Sidewinder Linden says:

    @62 Feynt:
    “so we can actually change which direction an avatar is facing by script”
    Sorry Feynt, that is a feature enhancement that the Havok4 team is not working on.

    Your idea regarding a configurable “on rails” setting is interesting. What we are doing does not preclude that as a future feature, but a variable control is not part of what we are doing for this release. (sounds like a good jira feature request though 🙂

    /Sidewinder

  76. Nerys says:

    Windlight is fantastic! keep up the great work guys!! I was able to run SL last night for over 5 hours before it slurped all my memory 🙂 (regular client ma log in time was 1.5 to 2 hours) Nice 🙂

    One improvement I would love to see. I have no idea what its called I call it object avatar collisions. IE I hate it when prims I wear (hair clothing etc..) go THROUGH my body instead of resting ON it as in the real world 🙂

    This might be off topic I have no idea if the collisions and physics you guys are describing is the same as what I am describing maybe they are completely seperate problems. No idea 🙂

    Keep up the great works it just keeps getting better and better!! I am still waiting for my direct neural brain jack folks. Lets get on that 🙂 hehe

  77. Kitty Tandino says:

    wont rezz in H4 or H1

  78. Kitty Tandino says:

    oooh! and Tickets have been made…
    As i said all steps were taken

  79. Sidewinder Linden says:

    @76-77 Kitty: If it will not rez on either a Havok1 or Havok4 simulator, then it sounds like it is not a simulator-specific problem, and is probably something to do with the inventory system. Our team is not working on that part of the system, and if you have already submitted tickets and talked to folks in that area I don’t think I can do anything that would be additionally helpful… Sorry to not have a “magic wand” for this problem… /Sidewinder

  80. HD Pomeray says:

    @Sidewinder: Can we get an ETA on when you’ll be rolling this out to the Early Adopter regions? We’re eagerly awaiting the latest fixes. Thanks 🙂

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