InWorldz

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 Post subject: Re: Region Crossing Failures
PostPosted: Sun Oct 23, 2016 2:06 pm 

Joined: Thu Mar 28, 2013 8:55 am
Posts: 135
I have invited many pirate sailors from SL and once they sail the Black Powder region and find out the crossings are bad and sometimes cannot even fire their cannons they leave Inworldz never to come back. So for this reason this must be fixed if Inworldz is to grow


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 Post subject: Re: Region Crossing Failures
PostPosted: Sun Oct 23, 2016 2:23 pm 
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Joined: Fri Aug 24, 2012 6:58 am
Posts: 2192
< -- idiot-child has a question ...

... not sure if this is going to sound coherent or not but giving it a shot...

Is there any way, however remote, that the visual "height/altitude bump" during region crossings is related to the server's perception of "avatar center" (which can vary a little from avatar to avatar) and/or the re-calculation of that height/elevation when moving from one region to the next?



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~aka~ Claret LaKhabary @ Imzadi Basin, Arborea, InWorldz

The Almighty tells me he can get me out of this mess, but he's pretty sure you're sporked.
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 Post subject: Re: Region Crossing Failures
PostPosted: Sun Oct 23, 2016 2:33 pm 
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Joined: Mon Jun 07, 2010 7:07 pm
Posts: 7936
Location: Nova Scotia, Canada
Yichard wrote:
Aren't the physical shapes calculated once and for all? (if no physical mesh is provided)
They are cached for a region but there is no global cache for physics shapes, and it wouldn't be good to store them as assets, so we have some room for improvement there. I think they are passed across on a crossing (I forget) but if you rez a boat, hop in, and cross a border, it might not be complete yet depending on how complex the shape is (how many mesh parts aren't set to SHAPE_NONE). It is common for some of the "optimized" vehicles to have dozens of complex mesh prims that do have an actual physics shape too (and hundreds that are set to SHAPE_NONE).


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