Second Life Havok4 Beta Preview Refresh (2007-10-24): 12 issues resolved
Wednesday, October 24th, 2007 at 6:48 PM by: Sidewinder LindenThe Second Life Havok4 Beta Preview has been refreshed with twelve new issue resolutions in place. I want to say a big THANK YOU to all of you who have helped to test the Havok4 Preview so far, for your great focus and results. Let’s all keep up the good work — we’re getting there!
PLEASE NOTE
* Office Hours will be held tomorrow morning (Thursday) at 8:00 AM PDT at the Brampton Stage (http://slurl.com/secondlife/Brampton/106/166/25/) on Second Life (NOT on the Second Life Beta Preview grid)
* The Beta Preview will be offline for approximately 24 hours as we apply the update and perform internal testing. We will then return the Beta Preview to open access.
* The Havok4 Beta Preview system database will be refreshed (updated and overwritten) early next week. Please save any scripts that you would like to keep, since this refresh will replace all inventory with a new snapshot of your inventory from the public Second Life system.
ISSUES RESOLVED
DEV-4118 sim crash by sitting on an object
SVC-856: Havok4 - Rez from Inv with Edit on create invisible object in 1.18.3.72037
SVC-802: Havok 4: Rezzing a tree from inventory causes log out
SVC-828: llCreateLink () can link to an AGENT! Doing so crashes causes viewer crash
DEV-4008: llSetPos fails in touch events in root prims
SVC-768: llCreateLink(target, TRUE) inserts child prim in wrong place in linkset
DEV-444: Failed link operations should have an error message
SVC-821: llGroundRepel using top of bounding box, not middle, also attracts downward
SVC-857: Unable to rez some old content
SVC-54: llTargetOmega doesn’t update unless object is interacted with by an AV
DEV-3477: VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT severely gimped in current limitations
SVC-860: Physical objects linked, set static then unlinked become physical again
Best regards,
Sidewinder Linden
Program Manager


October 24th, 2007 at 6:57 PM
Neat. Cant wait to test. is it still 31 prims for vechs or do we have 61 now?
October 24th, 2007 at 7:06 PM
i’m happy to also see that you can set physical with objects intersecting each other, about time we had that feature!!!
October 24th, 2007 at 7:39 PM
Yay, I finally get to read comments that are all positive.
PS. Great work Sidewinder.
October 24th, 2007 at 7:52 PM
I’m not sure what you mean by this…
DEV-3477: VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT severely gimped in current limitations
The old method limits to 100m. This seems arbitrary and out of line with other height limits. Will it remain at 100M? Does this mean that it’s changed?
I would love to see it work to the full height of other physical objects. It’s a pain to work around
October 24th, 2007 at 8:01 PM
Great! looking forward to this release beta! As i said before we really need this client to work correctly! Good work!
October 24th, 2007 at 8:08 PM
[...] Second Life Havok4 Beta Preview Refresh (2007-10-24): 12 issues resolved The Second Life Havok4 Beta Preview has been refreshed with twelve new issue resolutions in place. I want to say a big THANK YOU to all of you who have helped to test the Havok4 Preview so far, for your great focus and results. Let’s all keep up the good work — we’re getting there! [...]
October 24th, 2007 at 8:37 PM
Eddie Says: “Yay, I finally get to read comments that are all positive.”
Please remember that that the increase of positive remarks has more to do with the active removing of messages and banning of posters. We are not living in a democracy here.
Personally I do not understand why new things are introduced too early as the worldwide comment (also outside this Blog) is that the SL system “feels” performing worse and worse after every update.
But that is ofcourse just an opinion.
October 24th, 2007 at 8:37 PM
A few days back, I tested a vehicle that uses variable buoyancy and found that a -1 vehicle buoyancy made it plummet, whereas before it simply drifted downwards.
I commented on this on JIRA SVC-722, but haven’t seen anything else about it. Is this how buoyancy will work from now on?
JIRA re: General Vehicle issues with Havoc
https://jira.secondlife.com/browse/SVC-722
October 24th, 2007 at 11:02 PM
@7
We are living in a democracy, and to my knowledge only the most insulting blog posts are deleted, but there’s a wide chasm between constructive criticism and ranting because stuff doesn’t work like you want it to and “fix it now!”
I look forward to trying to break this preview, Sidewinder. Hopefully the catapult build will work like it does on the main grid this time. >)
And I hope any decisions regarding mega prims (especially with regards to physics) will be discussed with the public first before being ratified. The forum thread seems to suggest that, like the sit target offset teleporters and invisiprims, mega prims have become a very integrated method of content creation.
October 24th, 2007 at 11:47 PM
@7 Eddie… For the record, since the first opening of the Second Life Havok4 Beta Preview, I have not removed even one comment from any of my blog postings. This is an open, transparent development process, where you see what we are doing in as much detail as we can provide. I am very happy to hear that the response has been positive, and we are doing everything we can to keep this project running in a fashion that is positive through to conclusion.
October 25th, 2007 at 12:18 AM
Oops - sorry Eddie- that last comment (#10) should have been in response to @7 SNBspecial Jun, who quoted you at the top of his post. My apologies for naming you as the person I was responding to… /Sidewinder
October 25th, 2007 at 1:19 AM
The physical link limit weas 65 a while ago. Andrew Linden identified this as an error, and dropped it to 32, which is still one above normal. Dan Linden is marking the current number as still in error. So it will likely be 31 before havok 4 goes live
October 25th, 2007 at 1:46 AM
Again with mega prims?
October 25th, 2007 at 2:08 AM
@7
So we lose a few serial whiners half of them apparently haven’t been able to login for the last 12 months anyway. But it’s still not THEIR ISP or PC of course
Anyway cool stuff , with Havok 4 about time we moved out of the 20th century, keep cranking the features, but be carefull about it and keep fixing the old bugs too.
October 25th, 2007 at 5:00 AM
What did actually become out of the oversize prim debate?
October 25th, 2007 at 6:38 AM
Hey, “SVC-821: llGroundRepel using top of bounding box, not middle, also attracts downward”… I have code in my plane to turn hover with hover-up-only on and off because hover-up-only never seemed to work. Do you know if that’s going to fix hover-up-only as well?
October 25th, 2007 at 7:58 AM
I would still like to see megaprims up to 100m allowed. Anything over 10m should cost 10L, be set nocopy, be forbidden to run scripts or be set Physical. There are no good reasons not to do this and it’ll make LL more income at the same time. Yes, twerps can use them to intrude on neighbors sims. Here’s a flash - they can do that by linking 10m cubes together, too. Anything can be abused and we shouldn’t burn down the forest just because some kids may throw pine cones at passersby.
October 25th, 2007 at 8:00 AM
I think what #7 also refers too is the selective allowing of posts….blogs where back slapping will not result are closed to comment. Many of us say if ALL blogs had comments open then each blog ’should’ remain on topic and upbeat where appropriate. Those not wishing to read moans can skip the blogs re whats wrong and how long it will take to fix, and thanks for the patience.
#14 what a coincidence SO many that ‘attempt’ SL have crap computers and connections and how weird it is that the same computer and connection can run SL perfectly but not at other tiimes…that a steam driven XP on a non updated viewer can run rings around a top range erm VISTA (hint LL) machine with the newest update…gosh it must be the broadband playing up again…
At least the solution to trying to move in SL seems to be in some form of vehicle as so much effort is in place to achieve it….will the new camping scenario be traffic wardens?…oh and griefers clampers :))
October 25th, 2007 at 8:54 AM
why not voice on havok4 ?
October 25th, 2007 at 11:34 AM
Testando se eu consigo postar sem ter que logar.
October 25th, 2007 at 11:56 AM
Sidewinder, I can’t make the Office Hours due to RL pressures, so can I ask you some questions here?
1. For SVC-802 testing I was amazed to see that a sim crashed when rezzing a tree across a sim boundary - but also surprised that the sim hadn’t come back after a few days. Can the Havok4 sims be ‘auto-restart’ so if this happens again with other tests, they can be back online automatically?
2. Some attachments didn’t appear on relog and someone said that it was due to SVC-857 - but this happened in a Havok1 sim. Does that imply a Het-Grid problem?
regards,
Benja
October 25th, 2007 at 1:19 PM
Still at release 1.18.3.5 ?
I will download a new release when you fix the Contacts BUG, which fails to show Contacts correctly, and often says “WAITING” or “HIPPOS” .. (what’s with ‘hippos’?? Inside joke?)
It would also be nice to make it OPTIONAL for that Communication Button with the combined I.M.s and Contacts and History, and let people choose the previous interface optionally in Preferences. The new system takes up TWICE the screen space than the old one ;P
October 25th, 2007 at 1:27 PM
Last time I dared to download and test the Havoc Beta, attachments were falling off the AVs in epidemic proportions.. has that been fixed also?
October 25th, 2007 at 3:01 PM
UMMM! Windlight Please!!!!!! Pretty Please!!!!
October 25th, 2007 at 4:58 PM
windlight is for fags.
(now we should find out if they really do delete comments.)
October 25th, 2007 at 10:40 PM
lol nah too busy planning shutting down for Halloween….LL if you spot #25 nip into the 31st October blog and have a read pretty please?
October 26th, 2007 at 12:33 AM
Am i reading right? More Hardware! I dreaming
its a wonderful dream Its about time!
October 26th, 2007 at 7:48 AM
just wondering why hollow objects aren’t hollow any more in Havok 4. I’m sure last time I was in they were. At least some stuff I made last time that was working now isn’t and I can’t even roll balls down a tube. Makes physics testing a little difficult wouldn’t you agree?
November 9th, 2007 at 7:13 PM
All this work on the physics engine, as we’re still going to be stuck at 31 prims for vehicles?
Bit of a waste of time then, isn’t it?
The 31 prim limit is the only thing about SL physics that needs fixing.
November 9th, 2007 at 11:04 PM
@28 django: Havok4 does have hollow objects, however if the simulator load gets very high the level of detail will be reduced, and hollows will be removed temporarily (only as long as the physics load is high).
Sidewinder
November 9th, 2007 at 11:07 PM
@29 cobalt: The 31 prim limit is not a Havok4 limitation. It is present in order to reduce issues crossing region boundaries. The Havok4 implementation so far appears to be far more stable under heavy load, has notably fewer crashes (many folks have reported that it is far harder to crash), and allows for a variety of new features down the road. As clearly explained through the early phases of the project and on the wiki, we have purposefully *not* added new features in this phase, focusing instead of trying to improve stability, reliability and load handling.
Regards,
Sidewinder