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	<title>Comments on: Havok™4 Beta Preview Update with 8 fixes (2008-03-27) - RC3 of the new Second Life Simulator</title>
	<atom:link href="http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/</link>
	<description>By Linden Lab</description>
	<pubDate>Wed, 08 Oct 2008 03:35:55 +0000</pubDate>
	<generator>http://wordpress.org/?v=MU</generator>
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		<title>By: Delerium Hannibal</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592646</link>
		<dc:creator>Delerium Hannibal</dc:creator>
		<pubDate>Sat, 29 Mar 2008 01:33:55 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592646</guid>
		<description>@37:  This feature that you described was added a long time ago to jira.  
just do a jira search for VWR-185 and you will find it.  Been wanting that one for years.  I know that the havoc 4 upgrade currently isn't about adding new features, but I almost think a little planning on some new features before it's "too late" would be nice.  Some things are simple to do during a restructure like this, but would be a bear to add in later after you are done with the restructure.</description>
		<content:encoded><![CDATA[<p>@37:  This feature that you described was added a long time ago to jira.<br />
just do a jira search for VWR-185 and you will find it.  Been wanting that one for years.  I know that the havoc 4 upgrade currently isn&#8217;t about adding new features, but I almost think a little planning on some new features before it&#8217;s &#8220;too late&#8221; would be nice.  Some things are simple to do during a restructure like this, but would be a bear to add in later after you are done with the restructure.</p>
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		<title>By: Argent Stonecutter</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592644</link>
		<dc:creator>Argent Stonecutter</dc:creator>
		<pubDate>Sat, 29 Mar 2008 01:24:03 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592644</guid>
		<description>Syl@72: I have never turned my land "no build" or "no entry" except for a breif period when dealing with a known griefing attack. I only set my land for autoreturn reluctantly. And... I don't have 'robots nonstop teleporting to my house and dropping boxes of wholly inappropriate things with "for sale" marked on them'. Why do you think that would happen?</description>
		<content:encoded><![CDATA[<p>Syl@72: I have never turned my land &#8220;no build&#8221; or &#8220;no entry&#8221; except for a breif period when dealing with a known griefing attack. I only set my land for autoreturn reluctantly. And&#8230; I don&#8217;t have &#8216;robots nonstop teleporting to my house and dropping boxes of wholly inappropriate things with &#8220;for sale&#8221; marked on them&#8217;. Why do you think that would happen?</p>
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		<title>By: Sylhouette Rojyo</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592638</link>
		<dc:creator>Sylhouette Rojyo</dc:creator>
		<pubDate>Sat, 29 Mar 2008 00:21:25 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592638</guid>
		<description>@Sidewinder:
I think the limit on megaprim size is a good idea, in that they can be abused.  

Speaking as a mainland owner, what I'm more interested in is are the normal prim limitations enforced on the megaprims?

That is if I make a 10m x 10m prim, and try to make it overlap a 4m x 4m parcel owned by someone else and set to no-build, the expected result would be that the prim wouldn't overlap the other parcel.  

For example, if I make a skids 10m x 10m bulldozer, and try to bulldoze a 4m x 4m lot I don't own, the bulldozer stops at the border.  If I have a spy finder tool equiped and am surveying my property, and it tries to move into my neighbors parcel where i don't have building permission, it stops.

Realisticly, as long as that check is intact and works for the mega prims, the whole argument is just plain silly.

I can build a 4000m+ wall right now, out of my surplus prims.  As long as I can restrict any unwanted prims (including the mega prims) from overlapping my land, there's no issue here.

If I have building turned on, then I'm open to griefing, I'll have robots nonstop teleporting to my hosue and dropping boxes of wholely inappropriate things with "for sale" marked on them, etc.</description>
		<content:encoded><![CDATA[<p>@Sidewinder:<br />
I think the limit on megaprim size is a good idea, in that they can be abused.  </p>
<p>Speaking as a mainland owner, what I&#8217;m more interested in is are the normal prim limitations enforced on the megaprims?</p>
<p>That is if I make a 10m x 10m prim, and try to make it overlap a 4m x 4m parcel owned by someone else and set to no-build, the expected result would be that the prim wouldn&#8217;t overlap the other parcel.  </p>
<p>For example, if I make a skids 10m x 10m bulldozer, and try to bulldoze a 4m x 4m lot I don&#8217;t own, the bulldozer stops at the border.  If I have a spy finder tool equiped and am surveying my property, and it tries to move into my neighbors parcel where i don&#8217;t have building permission, it stops.</p>
<p>Realisticly, as long as that check is intact and works for the mega prims, the whole argument is just plain silly.</p>
<p>I can build a 4000m+ wall right now, out of my surplus prims.  As long as I can restrict any unwanted prims (including the mega prims) from overlapping my land, there&#8217;s no issue here.</p>
<p>If I have building turned on, then I&#8217;m open to griefing, I&#8217;ll have robots nonstop teleporting to my hosue and dropping boxes of wholely inappropriate things with &#8220;for sale&#8221; marked on them, etc.</p>
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		<title>By: Sidewinder Linden</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592617</link>
		<dc:creator>Sidewinder Linden</dc:creator>
		<pubDate>Fri, 28 Mar 2008 23:08:19 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592617</guid>
		<description>@70 Aminom: Thanks! I suppose you could class it that way, but I'd posit that the old build with incorrect megaprim collision profiles was bugged, and so it's a bug fix - but - hey - whichever way you want to look at it that works better now :)  Thanks again, Sidewinder</description>
		<content:encoded><![CDATA[<p>@70 Aminom: Thanks! I suppose you could class it that way, but I&#8217;d posit that the old build with incorrect megaprim collision profiles was bugged, and so it&#8217;s a bug fix - but - hey - whichever way you want to look at it that works better now <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Thanks again, Sidewinder</p>
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		<title>By: Aminom Marvin</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592599</link>
		<dc:creator>Aminom Marvin</dc:creator>
		<pubDate>Fri, 28 Mar 2008 22:04:03 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592599</guid>
		<description>Sidewinder- thanks for the clarifications and info :) However, in the process of being a stability fix, Havoc 4 has added a huge feature as a side-effect: megaprims now have accurate collision profiles. Just this small thing will be a huge boon to builders. As just one example, one can make unique, large terrain elements with a sculpt, set it phantom, then just use a couple of megaprims to give it a usably accurate collision shape.

I thank the Havoc 4 team for adding this "feature," and for providing an almost uncrashable physics platform (it took my friends and I weeks to finally find a way to crash the server using physics, and I've heard word that the exploit will be patched.)</description>
		<content:encoded><![CDATA[<p>Sidewinder- thanks for the clarifications and info <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> However, in the process of being a stability fix, Havoc 4 has added a huge feature as a side-effect: megaprims now have accurate collision profiles. Just this small thing will be a huge boon to builders. As just one example, one can make unique, large terrain elements with a sculpt, set it phantom, then just use a couple of megaprims to give it a usably accurate collision shape.</p>
<p>I thank the Havoc 4 team for adding this &#8220;feature,&#8221; and for providing an almost uncrashable physics platform (it took my friends and I weeks to finally find a way to crash the server using physics, and I&#8217;ve heard word that the exploit will be patched.)</p>
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		<title>By: Rob Escape</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592589</link>
		<dc:creator>Rob Escape</dc:creator>
		<pubDate>Fri, 28 Mar 2008 19:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592589</guid>
		<description>Personally, I would welcome the complete anniliation of megaprims and bring forth unrestrained regular prims for advanced users (the advanced menu option disable prim restraints sounds brilliant) for future uses.

and I use/abuse the hell outta Megaprims...


if I was a Linden Deity, I would create an estate tool that could change the connecting fake waters into a different texture (forest, desert sand dunes, etc).  and then problem solved with the bigarsed 64k prims making sand as far as the eye can see or whatnot...not everyone wants to live on beachfront property, some people would rather have those distant views be random generated mountains or something verses a ocean.

Well, anyhow, lets hope that you Linden types contemplate living in a VR beyond everyone in Maui or Venice</description>
		<content:encoded><![CDATA[<p>Personally, I would welcome the complete anniliation of megaprims and bring forth unrestrained regular prims for advanced users (the advanced menu option disable prim restraints sounds brilliant) for future uses.</p>
<p>and I use/abuse the hell outta Megaprims&#8230;</p>
<p>if I was a Linden Deity, I would create an estate tool that could change the connecting fake waters into a different texture (forest, desert sand dunes, etc).  and then problem solved with the bigarsed 64k prims making sand as far as the eye can see or whatnot&#8230;not everyone wants to live on beachfront property, some people would rather have those distant views be random generated mountains or something verses a ocean.</p>
<p>Well, anyhow, lets hope that you Linden types contemplate living in a VR beyond everyone in Maui or Venice</p>
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		<title>By: Sidewinder Linden</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592575</link>
		<dc:creator>Sidewinder Linden</dc:creator>
		<pubDate>Fri, 28 Mar 2008 17:00:50 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592575</guid>
		<description>@63 Sascha: Could you please IM me inworld so that I can take a look at the objects involved? Thanks, Sidewinder</description>
		<content:encoded><![CDATA[<p>@63 Sascha: Could you please IM me inworld so that I can take a look at the objects involved? Thanks, Sidewinder</p>
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		<title>By: Belos Seiling</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592572</link>
		<dc:creator>Belos Seiling</dc:creator>
		<pubDate>Fri, 28 Mar 2008 16:00:04 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592572</guid>
		<description>I'll be looking forward to editable megaprims, so that I - and many other residents - may be able to have nice buildings to a reduced number of prims. It is not easy to build a nice house floor or a wall with a megaprim 1 meter thick.
With this possibility the surplus prim count can be used to enhance the surroundings of the buildings. More trees and flowers.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll be looking forward to editable megaprims, so that I - and many other residents - may be able to have nice buildings to a reduced number of prims. It is not easy to build a nice house floor or a wall with a megaprim 1 meter thick.<br />
With this possibility the surplus prim count can be used to enhance the surroundings of the buildings. More trees and flowers.</p>
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		<title>By: Sascha</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592571</link>
		<dc:creator>Sascha</dc:creator>
		<pubDate>Fri, 28 Mar 2008 15:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592571</guid>
		<description>WEll i have a strange problem here on my havok, rotating objects are just stopping to rotate after some time, since they aren't made by me i have to take them back to inv and rez again. Guess it has to do something with energy??</description>
		<content:encoded><![CDATA[<p>WEll i have a strange problem here on my havok, rotating objects are just stopping to rotate after some time, since they aren&#8217;t made by me i have to take them back to inv and rez again. Guess it has to do something with energy??</p>
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		<title>By: Marlene Umarov</title>
		<link>http://blog.secondlife.com/2008/03/27/havok%e2%84%a24-beta-preview-update-with-8-fixes-2008-03-27-rc3-of-the-new-second-life-simulator/#comment-592551</link>
		<dc:creator>Marlene Umarov</dc:creator>
		<pubDate>Fri, 28 Mar 2008 14:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://lindenlab.wordpress.com/?p=1784#comment-592551</guid>
		<description>Why with the new version instaled I have some things in rose?Will you install the same simulator on all SL?
I don´t like this...And I don´t know what to do...</description>
		<content:encoded><![CDATA[<p>Why with the new version instaled I have some things in rose?Will you install the same simulator on all SL?<br />
I don´t like this&#8230;And I don´t know what to do&#8230;</p>
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