Because it depends on your ini setting as to how far the moon moves at
any one time I used a counter to move from the old position up or down
by counting until the water level matches the current moon position. So
it moves slowly up and down to not suddenly blink into a new position.
During that time your AV can't seem to move at all or acts as if you are
stuck on a sim border in SL for the time being.
Thanks for listening.
InuYasha.
On 3/26/2012 9:47 PM, Justin Clark-Casey wrote:
I'm actually rather surprised that changing water height causes
movement problems (of course this depends on how big, whether it's a
multi-second pause or a little judder).
As James discusses, I think the thing to do would be to look for an
existing mantis on this issue and raise a new one if something doesn't
already exist. And if there is an existing one add a note with your
findings, please.
On 26/03/12 18:52, James Stallings II wrote:
Hi,
I would suspect that it was not designed to behave this way; and
while I don't think I would expect it to be fixed over
night, I do think that if you were to file a mantis on the topic it
will eventually get looked at (if one hasn't been
filed already).
In my years of experience with the opensim developer community, one
thing I have definitely learnt (besides how to spell
'learnt' -- thanks Adam Frisby!), is that we/they tend to respond far
more positively to a cool (dare I say
lighthearted?) presentation of an issue; exhibiting a flair for the
dramatic tends to elicit something more of a 'talk
to the hand' response.
Don't forget, as good as opensim may be, it's still very much a work
in progress, and it shows greatly in the way that
it has improved over time.
Look into any existing mantis issues on the subject, and by all
means, be patient -- it pays off :)
Cheers
James
On Sun, Mar 25, 2012 at 4:29 AM, InuYasha Meiji
<[email protected] <mailto:[email protected]>> wrote:
It isn't really anyone's fault, but I feel a bit disappointed in
the osSetRegionWaterHeight(i); command. I use
the example script. The one script that allows you to click on
the object containing the script and it makes the
water level rise and fall. I have all my ini files correct and
the script does work.
I got the water moving really pretty smoothly. I was filled with
excitement at the thought of at certain intervals,
about as often as the sun moves in the sky, I could have a script
check for the sun/moon position and move the water
level according to the moon height in the sky. I tried doing
this myself. BUT, here is the problem. Until then I
didn't realize while being the only one on my grid at that time
that stopping to press the flag (The item I placed
the script for testing), I wasn't attempting to walk while the
water made its movement.
I only noticed when attempting to check sun position and move the
water, while taking a walk. Is tides to look like
real tidal forced impossible to do in opensim, without causing
this issue, and I am doing something horribly wrong?
Can it be done. Or would moving the water and walking smoothly
just something you can't do especially on multiple
sims all at once?
All this time I had been using the whole possibility of tides in
opensim as one of the more noticeable differences
between SL and opensim, to start up conversations about it. It
disappoints me a little that I have to tell these
people I tried it and it really messes things up when I tried it.
I love opensim, and won't quit over just this. So much great
work has been going into it, and I appreciate it so
much. It give people like me, on fixed incomes, the disabled who
don't know how long we can pay Linden Labs, to
enjoy a virtual environment a free place to go and enjoy our
dream world. Thanks to all of your hard volunteer work.
Thanks again,
InuYasha
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