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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