Reed Hedges wrote:
>
> Are there any bugs or real defects in Ter'Angreal or VOS?  I know of two,
don't
> know if we should fix them:
>
>  * Avatar settings (model/skin) aren't saved (really just an unimplemented
>    feature)
>  * Objects aren't always removed from the world
>
> Something to test is whether all A3DL property/object changes are properly
> reflected in Ter'Angreal.  May not be worth fixing all of them, but maybe
some
> of them if people think they need to use that feature.
>
> Others?

* It seems that when you leave one sector to go to another, the old sector
isn't actually unloaded. Try going back and forth between sectors and watch
your memory usage creep up!
* If an object moves between the time you initiate a download and you finish
the download and populate your local VOS objects, but then stops moving,
you'll see it at the old location until it makes a move. (This probably goes
for all changes, but it's most obvious with avatar moves)
* In general, Ter'Angreal has pretty poor error handling (network
disconnections and such) and sometimes crashes, though I havne't reproduced
a specific case
* Someone removed the code I put in to Ter'Angreal to make sure "grabbed"
objects didn't get interpolated ;)

Nothing show-stopping, really. But fixing these would add some "polish."

>
> What is the state of the Python interface?
>
> Other things we could do are
>  * Update the manual with VIP documentation.
>  * Make some new worlds. I'm working on a little demo of objects flying
around.
>  * Is the IRC bridge working properly now?
>  * Do all the Visual C projects work?
>  * What else?

* Being able to turn off gravity/physics, even if you don't have write
permission to the sector (basically, change the properties on the collider
in the a3dl plugin)
* I think a rudimentary portals implementation would be really neat,
especially if they could be "opened" dynamically. Of course this may require
some a3dl plugin overhaul to support multiple loaded sectors simultaneously.

Unfortunately, I haven't had much time to work on VOS in a while, and it
doesn't look like i'll have much anytime soon. But I can volunteer to do a
bit of bug testing now and again :)

>
> Then we need to do some test release builds and make sure they work.
>
> During and after the release I might write some short tutorials that focus
on how to do
> specific things, probably starting with going through how to make
something in
> blender, export it, and load it into a server.  Other ideas are at
> http://interreality.org/wiki/HowTos
>
> Reed
>
>


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