Area Full (Wishlist)

Area Full // Wishlist

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sgeo ~~~

Oct 30, 2003, 6:07pm
If you're building in an area with "area full", you should still be able to
change objects assuming that the change will not result in area full

codewarrior

Oct 30, 2003, 6:36pm
When you change something, a new object is added with the changed
properties, and if that is succesful, the old object is deleted.

That is why you can't change stuff once an area is full.

[View Quote]

john

Oct 30, 2003, 8:17pm
Maybe in 3.5 a propper object change command is needed... lol

~John

[View Quote]

strike rapier

Oct 31, 2003, 1:09am
We have yet to actually get confirmation on what the hell happens... its
under discussion in the Beta NG as we speak... multiple ideas, waiting for
Grimm..

- Mark

[View Quote]

joeman

Oct 31, 2003, 1:55am
A new object is added, if the RC is 0, then it deletes the original (old)
object. This is all fine and dandy until you run out of cell space.

-Joe

[View Quote]

strike rapier

Oct 31, 2003, 3:16pm
Thats what we were thinking.. but the SDK documentation says differently...

- Mark R

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bowen ten.sardna@newob

Oct 31, 2003, 3:53pm
[View Quote] I thought it was common knowledge the SDK documentation was woefully
inadequate.

--
--Bowen--
http://bowen.homelinux.com
Give me ideas.

ferruccio

Oct 31, 2003, 5:02pm
change how it processes objects. make it so the BI "inspects" the building
after the first object was removed and the second object was placed. the
problem is that it "inspects" the building while the two objects are there.

john

Oct 31, 2003, 6:16pm
What I suggested was that an 'object change' command was implemented to the
server so that you no longer ADD and then DELETE, but the server simply
checks if you can delete and can add.. if either fail it returns an error
otherwise 0

Lol

~John

[View Quote]

joeman

Oct 31, 2003, 6:28pm
What happens if something happens after the object is deleted? The object
would be gone forever. That's why the current system is in place, and I
think its just fine. Stop trying to add a jillion objects into one cell.

-Joe

[View Quote]

bowen ten.sardna@newob

Oct 31, 2003, 6:33pm
[View Quote] Object properties are also used in cell calculation.

The current method needs to be revamped -- and an option for world
owners to have an unlimited cell size. (also for browsers to control
the max polygon per scene, just in case some wacko's decide they need
200,000,000 polygon sized objects everywhere) Afterall, Users pay for
their world they should have control over what goes in there. And
people know their hardware, so if they know they can't handle more than
1 million polygons, they should have control over that.

Why should object descriptions and actions be part of the cell size?
Also, there does need to be an object change feature. So that you can
change an object that's currently in a full cell. I know I've needed it
multiple times in public worlds.

--
--Bowen--
http://bowen.homelinux.com
Give me ideas.

alexthemartian

Nov 1, 2003, 4:00am
cool.. that mean i can have a p-10 and build veticly up into the sky and
make as much room as any size world.. just vericly :-P i always wanted to
make a skyscraper that was fully detailed on every floor.

[View Quote]

bowen ten.sardna@newob

Nov 1, 2003, 4:15am
[View Quote] > cool.. that mean i can have a p-10 and build veticly up into the sky and
> make as much room as any size world.. just vericly :-P i always wanted to
> make a skyscraper that was fully detailed on every floor.

3d cells. Although I see nothing wrong with have unlimited
vertically... it doesn't let you do _that_ much.

--
--Bowen--
http://bowen.homelinux.com
Give me ideas.

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