Archive for April, 2008

Think the Naginata has a long-range kick?

kick Well, it just might turn out that you’re absolutely correct.  I admit that I haven’t spent a great deal of time fighting with or against the naginata, and that may be a part of why I was unaware of the long range of the naginata’s kick.  With all of the comment’s I’ve read lately on both sides, I decided to see for myself and headed to Meiji to nab the nearest volunteer (I forget who it was now though, because Second Life has the most annoying habit of forgetting my chat log preferences and it didn’t get recorded as I expected it to).

In order to test this, I took one of the non-phys vehicles that I recently coded up, and changed the code so that I could sit on it and specify a distance and it would move precisely the distance specified from a given avatar.  This allowed me to very precisely control the distance in order to find out what was or was not in effective range, and I felt that it was more reliable than measurements taken using prim rulers or other similar methods.

So here’s what I found : I was able to be kicked at distances up to 3.8 meters by the Naginata.  Yup, more than a meter more than the Taketori and Wave.

And that brings up another interesting point, actually : I have now checked and double-checked the code on the Taketori and the Wave, and they are specifically coded to have a range of 2.5 meters, but today’s testing showed that they worked up to 2.7 meters.  Not much of a difference, perhaps, but it does indicate yet another way that Second Life doesn’t typically do what you tell it to do :)

I don’t feel that this was a really robust test, since it’s possible that other factors came into play.  For instance, sitting on an object changes your bounding box size to include the object being sat upon, but it shouldn’t change the center of mass that is supposedly what is actually tested for using this method, but I wouldn’t bet too much money on that since Second Life has any number of quirks that don’t exactly follow the documentation.

Also, I only performed the test on a single region and on a single day, so it’s also possible that it’s an issue with that region’s server-side simulator code that may or may not exist in previous or subsequent versions.  Again, I wouldn’t bet any significant money on that, it’s just an idea that occurred to me.

Still, at least I’ve been able to independently verify that reports of the naginata having a longer kick range are true.  Now maybe it’s supposed to be that way, I’ve never been curious enough to ask Archanox before now, but Esprite’s comment on the CombatSI forums leads me to think that it’s not supposed to be that long.

Popularity: 47% [?]

I’ve just about freaking had it (grrrr)

damaged_box-t Okay, seriously….  For the fifth time today I’ve had to log in to Second Life to pass along a sword that didn’t get delivered in-world, and this is probably at least the twentieth time this week.

This is not because the vendors are broken, it’s even happening to the vendors that I’ve used for nearly two years now.  The problem lies in the fact that the Second Life system is currently extremely unstable and fundamentally incapable of scaling to serve the current load.

I simply cannot afford to log in 5 or more times while I’m supposed to be working, I steal quite enough time from work for Second Life as it is.  And this really puts me in a bind because I pride myself on being as responsive as possible and not making people wait until after the end of the business day in my time zone before they get the product they’ve purchase.  I know I certainly wouldn’t want to wait up to 8 hours before something I buy is delivered.

So among the other twenty things I’m working on, I guess I’ll add some research into how to make my own delivery system more robust in the face of an unpredictable and pathologically fragile grid.

/rant off

Popularity: 41% [?]

Coming soon to a simulator near you : SVC-1648

svc-1648-fixed This is promising news : Kelly Linden reported that he expects the fix to the C:SI kick bug to be deployed in the near future (or now, depending on the order of the rolling update, I guess), and has marked the Jira issue as [Resolved] and [Fixed] and deployed in the latest server-side code rollout V1.21 :

kelly linden - 29/Apr/08 11:31 AM

This issue should be fixed in the current simulator version (1.21)

I’m not able to verify this at the moment (durned work making me work), but I’d love it if anyone could verify this and let me know :)

[UPDATE]

False alarm :(

Kelly Linden said… 

Resolution:     (was: Fixed)
       Status: Fix Pending  (was: Resolved)

Arg, oops!! This is NOT fixed in 1.21, but will be in 1.22 (the next version we release, I hope).

Sorry Robby!  This got caught in some pjira clean up I was doing.  I thought I re-read all the issues to only get the ones fixed in 1.21, but not well enough I guess.

Popularity: 35% [?]

Bitten in the butt by debug code again

508467119_49de142f07_m Yup…  Those of you who’ve upgraded to the V1.0.5 Taketori Katana have probably already found the bit of debug code I had in there for the benefit of my beta testers, and which I should have taken out before releasing a general update.  I know that a few people have already reported (why only a few?  What’s up with that?) that when they kill an opponent with the Taketori they heal to 100% no matter how low in health they were during the duel.

Now, in my defense, I’ve got a couple of things to say about that.  Firstly, it only works if during the duel you only had one opponent; This is determined by the number of people that attack you from the time you draw the sword until the time you die, and during a free-for-all you only get the standard 25% heal.

While it’s possible to be very careful to only get hit by one opponent in a 3vs3 match or a free-for-all, it’s highly unlikely.  It is, however, a definite problem for the King-type matches where one person takes on all comers one at a time, since they’ll heal to 100% after the first opponent (but not thereafter).

Secondly, it has long bothered me that the only way to force an upgrade on users was to upgrade all C:SI weapons so that old versions would no longer work with newer versions, and with all of the talk lately about the Taketori being unbalanced (which I am not at all convinced of, by the way) I decided that this could no longer be the case for my weapons, and put in a "remote disable" feature that allows me to permanently disable any old versions. 

Pobody’s nerfect, as this post aptly demonstrates, and there has to be a way for me to be able to distribute new weapons with the confidence that I can fix any balance issues that are discovered and people will upgrade to the newer, more balanced versions rather than simply continuing to use an older version.

THE PLAN

So, what I’m going to do is this: I have already taken out the code that is responsible for the problem, and I’ll work in a couple more update-worthy changes (like the ability to hide and show the tsuba) and will distribute another update in the near future.  After that update is released, I will give it a few days and will start to announce reminders that upgrading is mandatory.  After a couple of days of such reminders, I will permanently disable version 1.0.5 so that people will no longer have the option to use it. 

The updates will still be sent to those who may be on vacation or for whatever other reason have not had a chance to see the announcements, so nobody will get left without an update.  In other words, even if you log in six months from now and try to use V1.0.5 you will be sent an upgrade to whatever version is current at that time and the 1.0.5 version will cease functioning.

So, in the meantime, I think that it can be fun and convenient to heal 100% after a duel (remember, that does not work in 3v3 or FFA battles) but don’t get too used to it, because it won’t last long :)

Popularity: 34% [?]



Bad Behavior has blocked 58 access attempts in the last 7 days.

Close
E-mail It