Archive for the 'Second Life' Category Page 2 of 44

[Resolved] Avatar Jump Height SVC-1975

For those of you not following the JIRA issues that are related to C:SI, I wanted to just quickly point out that Andrew Linden has indicated that a fix is in the works for the inability to jump as high under Havok 4 as you could in Havok 1, and seems likely to be released in the near future (emphasis added) :

Andrew Linden said…

The simple formula for peak height of a projectile in uniform gravity is:

h = (Vo)^2 / (2 * gravity)

Where Vo = initial velocity
Solving for Vo we get:

Vo = sqrt( 2 * gravity * h)

The ratio of Vo1 by Vo4 is:

Vo1 / Vo4 = sqrt( h1 / h4 )

Solving for Vo1 we get:

Vo1 = Vo4 * sqrt( h1 / h4)

Putting in the numbers:

Vo1 = Vo4 * sqrt( 3.967 / 2.80 ) = Vo4 * 1.19

So, the impulse velocity of jump needs to be increased by a factor of about 1.19.

I scaled the avatar jump impulse by the value above and it worked perfectly. However, the fix won’t be deployed until next week at the earliest.

While I’m sure we’d all like to see fixes for other important issues such as the kick problem, it’s good to see that they are at least working on some of the Havok 4 bugs that are causing us headaches.

I would like to encourage everyone who has not yet done so to head over to JIRA SVC-1648 and vote for the kick problem to be fixed, and explain to "The Lab" in comments why you think they should give the problem some consideration and assign developer time to fixing it.

Popularity: 22% [?]

Could it be? Will "The Lab" fix avatar jump height?

jump I’ve been fooled before, but I just received notice that work has started on issue SVC-1975: Avatar jump height is greatly lessened.

While I’d prefer that they worked on the kick issue (SVC-1648), it looks like that issue is dead in the water and I’m happy that they are working on any of the several issues currently adversely affecting C:SI combat.

Popularity: 22% [?]

Some feedback on Taketori Katana V1.0.3

114 I’ve received some interesting feedback for the latest update.  Most of it is positive, which is great, but some of it is negative as well.

For instance, Keen Nitely reports that he cannot properly jumpkick; When he tries to jumpkick, leaving the kick button pressed, he slashes instead.  I cannot duplicate this, which I find very frustrating, since I know he is telling me the best way he knows about how to cause it.

entraxx Winkler reports :

if you are in a fight the combo kick slash slash do not work. You even do not here if you are slashing in this combo. That is why i cannot here if i am stunned.

Untill this bug is fixed this kat is for me useless, and i will not use it with a serious spar.

Rakka Owatatsumi had even more to say about the update in a notecard :

Hello Robby,

first I want to tell you that I generaly really LOVE your Taketori. I would like to have this as my main Katana… but… there is one issue what makes the Taketori more or less  useless for me.
That issue is the block animation/ script.

The block of the Taketori is WAY the slowest of each Katana I ever tested (I know all Katanas beside the Ashes V3 and the Dragon Katana from Archatek). What do I mean with this… hmm, I try to explain (since I am not really into creating animations and scripting).

If I am in block pose and want to do a counter hit, I get always "stuck" in the block pose. Yes, this happens with each Katana if your fingers move too fast from C to W (or A, D, S), but with the Taketori this issue is just too big. I need 5 or 6 tries to make a hit, in this time I got kicked almost to death by my opponent ^^ If I wait a bit longer with hit the W (or A. S, D) button then the hit comes, but way way way too late.
I don’t know why that is but it feels like that the block pose is having too long for to stop and it "disables" my hit I want to do. I kinda just stay in block pose.
I do not expect the Taketori as so fast like the Musashi’s (where you can hit the W button in almost the same moment as you left the C button) but it should at least be possible that I can do my hit fast enough.

Kenshin Sonada doesn’t has this issue. No clue why. I talked to some other fighters and some of them agree with me that the block pose needs too long and it disables/ neutralizes your hit, so you just stay in block pose.

The odd thing is: if I am in third person mode, this issue is not there(!?). I can hit faster (off the block) then with the Musashi Katanas. The block pose stopps immediately and allows me to hit. But not in mouselook. It is that slow in mouselook that it is even almost impossible to go through the medium level of Eyana’s reflex pole.

But again: beside this issue is the Taketori absolut fantastic to handle. It feel good in the (virtual) hand and it has a good weight (feels not that heavy like the Archateks).

If your Taketori would go faster off the block pose it would be for sure the best Katana in CSI. I would even prefer it over the Musashi Black Rose and Dynasty Flame.

I hope I do make sense.

Rakka Owatatsumi, Tendai Samurai ^^

Again, that’s another issue that I cannot reproduce.  Nor can I understand why the behavior should be different in mouselook than it is in third person, though I know that I’ve seen differences in responsiveness for *all* swords on the left and right slash between those two viewing modes.  It’s a mystery to me why that could possibly be true, and I’m not super motivated to go through the Second Life Viewer code (again!) to see if the viewer handles keys differently in mouselook.

I am looking into these reports (and some others that I’ve gotten less detail on) to see what I can do about them, but what might help is knowing how many others are also experiencing such issues.

Perhaps if more people report these problems, it might lead to finding some commonality that I’m currently not seeing.  And, perhaps, if few others are experiencing these issues, that might be significant as well. 

Popularity: 22% [?]

Taketori Katana Update V1.0.3

taketori-thumb I just released an update to the Taketori Katana that addresses some very important issues that have been reported since the initial release. 

While it doesn’t address every issue that has been reported by customers, some of which I cannot seem to reproduce, the issues that are addressed were important enough to send an immediate update.

As I said last night, I am not trying to spam people or be annoying, but I really do feel that it is important to get this update out right away.

Please let me know if you have any problems with this update, and I will do my best to get them fixed.

Popularity: 21% [?]



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