| Blue Mars Discuss topics concerning the Blue Mars virtual world. |
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| | #27 (permalink) | ||
| Emergency Mustelid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2009
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| Thanks, folks, I thought that video looked way clumsier than I remembered from Blue Mars. On another subject ... flight ... Quote:
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| | #28 (permalink) | |
| the marginal ![]() ![]() ![]()
My World, Their UI
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| | #29 (permalink) | |
| - ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2008 Location: Darkly Cute :: Ferguson
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| | #30 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]()
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I'm quite aware of the size distortion in SL. Part of why I did those houses in different sizes was to see how little distortion I can get away with. There are *no* other choices. Either the offset of the viewpoint from the avatar's head is 0, or greater than 0. A smart camera might help, if it doesn't make people queasy. That means if there is a wall or tree in the way, move the camera the least amount so that you have a clear view of the avatar | |
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| | #31 (permalink) | |
| Emergency Mustelid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2009
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| | #32 (permalink) |
| VR Hacks ![]() ![]() Join Date: Oct 2009 Location: SF Bay Area
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Business: Imagine Nation | Objects actually do "ghost". I've noticed that when standing close to, say, a wall and panning around. Wrt the jerky vid. Yeah, that is extremely bad fps-wise. I admittedly do not log in much, so I may be mis-remembering the jitter bit. I def have no probs with the sandbox editor. Wrt the flying bit. Was talking to a few on our skype dev channel and they mentioned that it is a matter of setting out the free camera and assigning hot-keys to fly, stop flying, etc. I'll be taking a look before my next city deploy, bc as it turns out, it sounds fairly simplistic. Either way, I do agree about providing fly as an option.
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| | #34 (permalink) | |
| Ginger Supremacist ![]() ![]() ![]()
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| | #35 (permalink) | |
| Emergency Mustelid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2009
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One idea that just popped into my crazy little brain is overlaid cities... if you want to access resident content, you get a "resident kit" that does a few things: 1. It includes avatars/costumes/equipment suited to local role play. 2. It lets you access the "residents overlay" In the "resident overlay" you interact only with residents. In the "tourist overlay" you can interact with tourists, and (depending on the role play) residents in teh resident overlay. Tourists can only interact with people in the tourist overlay. Some content may only be visible in the resident overlay. 3. In the "resident overlay" you have resident restrictions. No flying. No running. No walking (residents are birds, maybe?). It would be hard to implement this in SL, but since the BM city is primarily a data store and message router and people can't block each other, it would mostly be a matter of controlling how you route messages between overlays. | |
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| | #36 (permalink) |
| Senior Member ![]() ![]() | No fly sims in SL make me peeved - especially when a sim is badly constructed and you fall through the floor and have no means of remedying the situation - cause usually they've disallowed TP as well. Totally stupid. (had this happen to me last week - the sim builder included a TP box underground to go back to the landing point - which of course didn't work either and left me stuck underground) Even in an RP sim where flying is not allowed because of the story line - I would like it if the sim owner would leave the ability to fly on - so that you can get out of a bind if necessary. (shit happens all the time, and must be remedied in RP). And even if you do not TP in the story line, it is very convenient to be able to TP to get to where the story picks up. Last edited by Zipper; 06-21-2010 at 01:53 PM. |
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| | #37 (permalink) |
| Sansarya's Firebird ![]() ![]() ![]() ![]()
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| | #38 (permalink) |
| VR Hacks ![]() ![]() Join Date: Oct 2009 Location: SF Bay Area
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| | #39 (permalink) |
| VR Hacks ![]() ![]() Join Date: Oct 2009 Location: SF Bay Area
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Business: Imagine Nation | So true! Back when I had a Digital DNA build in SL, I had this huge geodesic sphere with various platform levels... and no fly on the whole sim. While I tried to ensure that people could not fall through. Some would invariably go over the side and get stuck in the bottom. Including my bots! One day, when I was puttering around, someone shouted, "how do i get out of this prison?!?" The person had gone over the railing and was stuck in the bottom. They kept trying to run up the side high enough to jump onto the platform. I turned on fly and apologized profusely for being so dumb to turn it off in the first place. Lesson learned! |
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| | #40 (permalink) |
| is a pussy. ![]() ![]() ![]() ![]() ![]() ![]()
Laughs and sneers in LOLCat
| the funny thing is, this bobbing up and down shaking and lumpy movement in Blue Mars is absolutely not in any of the Crysis games. If you have the Wars editor, just go into game mode in your mod, and press F1 to enter third person mode, and you will see what I mean in your level. Still searching for a way to make the camera behave nicer though. I suspect some coding has to be done to the client to do this though. S'ok, if one has the Crysis Wars SDK - you can change the client code, they give it to you. Waits with anticipation for free Cryengine 3 standalone!
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| | #41 (permalink) | |
| VR Hacks ![]() ![]() Join Date: Oct 2009 Location: SF Bay Area
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Business: Imagine Nation | Quote:
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| | #42 (permalink) | |
| is a pussy. ![]() ![]() ![]() ![]() ![]() ![]()
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![]() its just the fact of people who don't pay attention to scale. Do it by the numbers and it won't happen to you. | |
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| | #43 (permalink) | |
| Lady of the House ![]() ![]()
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| | #45 (permalink) | |
| the marginal ![]() ![]() ![]()
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| | #46 (permalink) |
| Arbiter Elegantiarum ![]() | On the question of scale - there is really nothing stopping developers from sticking absolutely to a 1:1 scale. I'd go further, and say that it is imperative that they do so; to start making things jumbo-sized now is just to unlease a runaway effect in which ever-more unrealistically enlarged objects add only an incremental distortion to an already distorted world. Thus, bit by bit, all cohesion disappears.
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| | #47 (permalink) | |
| SUPER BANNED ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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| | #49 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]()
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- Have your main roleplay city only accessed by people who have signed up somehow (paid a fee, registered on a website, etc). Tourists can visit another "city" (ie game level), which has identical content except for some settings changed like fly and detached camera, and perhaps shopping enabled so you can kit up. Local chat and avatar visibility does not cross between cities - Alternately, have tourists arrive at an instanced "Residence" above the main city. Since you cannot see into a residence from the outside. regular roleplayers cannot see them. You would have to limit local chat distance possibly. This would give tourists an overview of the city (your can see *out* from a Residence). If the viewpoint is too limited from one Residence location, you can set up several. - Alternately set up walls/floors that are one-way transparent, possibly with occluders, to hide the tourists and keep them out of the roleplay areas. | |
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