Mega Regions.
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Sammy Huntsman
I don't know if this is even possible, but have the ability for region owners, who have more than one region. The ability to combine the regions they have into one Mega Region. It would limit sim crossings, and it would be perfect for roleplay communities.
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Kyle Linden
Merged in a post:
Short Fat Private Regions.
Zandrae Nova
Hello.
My housemate and I own a private region. The width of a region is something like 256x256x4096.
I would love if instead we could choose to configure our region to be 1024x1024x1024, creating a short fat cube shaped roleplay region instead of a thin tall region with sky platforms.
Thanks for reading.
WeFlossDaily Resident
That's break every script that needed to use coordinates to function.
Zandrae Nova
WeFlossDaily Resident Temporarily. Creators who are still active will update things.
WeFlossDaily Resident
Zandrae Nova Magical thinking.
Zandrae Nova
WeFlossDaily Resident Not really magical thinking, you believing this implies you probably don't have a software development background like I do. I would be shocked if creators who make the Teegle horses and things like Kool Rezzer who actively support their brands don't go in and change the handful of lines required.
Besides, people wouldn't be forced to adopt this format. It would be optional. People who are using ancient vehicles can stay on the normal style sims and be unaffected.
WeFlossDaily Resident
Zandrae Nova It'd be foolish to just assume people will update things. People will update only what they deem a profitable use of their time and will go to great lengths to justify dropping support for anything they deem too much trouble to deal with. And that's if they're even still around. Nobody will return to fix anything. Many are long gone. Breaking all that stuff means it'd be gone forever. Your software background is an irrelevant argument from authority.
Toothless Draegonne
Build height is less to do with cost or complexity, and more to do with floating point accuracy. Try teleporting up to 100,000m or so (this is something only land owners and EMs can do) and using Firestorm's rezplat command to pop out a platform to stand on. Then look at your jellified self. That's the system struggling to cope with you being a very long way from <0,0,0>, with no way of using a floating origin like some systems use to work around it.
You also have the problem of many years of scripts all being built around a region size of 256x256. Now, I'd certainly like regions to be much more affordable to normal people, maybe to the degree where blobbing 4x4 regions together into a mini continent becomes viable. However even if the grid could cope with just dropping km-wide regions into place, the scripts that expect 256m on a side probably can't.
That said, maybe the Lab should charge for simulators instead of regions, and let people decide (up to a point) just how many regions the sim is running. :P
steph Arnott
Toothless Draegonne, okay, the fact you can contract a simulator which ties you in to a real world contract for a fixed term of five years or so is not something you or 99% are going to commit to when you see the costs.
Toothless Draegonne
steph Arnott Negative. Linden Lab is paying for the Amazon services. I'm saying that a monthly cost to rent a flexible simulator that can run 1-x regions with a max number of people and LI decided by simulator class would allow people to make big blobs of land, so long as they don't mind all the physics, script time, LI allowance etc being shared between them all. It needn't be much more than the normal process for renting your own whole private region.
Zandrae Nova
Toothless Draegonne I'm not sure what scripts wouldn't work but SL is a living game. If scripts break, the creators will find a way to fix them. If those people have quit, others will fill the gap.
Toothless Draegonne
Zandrae Nova
I don't think you understand just how many scripts would all break at once, therefore how many items would all break at once and require replacement, because there's nobody left to update them.
SL is a living game. Like any living system, if you introduce that much disruption all at once, it would cease to be a living system.
On the other hand, "cheating" a bit by having multiple regions run on the same simulator and share LI/max users/script time/etc amongst themselves would be a less disruptive way of allowing large land masses without having to pay out of the ass just to have more pixels, and breaking everything from teleporters to movement enhancers to guns to global coordinate systems.
Zandrae Nova
Toothless Draegonne Well the thing is... This would be
optional
not forced onto everyone by default so in reality, I don't think it is as catastrophic as you might think it is. In my case, I play on a sims where movement enhancers are not permitted. The setting doesn't have cars. The teleporter system I use, the rezzers I use, the vehicles I use (horses), and the weapons vendors I use all have active developers.
I would have to look in my code to see if I ever used such methods for anything. I cannot recall offhand. I have a hunch that the math logic changes required would probably not be terribly hard to fix.
Moo Boo
would be great but unfortunately the limitations of region sizes are a majority part in financing SL as a whole, it's the same reason the price to rent a dollar's worth of virtual dirt still runs in the hundreds of dollars a month as you're not really paying for the hardware but rather the exclusivity of the software itself.
i'd suggest checking out the wasteland regions, they've put teleporters all along the borders of their regions so that you're automatically teleported to a higher/lower layer when walking off the edge, and it makes for an enormous environment by SL standards.
Zandrae Nova
Moo Boo I can already do sky platforms though but I cannot, for example, have a layer of land I can terraform there, or, linden water that goes across the platform. Instead I have to fuss with water and placing volumes and making people use a swimmer, and using land forms to cobble together a surface that isn't flat, and rez another copy of my sin surround, and create a false build off-sim in each direction to try and make the crossing borders make sense. It's fraught and not practical.
Raideur Ng
Arduenn is correct. Sim sizes are not something that can be adjusted. However, if LL had an option for ultra low usage sims similar to old void sims was available, it would allow owners to do what you're describing. That would be a LOT of work on LL's end though.
Arduenn Schwartzman
Land prices are related to surface area, not to volume, so I don't think LL is going to go along with that. But one can always hope they'll prove me wrong.
steph Arnott
Arduenn Schwartzman, wrong, price is based on max physics computation load. There is no surface area, only computation load limits.
Arduenn Schwartzman
steph Arnott I'm not wrong. I'm right, but by just omitting another factor that was not part of the discussion here: prim count. So, surface area times prim count:
Again, I was highlighting the factor that was relevant in this discussion: surface area, versus the suggested factor, volume, which is not relevant.
steph Arnott
Arduenn Schwartzman, JC learn how the system works, there is no prim count any more, that system is defunct.
Northlander Resident
steph Arnott and your point is?
Arduenn Schwartzman
steph Arnott Now you're just trolling. Of course I mean Land Impact.
Qie Niangao
Sorry, I know this is an unpopular opinion here, but this is
no substitute
for fixing region crossings, and would be a tragic distraction if it were to delay work on such fixes.Extrude Ragu
Qie Niangao
You're never going to truly fix region crossings, because fundamentally you are disconnecting from one server and connecting to another, and transferring a bunch of state data. There will always be failure modes no matter how much money and time you chuck at this problem.
Fundamentally, the way to truly fix region crossings is to simply remove the crossings.
Qie Niangao
Extrude Ragu Bull. It's not magic, it's engineering. When was the last time you had a call drop during handoff between cell sites? never mind all the carried networks that the apps constitute, running seamlessly?
The "mega region" is fine for making estate management problems simpler, but without a competent solution to the "region crossing" sim handoff condition, a mega region merely creates a slightly bigger rickety island linked to its neighbors with the same makeshift shoelaces and baling wire.
SarahKB7 Koskinen
I saw from an OpenSim information sign displayed in Hippotropolis region that OpenSim already uses Mega Regions as large as 2560m x 2560m, which is the equivilent space of 100 SL regions, arranged in a perfect 10x10 square.
I'd like to see Mega Regions used in Second Life as well, to reclaim the current empty sea voids located between or around continents or regions, to be used as actual navigable sea regions.
Zandrae Nova
SarahKB7 Koskinen But... But... How do they live like that over there with all the scripts eternally breaking? /s
SL Feedback
Merged in a post:
Continents
Laufiair Hexicola
I would like to propose the ability to create your own land continent. Instead of having say 4 or 5 regions next to each other, those 4 or 5 regions once group owned, forms a continent and everything stacks. This would also help eliminate cross-region issues.
Laufiair Hexicola
Interesting how this post slipped by my search before posting. Glad I’m bot the only one That sees their worth.
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