Well, its been over a week since Linden Labs rolled out new Havok4 server code across the grid and changed Second Life surfing as we knew it. The server code disruption to waves and surfing was followed by big connectivity problems on Friday and Saturday including a complete lock-down of the grid and then by a number of updates and fixes during the past week including another rolling restart. So, now the dust seems to have settled a little, perhaps its a good time to check the status of Second Life's waves.
Sources told SurfWatch during the Havok4 update that there were major changes to the physics engine in the new server code that affects the interaction between 'physical objects', including those of waves, boards and other objects in the water. Several sims had to shut down their wave generators completely, some waves stopped of their own accord and at least one sim's set of wave generators were shut down by Linden Labs for fear of overloading the server. Epics were the worst affected, with a variety of issues from waves sitting lower in the water, to failing to stop and over running the sim to failing to support surfers so that they slipped straight through the back of the wave. However, pipes and fluffies had their share of problems: including flying waves!
Today, most waves are up and running much better than directly after the update, with the notable exception of several Epic II waves. However, the physics has definitely changed. The pipeline waves are 'slippy', on the whole faster and more difficult to surf and there have been issues reported with surfers slipping through the waves and out the back. The wave generators for pipes also seem to stall from time to time, leaving periods of time with no waves.
Boards still rezz a few inches under the water and when surfing are more difficult to control. The code change has affected how surfboards maneuver, interact with the waves and turn. Meanwhile, not much has changed since last week. However, whatever 'normal' used to be doesn't exist at the moment. Many experienced surfers have said that they are learning how to surf all over again, which is fine for experienced surfers, but the current HG waves and boards are definitely more difficult to beginners in the current environment.
The only Linden Labs comment specifically on waves was that 'Heather Goodliffe waves are not compatible' with the new version of the Havok4 server software and it was a 'known issue' to the Havok4 roll-out team. The in-world notecard from Heather Goodliffe after the Havok4 update explained that Heather's team would be working on Havok4 code-related issues over the next few weeks. Predictably surfboard sales and new wave generator sales have almost stopped since Havok4 due to the air of uncertainty. So, like it or not, most of us can only wait and see how issues may be resolved and what the immediate future holds for post-Havok4 surfing in Second Life.
Here's a round up of some popular surfing beaches and wave performance as of today:
Bundoran Reef - New three section long pipeline 2.0 waves and fluffies now running.
Black River Harbor - Pipelines and fluffies now up and running.
Chi Island - Pipelines and fluffies now up and running.
Heliopolis - Pipelines and fluffies now up and running.
Majini Island - Pipelines and fluffies now up and running. The sims Epic II was shut down after the Havok4 update and hasn't been reinstated yet.
Moana'lna Beach (Weather Island) - This Epic II wave is running and has some obvious quirks as a result of Havok4. The wave starts off lower in the water and surfers begin surfing on top of the crest of the wave! Its also possible to slip through the wave and out the back of the wave. Strange, but its a wild ride!
Monkeh Barrel - The sim's Epic II was running up the beach after Havok4. Monkeh is now in better shape, you can surf it! This wave has always been a wild ride and still is!
Nymph Beach - Pipelines and fluffies now up and running.
Neart - The Epic II wave was down after the Havok4 update, but is now back up and running. However, the run is about two thirds of the distance that it was pre-Havok4 and has plenty of inconsistencies.
Qan Li Surf - Pipelines and fluffies now up and running.
Rezzable Discover - The surf sim launched just prior to Havok4 is still running the new pipeline 2.0 waves and fluffies. The waves behave differently to pre-Havok4, but sim performance is still good overall.
Surf Camp / Primworks - Running pipeline 2.0 waves and fluffies on their short beach break.
Tavarua Beach - Epic II wave is running and is certainly a different wave post-Havoc4, but looks in fairly good shape.
Tikki Tattoo - Pipelines and fluffies now up and running.
Truth Beach - Pipelines and fluffies now up and running.
Tsunami Beach - Pipelines and fluffies now up and running.
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