At 09:48 12/08/99 -0500, Christopher K. St. John wrote:
>Glen Kavanagh wrote:
>.
>>
>> i've tried creating different folders containg sepearate vnet client files
>> and the seperate worlds, but this makes no difference.
>>
> You need separate copies of the vnet server, one per world. They will need
>to run of different ports.
Yep, this is definitely the solution. On Jeff's machine he runs VNet for
his Town Square and he lets me run it for my ElectraCity island. There are
2 server programs running and using 2 different ports... from memory one is
using 8888 the other 9999. (Remember that you will need to change the port
numbers in the client programs too.)
>> great. I then disconnect and try loading another world,say, world 2.
>> sometimes it loads the world in, other times the machine crashes with a
>> variety of errors, usually netscape type errors. i'm guessing this is just
>>
> This happens on Windows even if there is plenty of memory. I've
>heard the Blaxxun and Cortona clients might be more reliable than
>Cosmo Player, not sure if they are available for Mac. I suspect maybe
>not, but might be worth a check.
This may be a problem with Netscape + CosmoPlayer... I don't know. I don't
think Cortona will fix it though because I don't think it has an EAI yet
(but I could be wrong). I am not sure about blaxxun's viewer, but I sorta
doubt it will either -- I seem to remember someone wrote here a while back
about trying blaxxun's viewer with VNet and it mostly worked but had some
problems. But I would keep an eye on Cortona because it looks like it is
jockeying for position as contender for CosmoPlayer's crown.
I feel like we just have to live with these sort of problems for a little
while yet because of the enormous complexity of the programs involved.
Things will definitely improve but I wouldn't lose sleep waiting. :-)
Maybe when the opensource movement really gets a hold on 3D things might
start to take off. It is tough waiting for this so that VNet can be tackled
properly.
A little more on the subject of running multiple worlds: I feel sure there
must be a simpler solution to this. It will require altering the VNet code,
but there must be some simple way of partitioning users so that a server
shares updates between only to those a certain distance apart -- similar to
Jeff's alteration that lets you be heard only if you are within a certain
distance of another avatar. Then the multiple worlds could be in one larger
world (run off a single server) with people in one world not affecting
people in another, but with the advantage that you could actually move
between worlds. Entire worlds could perhaps fit inside LOD nodes that
expand to inlined worlds.
Best wishes,
- Miriam
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