Philip P. Ide

Author, programmer, science enthusiast, half-wit.
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blog:opensim:marsrp:mars_roleplay [2025/08/07 11:49] – created Phil Ideblog:opensim:marsrp:mars_roleplay [2025/08/07 12:01] (current) – [RolePlay] Phil Ide
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 ===== Enlarging Again ===== ===== Enlarging Again =====
 [{{ :blog:opensim:marsrp:rp_hud.png?200|As a 4x4, beginning to take shape}}] [{{ :blog:opensim:marsrp:rp_hud.png?200|As a 4x4, beginning to take shape}}]
-With all the hard work so far, it wasn't long before I realised that for a roleplay region it would have to be bigger still. I increased the size to 4x4. Now it's 16 times the size it started at, and the sense of expanse is beginning to be felt. I can tell though, that I need to turn it into an 8x8, and for that I'll need more than 8Gb memory. Although the Pi isn't even using 1Gb yet, th problem is going to be when multiple avatars arrive, as they seriously stress a simulator, much more than the other contents do. I've ordered an Octacore brick with 16Gb RAM, that should be able to handle it just fine.+With all the hard work so far, it wasn't long before I realised that for a roleplay region it would have to be bigger still. I increased the size to 4x4. Now it's 16 times the size it started at, and the sense of expanse is beginning to be felt. I can tell though, that I need to turn it into an 8x8, and for that I'll need more than 8Gb memory. Although the Pi isn't even using 1Gb yet, the problem is going to be when multiple avatars arrive, as they seriously stress a simulator, much more than the other contents do. I've ordered an Octacore brick with 16Gb RAM, that should be able to handle it just fine.
  
 There is a small temptation to go even bigger, but going larger than 8x8 is just asking for trouble. For example, an 8x8 region is 2048m per side. That's 4,194,304sq meters. That requires a lot of resources. There is a small temptation to go even bigger, but going larger than 8x8 is just asking for trouble. For example, an 8x8 region is 2048m per side. That's 4,194,304sq meters. That requires a lot of resources.
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 I first thought that I could control such things through a HUD, but you can't force people to wear a HUD, so there is a separate in-world server that monitors every avatar and manages their health and oxygen. It recognises safe areas, such as the Visitor Center, the Computer Center, the Space Station (yes, there is a space station looking down on a rotating globe of Mars). When you are in such a place, health and oxygen slowly regenerate. I first thought that I could control such things through a HUD, but you can't force people to wear a HUD, so there is a separate in-world server that monitors every avatar and manages their health and oxygen. It recognises safe areas, such as the Visitor Center, the Computer Center, the Space Station (yes, there is a space station looking down on a rotating globe of Mars). When you are in such a place, health and oxygen slowly regenerate.
  
-In addition, there are various recharging stations dotted around the region - just go one, sit on the provided seat, and both health and oxygen will rapidly recharge. One of these is available in the Visitor Center so (a) people know what they look like and (b) to give a faster recharge than waiting for basic regeneration.+In addition, there are various recharging stations dotted around the region - just go to one, sit on the provided seat, and both health and oxygen will rapidly recharge. One of these is available in the Visitor Center so (a) people know what they look like and (b) to give a faster recharge than waiting for basic regeneration.
  
 There is a HUD of course, and it is purely optional, but you won't last long outside the dome without one - you immediately lose all oxygen and health deteriorates so rapidly you'd better hop back indoors again. You gotta take this roleplay stuff seriously! There is a HUD of course, and it is purely optional, but you won't last long outside the dome without one - you immediately lose all oxygen and health deteriorates so rapidly you'd better hop back indoors again. You gotta take this roleplay stuff seriously!
  
-The HUD displays your current health and oxygen levels, and allows you to set whether you are a biological creature, a cyborg or a robot. Humans lose health faster than Cyborgs, and Robots just don't care about such things. If you want to wander around the region without bothering with all the pesky RP stuff like keeping your oxygen levels topped up, just put on the HUD and set yourself to 'Robot'.+The HUD displays your current health and oxygen levels, and allows you to set whether you are a biological creature, a cyborg or a robot. Humans lose health and consume oxygen faster than Cyborgs, and Robots just don't care about such things. If you want to wander around the region without bothering with all the pesky RP stuff like keeping your oxygen levels topped up, just put on the HUD and set yourself to 'Robot'
 + 
 +The HUD provides an automatic 100% invisible bubble-suit, a close fitting environment suit that means you don't actually have to change into an environment suit to go outside.
  
 [{{:blog:opensim:marsrp:graveyard.png?200 |The Graveyard of Shameful Death, accompanied by the Roll of Shameful Deaths}}] [{{:blog:opensim:marsrp:graveyard.png?200 |The Graveyard of Shameful Death, accompanied by the Roll of Shameful Deaths}}]
-There is a bug (let's be nice and call it a feature) in opensimulator, where health has to be //below// zero to die. In Second Life, you doe //at// zero. In order to punish miscreants not using a HUD, the region uses the built-in damage system. As your health decreases according to the in-world server, it updates the avatar's actual health status. This way, the viewer 'heart' (actual damage) shows the same damage as the HUD (virtual damage). Better yet, if you're not wearing a HUD, you'll see your health deteriorate via the viewer 'heart'.+There is a bug (let's be nice and call it a feature) in opensimulator, where health has to be //below// zero to die. In Second Life, you die //at// zero. In order to punish miscreants not using a HUD, the region uses the built-in damage system. As your health decreases according to the in-world server, it updates the avatar's actual health status. This way, the viewer 'heart' (actual damage) shows the same damage as the HUD (virtual damage). Better yet, if you're not wearing a HUD, you'll see your health deteriorate via the viewer 'heart'.
  
-What happens when you die? Those not wearing a HUD get teleported home. This is the default behaviour in both Second Life and OpenSimulator for people with no health in damage enabled regions. Since I'm the only one who can set home in the region, and I don't allow other people to create avatars on my system, that means they'll be teleported back out of the grid and back to their own grid. I'm evil like that.+What happens when you die? Those not wearing a HUD get teleported home. This is the default behaviour in both Second Life and OpenSimulator for people with no health in damage enabled regions. Since I'm the only one who can set home in the region, and I don't allow other people to create avatars on my system, that means they'll be teleported back out of the grid and back to wherever their home is. I'm evil like that.
  
 If you are wearing the HUD though, I can catch that your health is zero and teleport you back to the Visitor Center where your health and oxygen will immediately start to regenerate. You get teleported to the 'Graveyard of the Shameful Dead', the people who didn't pay attention to their HUD's meters. Their name also goes up on the board named 'Roll of the Shameful Dead', so everyone else can jeer at you. If you are wearing the HUD though, I can catch that your health is zero and teleport you back to the Visitor Center where your health and oxygen will immediately start to regenerate. You get teleported to the 'Graveyard of the Shameful Dead', the people who didn't pay attention to their HUD's meters. Their name also goes up on the board named 'Roll of the Shameful Dead', so everyone else can jeer at you.
blog/opensim/marsrp/mars_roleplay.1754567378.txt.gz · Last modified: by Phil Ide

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