Help!! Im Falling Up! 8-0
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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06-23-2003 17:49
I am experiancing a nasty bug related to thr 1.0 release. It seems occasionally my avitar falls up. Ive been experiancing it mostly when using my elevators. They use a special mechanism to be one-way only, mainly turning phantom and un-phantom when an avitar is riding it.
I fall up at a constant rate.. flying nor teleporting seems to help, sometimes it goes away...
I made a counteracting cube to fight the antigravity, it sets buoyancy at -2 when attached to an avitar, and makes the flying up thing stop. If anyone needs one, Id be glad to help, since it releaves a bug, its free.
Lindens, please get on this bug quickly.
-Chris (my lab is in Tan 110,150, stop by if you need a gravity increaser)
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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06-24-2003 15:56
This sounds like a rare and elusive bug that has cropped up every few months -- I've been hoping someone would find a way to reproduce it 100%. The current theory is that we are tickling a fundamental bug in Havok but I bet I could come up with a workaround if I could just reproduce it.
I'll look for you in world tonight to see if I can get a copy of your elevators and some instructions on how to reliably reproduce it.
Has anybody else seen this?
BTW I fixed the llSetScale() bug on linked objects that was preventing your lab doors from opening correctly. It should be patched soon (like early tomorrow maybe).
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si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
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06-24-2003 16:05
From: someone Originally posted by Andrew Linden This sounds like a rare and elusive bug that has cropped up every few months -- I've been hoping someone would find a way to reproduce it 100%. The current theory is that we are tickling a fundamental bug in Havok but I bet I could come up with a workaround if I could just reproduce it.
I'll look for you in world tonight to see if I can get a copy of your elevators and some instructions on how to reliably reproduce it.
Has anybody else seen this?
BTW I fixed the llSetScale() bug on linked objects that was preventing your lab doors from opening correctly. It should be patched soon (like early tomorrow maybe). I had this happen upon having problems entering Olive. Entered Olive, and whatever "lag" circumstances happened, to where I didn't properly enter the sim. And voila, up up up and away, just started falling up. About 30 seconds later, it seemed like I synchronized to the sim, and appeared immediately back on the ground at the sim edge.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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06-24-2003 16:30
Hmm, I tryed reproducing the bug again, and it has apparently gone away. I think it eiather happens when theres a quick lag spike and an avitar is moving up (as in on an elevator) at a relatively fast rate, or it has something to do with an avitar standing inside of a phantom object that goes non-phantom.
Btw, YAY!!! Ty Andrew!! ::is extatic about the llSetScale bug being fixed::
-Chris
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Haney Linden
Senior Member
Join date: 3 Oct 2002
Posts: 990
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06-24-2003 17:38
Was Kathy Yamamoto nearby? She had several of us falling up on Sunday!
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Dave Zeeman
Master Procrastinator
Join date: 28 Jan 2003
Posts: 1,025
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06-24-2003 19:00
This bug hit me 3 times sunday night. Twice when we burried the capsule (Hunter and Jeff can vouch for this) and once at the welcome area, before the huge ceremony. We all assumed it was someone with a crazy script, but by the looks of it, you guys think it's an engine bug. Veddy veddy interesting. Andrew I have a bug similar to this, but not the same. It's reproducable at the livery in Oak Grove, I'd like to show it to you.
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llToggleDaveZeemanIntelligence(FALSE); Philip Linden: Zeeman, strip off the suit! Dave Zeeman - Keeping Lindens on their toes since v0.3.2!
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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06-28-2003 22:50
I had the problem again, at around 12:46 AM CST 6/29/03.
Me and Craig thompson were playing with the physics engine, lagging it out occasionally.
I was sitting on a physical prism prim, and the engine was lagging heavily. But for one instant, the engine perked up (had anti-lag spike (odd)) and I got up from the prism and started falling up again.
-Chris (I really hope this helps)
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Kathy Yamamoto
Publisher and Surrealist
Join date: 1 May 2003
Posts: 615
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07-02-2003 10:15
From: someone Originally posted by Haney Linden Was Kathy Yamamoto nearby? She had several of us falling up on Sunday! Well, it wasn't me this time  And, BTW, did you all turn something off at the server side that keeps that script (fixed on the spot by Dave Linden I thought) from working again? I cant get the "fixed"version to work. At any rate, I have experienced something that sounds LIKE the currently discussed bug. When I am standing on the ground, and attach one of Ama Epoch's Hoverboards, and then jump up, I fall upward at a high rate that has nothing to do with the speed the board is set to. And I fall up until I crash. I can never get the board unattached.
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Kathy Yamamoto Quaker's Sword Leftist, Liberals & Lunatics Turtlemoon Publishing and Property turtlemoon@gmail.com
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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07-03-2003 20:37
I've noticed something wierd along those lines while working with jointed objects. From time to time the joined object would start drifting off in some direction. Right-clicking would snap the object back into place and it would stop moving.
I also noticed that a few objects around my ship would punt me high up into the air if I collided with them. They aren't designed to do this and if I move them even a tiny amount they stop doing it. The only thing I can think of is that a certain roving spaceship trained a repulsor beam on me from below the day before, sending me in exactly the same direction... it's like the objects stored the kinetic energy and released it when I collided with them!
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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07-08-2003 10:22
Falling up -- when I looked into it the problem appeared to be an unresponsive server, what I call a "deep think" but the user-side experience has been called a "black hole" (but in this case the avatar was moving up when the simulator became unresponsive). The "deep think" is a known problem that doesn't have an easy solution at the moment; it is caused by very complicated collisions between two or more concave objects.
Drifting objects -- this is caused by missing or lost position/velocity updates from the server. It can be caused by packet-loss, but can also be a bug in the server. If anyone comes up with a 50+% reproducible case then post the recipie and I'll debug it.
Punted avatars on collisions -- this is caused by residual (hidden) velocity on static objects. This has been fixed in our development version, but the patch has not been pushed out to release yet. But it probably should. I'll try to get it in to the next release patch.
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James Miller
Village Idiot
Join date: 9 Jan 2003
Posts: 1,500
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07-08-2003 12:44
I think I have an object that drifts when I dont want it. I am using llSetPos and it drifts after setting the pos. its REALLY annoying. it pops back into the correct position when you right click the object. This what you mean?
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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08-04-2003 16:50
Today, in Slate, around 6:45 PM CST, James Miller had the same problem when colliding with a light in the slate amphitheatre. His coords were 229, 6. He had just logged in and was repositioned into Slate from Teal, since Teal had crashed.
he was flying at the time, and had a head on collision with the light when he tryed to follow me to the floor of the amphitheatre from behind the stage.
He began falling up. I *think* this might have something to do with possibly, the client dropping a packet that says that a specific object is phantom, then when someone collides with it at that moment, when the client doesnt know that object is phantom, before it recieves a backup packet, something glitches, and the avitar falls up.
Reminder: the light beam part of the teal-slate amphitheatre lights are phantom, and phantom was also the cause of the initial problem I had, awhile ago, when I fell up.
EDIT: This was not "Black Hole" falling up, he was able to communicate with me while he was falling up, and was able to resist the upward force by flying and holding the 'C' key.
EDIT #2: He flew into slate while he was falling up (he was in Teal) and the effect ceased.
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James Miller
Village Idiot
Join date: 9 Jan 2003
Posts: 1,500
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08-04-2003 17:10
Correction: I flew into Teal from Slate and the problem ceased.  Everything else is correct.
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Ezhar Fairlight
professional slacker
Join date: 30 Jun 2003
Posts: 310
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08-04-2003 17:13
Right now it seems to happen ALOT in Slate. I could reproduce it twice by colliding with a rotating door while flying, no phantom objects involved, apart from that I get the same symptoms Christoper is reporting. Also, Debdee Fairlight had the same problem today.
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Ezhar Fairlight
professional slacker
Join date: 30 Jun 2003
Posts: 310
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08-04-2003 17:20
Ok, definitely reproducable, and it stops when sitting on an object (not terrain). It happens when I collide with a hollow, cut cylinder while it is rotating (using llSetRot). This only happens when colliding from the inside (concave side), so it seems to be Havok evilness. It does not matter if I fly or walk into it.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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08-04-2003 17:21
Yep, not related to phantom objects. I flew around the amphitheater (Slate-Teal) and purposefully smacked into the floor, and started falling up.
Its a bit different this time, however... when it happened this time, the falling up leveled off at a point, where I stopped falling up... perhaps something throws off the avitar's buoyancy.
I was able to 'cure' the problem by attaching a cube that set negative buoyancy.
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Athos Murphy
Building Hermit
Join date: 9 Jul 2003
Posts: 73
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08-04-2003 21:18
I flew up to about 9 kilometers just after logging in at Slate ... I was eventually able to "fly" down against the force of anti-gravity. On the way to the ground, the effect seemed to go away.
Another person in slate was suffering from the same problem today, also in Slate. He managed to "fly down" without getting out of conversation range, so I directed him underneath an overhang, where he bumped around for a bit, and then logged off. When he logged back on a couple minutes later, he was fine. Sorry don't remember his name.
Slate seems to be cursed in some odd way ...
-- Athos Murphy
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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08-05-2003 17:31
Ok, thanks everyone. I just got back from Siggraph and vacation so I've been out of touch for a while. These latest reports sound like the bug I'm looking for. The problem will usually disappear when the avatar logs out and back in, or crosses into another region and back again. Also, the problem I'm looking for will affect a specific avatar, the others should be able to manuever just fine (this is the main way to distinguish the problem from a "black hole"  . I'll copy Slate to my workstation and try to reproduce the problem. Anybody got a 100% reproducible recipie?
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Ezhar Fairlight
professional slacker
Join date: 30 Jun 2003
Posts: 310
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08-06-2003 01:13
I had a 100% reproducable one yesterday (colliding with the inner side of a rotating concave door), however after a crash and the downtime for 1.0.5 I can't reproduce it anymore. It seemed to be related to Slate's somewhat strange state that day.
Also, the effect disappears upon leaving the sim, but did immediately come back when reentering Slate. Relogging or sitting on an object for awhile fixed it until the next collision with that door. The part about affecting only a few avatars while others where unharmed is right (James Miller, Debdee Fairlight, me).
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