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Deadly camera bug when crossing sims in a nonphy vehicle. PLEASE help.

Lentgreen Soy
Anomaly
Join date: 13 Feb 2006
Posts: 12
07-01-2006 12:15
Hello. For those of you that know, I am Lentgreen Soy, the creator of the massive SR-720 Skymaster nonphysical aircraft that is roughly in the same size class as the AubreTEC Osprey. Earlier versions of my Skymaster could cross sims without almost any hitches, as long as they werent pitching or yawing when they reached sim borders. Recently, however, I made a thorourgly overhauled version of the Skymaster, and for all intents in purposes I thought this would be the stable version that would fix everything. But just after I started selling them, I got quite a few complaints that the craft's third person camera and even the mouselook camera would shift to a completely crazy camera angle that appeared in the corners or sides of the sims the Skymaster just entered. I tried myself, and got the same issue. In most cases, the craft wasn't visible at all from this view! When I entered mouselook from this point, and looked at the map, I got readings that showed my avatar was nowhere near the craft, and sometimes even off world or in a different sim! To make matters worse, the "Stand Up" button would not respond at all from these camera angles, and I often had to teleport very far away or relog to solve this issue. I thought the 222-prim size of the ship could be the culprit, but older, 236-prim versions of the ships entered sims fine. To date, this is what I have done to try to fix the problem, all in vain.
-Ran the ship with original, unmodified nonphy flight scripts: No change in the problems crossing sims.
Replaced the root prim of the ship, making sure it did not have its own camera parameters: No change in the problem.
Replaced the prim that served as the pilot's seat, which had the 3rd person camera: No change in the problem.
Recompiled and reset all scripts in the ship: No change in the problem.
Attempted to delink and relink the script from scratch: The problem did not occur until there were about 120 linked prims, when I added the ship's bedroom with only four poseballs in it. I had already had 12 of the same poseballs attached before this and it worked fine.

Okay, so that's all I could do, and I am stumped at this point. I really want to find a fix here, because I want people to be happt with what I offer, and while I know quite a bit about LSL scripting, I have never seen this issue before. If anyone has any suggestions or help for me, you have my eternal gratitude. Thank you.
Angela Salome
Registered User
Join date: 6 Oct 2005
Posts: 224
07-02-2006 01:11
From: Lentgreen Soy
Attempted to delink and relink the script from scratch: The problem did not occur until there were about 120 linked prims, when I added the ship's bedroom with only four poseballs in it. I had already had 12 of the same poseballs attached before this and it worked fine.


Sounds like you're close to solving the problem. Perhaps there's something special about those four poseballs? Maybe they have camera control scripts in them?
Lentgreen Soy
Anomaly
Join date: 13 Feb 2006
Posts: 12
07-02-2006 10:47
From: Angela Salome
Sounds like you're close to solving the problem. Perhaps there's something special about those four poseballs? Maybe they have camera control scripts in them?


The strange thing is that this bug didnt occur when I already had over 10 of those poseballs installed in the craft, before I added those four. They all use the same script, which I wrote myself, and I checked the code myself and couldn't find any issues. The script is set to only set the camera position and offset via state_entry. It's for this reason thatI think it doesn't seem to be these scripts.
_____________________
Apparently I'm insignificant by SL's standards, but I shall make my mark.
Lentgreen Soy
Anomaly
Join date: 13 Feb 2006
Posts: 12
07-04-2006 06:08
Update: The issue has been solved. Apparently, it was caused by the "rubber-banding" effect across sims that was never fixed with the release of 1.10, and too many scripts running in an object upon entry to a new sim can cause the camera angle to revert to regional, not local, coordinates, while the camera's TARGET stays the same.
_____________________
Apparently I'm insignificant by SL's standards, but I shall make my mark.