Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Random unsit bug in newest "upgrade"

SpankMe Pinkerton
Registered User
Join date: 13 Feb 2005
Posts: 158
12-03-2006 13:34
I have not yet found this bug reproducable enough to formaly report it as a bug, but since the last "upgrade" some vehicles I'm working on for a large racing game I'm making will from time to time launch the driver about 100 meters away upon unsitting. There is no push in the script. This happens about 5 percent of the time upon simply selecting unsit. A neighbor reported an issue with unsit at a pocker table. I was wondering if anyone else has had this problem since the last "upgrade". If other people have, I'll try to figure out why it does it only a small percent of the time. If no one else has had this problem I'll assume they were strange flukes.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
12-03-2006 14:50
I had a one time issue of standing and finding myself seemingly orbited (all objects disapeared and it looked like I was falling). Before finding out what the client thought my location was I was back where I should have been. This may have been 1.12.
A couple of others where the camera (av too?) seemed to sink into the floor for a half second.

Other than that I've not had any issue.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
12-03-2006 18:36
It is actually more common than you think. it has to do with the way Havok 1 handles (or fails to) interpenetrating physical objects.

For some reason, when your AV is "inside" the bounding box of another object, it can randomly push/throw you with any force from a bump to an orbit when you Unsit from it.

A friend of mine had a floating barge he built which was designed to be a non-physical vehicle. Basically, it was a floating "porch" with low walls and seats around the perimeter. In the front was a bubble with a pilot's chair. No matter what, whenever you stood up from one of the seats it would throw you about 20m up and over the side of the barge. Obviously not a pleasant experience for those without flight assist, when flying above cloud level.

When we diagnosed it, it turned out that the barge had a HUGE bounding box because of the bubble on the front. So, while you weren't interpenetrating anything, visually, you were sitting within the whole barge's bounding box, and that was enough for the physics engine to throw you overboard up and away from the barge. When he got rid of the bubble on the front, thus shrinking the bounding box down to the level of the seats, it ceased to toss people anymore. It would give them a gentle nudge, but nothing like what it was doing before.

Similarly, sitting inside of a vehicle means you are seriously interpenetrating it, and standing up means the physics engine is gonna do just about anything, up to and including potentially tossing you into orbit. The only thing I can think of that might help is using some kind of minor push on the avatar to counteract the effect, but it would need to be a consistent and reproducible counter to keep from overpushing the avatar. Alternatively, you could have an option for the avatar to sit on a "seat" prim which moves out of the vehicle for them to sit on, then moves back into the vehicle afterwards. When the avatar wants to get out of the vehicle, the seat prim slides back out and unsits them outside.

Other than those two options, I am not sure what else can be done as a workaround for this issue. The best bet is to keep interpenetrations minimal to nonexistant.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-04-2006 06:50
Yeah, I found the same thing. Only way to design around it really is to have the sit-target above any object you will interpenetrate, and then make an animation with the required offset to put in the correct seated position. A bit of a hassle though, unless you can make the object phantom when an avatar unsits, though if script lag is high it might not help in time.
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Kalel Venkman
Citizen
Join date: 10 Mar 2006
Posts: 587
Ooooooh.
12-04-2006 07:12
Well that explains a LOT.
NickCA Dittmann
Registered User
Join date: 19 Jul 2006
Posts: 12
Pose Balls
12-06-2006 12:03
From: Kalel Venkman
Well that explains a LOT.


Been wondering why those things keep tossing me all over the place with different levels of "push." Not too romantic to get tossed way hell and gone into the ocean when you are trying to adjust your position, as it were.