Large Vehicle Help
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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05-07-2005 14:21
So I've been working on a project waiting in the back of my head for a while, a large multipassenger airship. It's about 20m tall, 20m long, and 10m wide. First, is there a list of known vehicle bugs anywhere? I've ran into a few issues and I want to know if they are just inherent vehicle problems as I suspect with most, or if there's anything I can do to fix them since I'm still getting my feet wet with vehicle-building. 1. I have seen this one posted before, I cross a sim border and am suddenly falling for anywhere from a second to half a minute, and then suddenly position on the vehicle(which, if I understand right, is inevitable as things are destroyed and recreated when changing sims). Also happens occasionally when not crossing a border, especially in busy(Read: lotsa people) or laggy sims. Any ways to avoid or deal with this? 2. Parts, or ALL of the vehicle turns invisible. I've seen this when crossing sim borders (which, if I understand right, is also inevitable as things are destroyed and recreated when changing sims). My vehicle has a touch-triggered interior light and a touch-triggered door, both of which will occasionally make most of the vehicle turn invisible for a few seconds when triggered. Also noticed the same thing happens rarely when standing up. 3. Even more rarely, I'll relog and find the vehicle rotating, kind drifting like something hit it and started it spinning. It will "jump back" to it's actual position after a few seconds or if I sit on it again. I had a very similar bug with my RC racecar game which I reported as a bug and got a "oh, that's because of lost packets" response. I really want to make sure my airship is fine-tuned before I release it to the public, so if anyone knows how to get around or lessen the effects of these bugs please let me know. 
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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05-07-2005 14:35
1. Sim handoff and lag. The falling is your client making (incorrect) guesses about where the vehicle should be next. No way to avoid, really. 2. I suspect this has something to do with how they've fixed the ghosting problems. The invisible prims have been discarded by your client becasue they haven't been updated as expected. No way to avoid. 3. This is another object update thing. The client seems to think the physical (or once-physical) object is turning. Anything that causes an object update stops the spin. Here's one for vehicles as large as yours you haven't run into yet, but will: When crossing a sim border, vehicle loses its links. Prims go everywhere. Pilot finds self on ground with look of annoyance on her face. surrounding plots wonder what the heck these physical objects are bouncing around. 
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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05-07-2005 14:50
Last I heard, they were "working on it." The bottom line is the more prims you have on your vehicle and the more strain the border has on it at the time, the more likely you are to experience these problems. There are a few ways you can "avoid" these problems, but none of them are by any means iron-clad. 1) Cross the sim border *very slowly.*Naturally, this can be an annoyance. 2) Have the ship's parts "die at edge" and "rez" in the next sim.Also has its share of problems, mostly in the realm of no-rez areas and sim load. 3) Lower the primcount in your vehicle. This will have the most direct results. By making the vehicle "more efficient," you greatly reduce the load of the sim-to-sim handoff. Either way, it's annoying in its own way. 
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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05-07-2005 14:57
From: Jillian Callahan Here's one for vehicles as large as yours you haven't run into yet, but will: When crossing a sim border, vehicle loses its links. Prims go everywhere. Pilot finds self on ground with look of annoyance on her face. surrounding plots wonder what the heck these physical objects are bouncing around.  O_O Wow, that one really, really sucks. Haven't ran into it yet, but am VERY glad you mentioned it so I can put "delete-me-if-I'm unlinked" scripts in...
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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05-07-2005 15:10
Heh, good info, thankyou Jeffrey! I've got it down to 25 prims... Was a little surprised, it seems like I have the same amount of difficulties piloting the ship alone as I do with 5 passengers sitting on it. I'm hesitant to try adding die-at-edge and re-rez scripts for, well, the reasons you mention, but good to know anyhow... 
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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More difficulties
05-09-2005 16:49
Ok, it's looking more and more like if a passenger just right-clicks anywhere on the vehicle and is auto-assigned a seat, their view will default to the pilot's view, instead of the custom camera view I put in each seat... Any way to resolve this that anyone knows of?
Right now I have 2 of these 1-prim seats I made, for all intensive purposes say couches. The sit-script in the "couch" sits the AV on the left side, and there's another script in the floor pieces that sits the AV on the right side of this same couch. So I was kinda counting on being able to just have passengers right click anywhere and sit and be assigned a seat.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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Ne'ermind
05-21-2005 09:29
Well, I guess not. So I went back to the less-confusing, 4 prims to make 4 seats, click on the prim itself to sit on that individual chair and the camera is all sympatico. Check out my pics, I'm so happy with how my airship turned out!!! ^_^ /invalid_link.html
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