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Jeff Kelley
Registered User
Join date: 8 Nov 2006
Posts: 223
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01-11-2007 23:53
My teleporters disappear. They are still in the sim, are detected with llSense, their transponder answer, but they are missing for me. I can select nothing where they should be. Loging out/login in makes then reappear. The code I use to set the target (where dstLoc is obtained from other teleporters in the network) is: vector offset = (dstLoc- llGetPos()) * (ZERO_ROTATION / llGetRot()); llSitTarget(offset, ZERO_ROTATION);
then the changed event: changed(integer change) { if (change & CHANGED_LINK) { // Sit or Unsit llSleep(0.5); // llUnSit works better with this delay if (llAvatarOnSitTarget() != NULL_KEY) { // It's a Sit llUnSit(llAvatarOnSitTarget()); // unsit him } } }
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Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
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01-12-2007 00:10
I bet they are too small. Try resizing them and see if the problem persists.
I guess it is the occlusion culling thing...
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Daisy Rimbaud
Registered User
Join date: 12 Oct 2006
Posts: 764
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01-12-2007 03:06
This happened to me once recently, and only once, and only to one teleporter. But the same symptoms. Eventually it reappeared. I don't think it's anything you can do anything about.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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01-12-2007 04:20
There's currently a sit-bug that causes sat-on objects to move, it's become a huge pain if you want to use the 'block object movement' features. Basically your object is probably exactly where it was before, but your client thinks it's somewhere else, if you move your camera around it might be buried inside another prim. If you can find it and select it it reverts to its correct position. Otherwise you have to fly away and fly back, or teleport to another sim and back.
It's a really stupid problem, especially as the simulator also sees the object as moving, with no reason for it to do so. It puts the object back in much the same place as before, but there is a slight drift, and as I say, it messes with any object that detects movement, or feature that deals with moving objects.
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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)
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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01-12-2007 05:07
I've had this happen too, a teleporter vanished, so I replaced it, and a few days later it reappeared so I had two of them in the same spot. I just assumed it went for a wander around the sim.  -Atashi
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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01-12-2007 07:44
Haha! This exact thing happened to me like two weeks ago! It disappears after about 3 uses, I even got a Linden to try it out and the third time... *poof!* No teleport. However, because it is client-side, it only affects the person using it. Everyone except you who hasn't used it 3 times will still see it and if one of them selects it (Edit), it will reappear on your screen.
Maybe try adding a few lines: state_entry - llGetPos() (when used) - llSetPos() to get the client to think it's where it ought to be. I haven't tried this yet.
- Jolan
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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01-12-2007 12:42
Or if everybody who reads this thread bug-reports it it might get enough attention that they'll fix it  The main problem though really is it isn't just client-side, that would be a job for the open-source community now. The object DOES move server-side, the impact happens mainly client-side (sometimes you go into 'limbo' and get stuck for a brief period, usually at <0,0,0>  , but the objects do move and they really shouldn't because there's no reason for it 
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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)
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