Falling Through Floors
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Michael Sohmers
Registered User
Join date: 27 Sep 2006
Posts: 10
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10-26-2006 16:02
since the update i am running into a problem where i fall through my floors. it doesn't happen all the time, but occasionally i will slip right through the floor. i have checked to make sure the floors are not set to phantom and every other setting looks normal. like i said it seems to happen at random because when i go back to check the floor i just slipped through i won't slip through again and the setting are normal for a floor. any help would be greatly appreciated. Thanks.
the building complex is in Cranberry (96,85,106)
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Deandra Watts
F-Bombardier
Join date: 12 Aug 2006
Posts: 485
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yes
10-26-2006 16:08
I've had the same thing happen to me on several occasions on my land (Osterhout).
I also teleported into the floor in several stores and had to wait for rezz (longer than usual these days what with packetloss/bandwidth levels), then RE-teleport into the store.
Ahhhh updates *swoon*
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-26-2006 16:48
I haven't been inworld since the update, but what you're describing sounds like a very old pre-existing bug. Objects that are not phantom sometimes spontaneously act as if they are. The only remedy is to replace the offending prims. Assuming this is not something new and unique to this update, I'd suggest you select the entire floor, shift-drag to leave behind a copy, and delete the original. The new prims should behave properly.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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10-26-2006 23:15
Are the floors thick enough?
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Markubis Brentano
Hi...YAH!!
Join date: 15 Apr 2006
Posts: 836
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10-27-2006 03:29
From: Chosen Few I haven't been inworld since the update, but what you're describing sounds like a very old pre-existing bug. Objects that are not phantom sometimes spontaneously act as if they are. The only remedy is to replace the offending prims. Assuming this is not something new and unique to this update, I'd suggest you select the entire floor, shift-drag to leave behind a copy, and delete the original. The new prims should behave properly. I had this problem last week. A perfectly good floor section all of a sudden took on phantom properties. I tried turning phantom on and then off on the prim, but it didn't help. I had been installing a new teleporter at the time and I figured it was the teleporters fault. (I had used the exact coordinates of where I was standing on the prim) I since have replaced the rogue prim and changed the z position of the teleporter to 1 meter higher than the actual "standing" position. I've had no more troubles since...I didn't know if it was the prim or the TP until just now.
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Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
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10-27-2006 05:26
This is an observed phenomena which can happen from two things (that I know of).
Firstly, sometimes you'll fall through floor prims if they are right at a sim border. As you cross, the client doesn't get the data fast enough and thinks the prim you were about to walk on isn't there. A way to counter this is to place an additional prim under the seam in both sims.
The second instance sounds more possible for you. In linked objects that come close to the distance limits in SL, I've noticed that sometimes parts randomly get phantom properties. If you unlink the object and instead make it two smaller linksets, that usually fixes the problem. An important thing to remember is that link distance limits are not static. They change in relation to both actual distance between the prims as well as the size of the prims themselves. Smaller prims in an object will reduce the overall link distance possible.
[Edit] Whoops, I think I meant to say the reverse in the first instance.
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Martin McConnell
Registered User
Join date: 8 Sep 2006
Posts: 116
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10-27-2006 11:19
In addition to the other excellent observations I often have this problem if the offending prim comes into contact with a phantom prim. My solution was to delete the offending prim and put a more worthy, dependable prim in it's place.
p.s. I promise I'm not insane. I just think of my prims as living things that are either good or bad. hahahah
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Snakeye Plisskin
Registered User
Join date: 8 Apr 2005
Posts: 153
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11-01-2006 19:16
This can also happen when you modify a prim in a linked set. I find if you want to avoid this just unlink that prim, mod it, then relink it again.
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Anna Gulaev
Registered User
Join date: 25 Oct 2006
Posts: 154
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11-02-2006 05:25
I had this problem before the update. I had a wall I could walk through, but a meter or so in front of it was an invisible barrier that was larger than the wall. I solved it by deleting and replacing the wall.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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11-02-2006 10:35
There is yet another case that can cause this:
If you have two prims in the same plane, such as two sections of floor, and if they end up overlapping one another even slightly, that can cause one of the two prims to act as if it was phantom.
The change between being perfectly adjacent and slightly overlapping can be caused by 'prim drift', where due to rounding errors or other glitches, a prim moves slightly. It can be fixed by re-positioning or slightly re-sizing the prim.
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Al Sonic
Builder Furiend
Join date: 13 Jun 2006
Posts: 162
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Just reporting that it happened here too.
11-03-2006 11:34
I was building a 4-prim tower-like thing, and the large platform on top - and only that platform - became phantom-like for a time. It was quite odd not only because it was linked to other things that weren't phantom at all, but also because the outer edge of that prim (a surface created by cutting; it was a half-hollowed-tube with edges that stuck up like some kind of railing) was possible to walk on.
I submitted it in a Bug Report.
It regained it's normal properties when I loaded it up the next day.
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Kratax Skillman
Warrior and Dragon
Join date: 30 Nov 2006
Posts: 123
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12-17-2006 02:33
I had this problem with two places in my floor. I had thick square blocks that were surrounded with smaller triangle shaped blocks. Those two bigger floor blocks became phantom, but only in one spot. The first place was unlinked, the second place was linked, but they both behaved alike. I linked the unlinked floor, and it was not partly phantom anymore. Then I unlinked and linked the second piece of floor and then it was correct too.
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Elgyfu Wishbringer
The Pootler
Join date: 27 Nov 2004
Posts: 659
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12-18-2006 04:15
This can also occur if your doors are linked to the building. Don't ask me why, but it can.
You might also consider asking a Linden to reset your sim. I have had this issue with staircases and only a sim reset will fix it.
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Kratax Skillman
Warrior and Dragon
Join date: 30 Nov 2006
Posts: 123
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12-18-2006 09:56
My problem got fixed, thanks. Yes I do have doors near the floor panels, but they are not touching or linked to the house. Now the whole house is unlinked, but the floor panels behave still normally, I do not know what happened. Though I did got some lights linked to the house.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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12-18-2006 21:45
FYI: I used to have a walkway over a sim border.
The next sim takes a second or two to start processing physics and if you interpenitrate it goes into a slow move mode.
The way to make it work is to have a large prim on each side overlapping into the other sim. Just lower one by .1m so it does not flicker.
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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12-19-2006 06:32
Just to echo Snakeeye and Ceera's comments- editing the ghostly prim works for me. I usually edit the thickness to something else and back without unlinking or deleting.
It usually (always?) seems to affect root prims rather than child ones.
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