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Honored Resident
Darleen Emerald
Posts: 27

Pathfinding on Main server has destroyed our inworld business

Our  3 year old business Aircraft  sales business inworld has been completely destroyed by rolling out Pathfinding to the Main server ! All of the Aircraft we sell contain some aculpty CHILD prims that are PHANTOM.  All child sculptys have reverted to NON-phantom after the pathfinding rollout.  This causes  the large invisible "cubes" around the sculptys to raise the vehicle off the ground/runway  and tilt  the aircraft  in unwanted crazy rotation.

These aircraft  are sold as No modify,no transfer........all of  the  thousands  of Aircraft  that we sold to our customers during  the last 3 yearsare now  totally unuseable..........All of theses customers  will be IMing me  to ask  for their money  back.

Our business is ruined !.........How can you Lindens  roll out  Pathfinding  to the Main server Knowing full well it is loaded  with BUGS   that can cause existing vehicles to become inoperable???

This is not some new revelation......all of these bugs have been  reported long ago   in sand box and RC  test channels.

 

Pamela Galli
Posts: 5,364
Registered: ‎09-09-2009

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

Just reported to me, another version of the Pathfinding function that made the phantom sculpt map die before.

Now, when you unlink any prim, that phantom script dies, making linked sculpts all non-phantom. 

 

http://lagalleriasl.blogspot.com/
Innula Zenovka
Posts: 5,594
Registered: ‎06-02-2009

Re: Pathfinding on Main server has destroyed our inworld business

[ Edited ]

Reply to Darleen Emerald - view message

According to Falcon Linden's comment on PATHBUG-69 of 21 April this should remedy itself automagically the next time you rez one of the aircraft.

If it doesn't, the remedy is to convert the whole linkset from prim physics type prim to convex hull (on the features tab) and then to use edit linked parts to convert the sculpties you want to phantom to physics shape none.

I recommend doing it this way round because, if you leave any prims as prims, the LI risks going through the roof.   But changes to the LI accounting system introduced to accommodate precisely this problem mean that, so long as everything's either convex hull or none, the LI should be no higher than it was before and may even be lower.

ETA  If you simply need to convert all the child prims in the linkset that are sculpties to phantom, this should do the trick:

 

//converts whole linkset to convex hull and then converts all child sculpties to PHYSICS_SHAPE_NONE, effectively phantoming them 
default
{
	state_entry()
	{
		llSetLinkPrimitiveParamsFast(LINK_SET,[PRIM_PHYSICS_SHAPE_TYPE,PRIM_PHYSICS_SHAPE_CONVEX]);
		integer max = llGetNumberOfPrims()+1;
		while(max-->1){//don't try to convert the root to PHYSICS_SHAPE_NONE
			if(llList2Integer(llGetLinkPrimitiveParams(max,[PRIM_TYPE]),0)== PRIM_TYPE_SCULPT){
				llSetLinkPrimitiveParamsFast(max,[PRIM_PHYSICS_SHAPE_TYPE,PRIM_PHYSICS_SHAPE_NONE]);
			}
		}
		llRemoveInventory(llGetScriptName());
	}
}

 Just drop it in, and it will do the conversion and remove itself.

Member
Lydia Craig
Posts: 126

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

This is deja vu all over again.  LL did the same thing with water physics and flying when they first introduce the Havok Physics several years ago.  At that time boating was destroyed and all water sports as well as the aircraft business as I recall.  The sad thing that those that had been testing Havok on the beta grid were totally ignored by LL when they reported these problems and it was installed anyway.  The result was a lot of heavy losses for players and business failures though those that adapted to the new physics had a windfall, selling new items to old customers whose old planes, yachts and swimmers and pools no longer worked.  Also people stopped supporting the beta grid and we soon were faced with the RC system or restarts.  It appears LL lacks institutional memory or maybe just does not care and now we see the whole thing again.

Honored Resident
Darleen Emerald
Posts: 27

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

Can you tell me how this can fix all the 1000's of Aircraft we have sold that are NO MODIFY??

Innula Zenovka
Posts: 5,594
Registered: ‎06-02-2009

Re: Pathfinding on Main server has destroyed our inworld business

[ Edited ]

Reply to Darleen Emerald - view message


Darleen Emerald wrote:

Can you tell me how this can fix all the 1000's of Aircraft we have sold that are NO MODIFY??


According to Falcon Linden's comment on the jira I mentioned, 

 

  • 1) If a linkset uses the hack and also uses new accounting (aka mesh accounting or land impact), the first time it is rezzed on a pathfinding sim the hacked prim will be set to physics shape type none. Since the linkset already uses new accounting, this will not negatively impact land impact (in fact, it might reduce your land impact). It may affect a small amount of content that relies on link number of higher numbered prims in collision events by way of llDetectedLinkNumber()
  • 2) If a linkset uses the hack and does NOT use new accounting, the relevant prims will be modified such that they collide only with the terrain. Other than that, behavior should be unchanged. This may impact some land vehicles that previously had hacked phantom prims which did not collide with the terrain.

  • 3) No new linksets can be created that use the hack, and any linking or unlinking event (other than seating an avatar) will remove the hack on existing content.

So they should be modifying themselves automatically when people rez them.   Is that not happening?

Honored Resident
Darleen Emerald
Posts: 27

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

NO...its not happening........or if it is happening...it only happens sometimes.

Innula Zenovka
Posts: 5,594
Registered: ‎06-02-2009

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

I guess that contacting Falcon Linden with details what's happening (or, rather, not happening) and where -- that would be important, I think -- is the next step, then.    I don't know much about vehicles, but I was concerned generally about llVolumeDetect child prims getting broken in buildings,  which is why I started following the issue, and I thought it had been anticipated and fixed.    Looks like it hasn't, from what you say.   

Member
Jenni Darkwatch
Posts: 1,425

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

Whether it was a hack to begin with or not... the problem is two-fold:

* No-mod vehicles (for whatever reason they're no-mod) will be affected because the phantom status will NOT apply to ground collisions anymore (at least that's how I see Falcons comment)

* Even if that problem wasn't there - the new physics engine changes mean that ground vehicles work differently. Previously, it was possible to just have a flat prim slide over the ground. Now, that's a very, very bad idea

None of this affects any of my vehicles, but I have heard of people who are having a hell of a time. For businesses it means they'll have to re-do their old content and provide an update path for their customers.

Cincia Singh
Posts: 285
Registered: ‎02-25-2009

Re: Pathfinding on Main server has destroyed our inworld business

Reply to Darleen Emerald - view message

Such is the hazard of exploiting hacks to accomplish something. The logical solution is to make the necessary changes to your creations and when someone contacts you with an issue to verify they actually own the older version and give them an updated version. The number of people still in SL using an old version is likely quite small compared to total sales.
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