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Key: SVC-1705
Type: Bug Bug
Status: Reopened Reopened
Priority: Critical Critical
Assignee: Si Linden
Reporter: Escort DeFarge
Votes: 23
Watchers: 11
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2. Second Life Service - SVC

Havok 4: Avatar/Object Collisions Failing

Created: 29/Feb/08 12:49 AM   Updated: 01/Jul/09 12:24 PM
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Component/s: None
Affects Version/s: Havok4 Beta, 1.22.4 Server
Fix Version/s: Havok4 Beta

Environment: Havok4 Beta Server v1.19.0.80517 (released 28th Feb)
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Linden Lab Issue ID: DEV-11462


 Description  « Hide
Low velocity collisions between an avatar and an object are no longer detected after today's update. This is marked showstopper as it breaks many games.

REPRO:

1) Create a sphere.

2) Add the following script:
default {
state_entry() { llSetPrimitiveParams([PRIM_PHANTOM, FALSE, PRIM_PHYSICS, TRUE]); }

collision_start(integer number) {
if (llDetectedType(0) & AGENT) { llSay(0, llDetectedName(0)); }
}
}

3) Drop in Havok 1 sim and run into it - collisions are reliably detected.

4) Drop object in Havok 4 sim (latest beta) and run into it - collisions are only detected when moving at higher velocity (around the max threshold velocity of a "run").

Please fix ASAP = i have league games that cannot run without this working.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Escort DeFarge added a comment - 29/Feb/08 12:56 PM
I believe this relates to a discrepancy (probably a necessary one) between the physical and collision bounding boxes for the objects.

I suspect that this issue is a VERY serious side-effect of an attempted (but failed) resolution to the havok "unsit" problem as referred to in SVC-1548 which is a little better in the Feb 29th release but the avatar's legs still "crush up" after unsit.


aric linden added a comment - 04/Mar/08 12:57 PM
imported 2008-03-04 DEV-11462

Escort DeFarge added a comment - 08/Mar/08 10:29 AM
I'm indebted to a friend who discovered the following additional information:

UPDATED - When the test obejct is dropped on the actual ground then collisions appear to work fine. It is when the test ball is dropped onto a prim floor (e.g. a playing surface), then this issue manifests.


Seagel Neville added a comment - 11/Mar/08 04:09 PM - edited
This is something to do with the prim shape. Mostly sphere has this problem. Rolling and another object collision might negate the agent collision.

Escort DeFarge added a comment - 11/Mar/08 10:48 PM
OK good thinking - I just tried every prim type.

From what I can see the effect of the prim shape is that it the orientation/friction on the prim can affect the instantaneous velocity of collision, – but unfortunately my simple tests seem to show that the bug itself affects all prim shapes.

Darn - I thought I might have had a workaround here by using a sculptie sphere LOL.


Escort DeFarge added a comment - 17/Mar/08 12:59 AM
Fixed in RC1 - will close after testing EA deployment!

Escort DeFarge added a comment - 26/Mar/08 02:01 AM
Testing shows that this works reliably again since RC1 – thanks!

Escort DeFarge added a comment - 19/Jun/08 10:00 AM - edited
This issue has resurfaced since the latest update 1.22.3.89352. It is less pronounced than originally but it is still a big "spoiler" for any ball games.

sigh


Stanton Sinister added a comment - 06/Aug/08 05:38 AM
This is causing a MAJOR issue with my products. I am a proveyer of sculpted NPC monsters that have recently gone obsolite! I have also noticed the widely used freebie Mystitool does not pick up low velocity objects wich could cause a major security issue with the griefing situation.

Christophe003 Carter added a comment - 29/Aug/08 04:18 PM
This issue should certainly be fixed.
I am placing my vote.
Good luck LL

A little comment to stanton's comment I would like to add.
Griefing griefers is also griefing, no matter how you turn it.
Just abuse report, and use the allmighty teleport tool.

– Chris


Escort DeFarge added a comment - 31/Aug/08 11:10 PM
I've noticed a significant improvement again.

Is this permanently fixed or is this going to be subject to continued and unpredictable changes?

Retuning sports applications to work well for gameplay is a relatively major undertaking of trial and error – if things keep changing the game can continue to function but still be "broken" with respect to any utility/fun/fairness of the game.


Stanton Sinister added a comment - 02/Oct/08 06:33 AM
Since my last post I have had to make significant modifications and upgrades to my products for them to work around this issue. There does seem to be some changes in the system but I am still constantly getting complaints/reports about my monsters not taking or doing damage in a number of sims. They work fine in my sim however "Class 5".

While this is a Linden Labs created issue I am the one getting the brunt of this having multiple complaints from customers a day, some less than civil.


Asytra Minogue added a comment - 02/Oct/08 10:16 AM
As a combat/roleplay sim owner this bug directly effects our main sources of gameplay. It's pretty much broken much of our content and is frustrating our players.

I would really really appreciate this bug to be fixed as games/simulations within SL are dependant on reliable hit detection and it is precisely those games that seperate SL from IMVU, Kaneva, and all of the other wannabes.


ariel liveoak added a comment - 22/Nov/08 01:30 PM
Adding my voice here. I've just purchased "NPC mobs" from two different makers, one of which is Stanton's new Lich Boss, for my combat/roleplay sim (hi Asytra!).

The mobs aren't taking any damage.

Come on, people, how long has this issue been out there? I'm getting tired of dropping all this money on you every month in exchange for stuff that doesn't work.


Escort DeFarge added a comment - 30/Dec/08 03:21 AM
It got worse again

Cheshyr Pontchartrain added a comment - 01/Jul/09 12:08 PM
This bug is still present as of client 1.23, server 1.26. I have a forcefield walkway designed to stay solid as long as there are avatars standing on it. The initial collision_start() event fires, repeatedly I might add as every time you turn or sometimes even take a step it triggers again. collision() itself fails miserably though. You get one or two fires, followed by nothing unless the avatar is moving fairly fast or standing on a slope.

Cheshyr Pontchartrain added a comment - 01/Jul/09 12:21 PM - edited
Following is a simple test script. The results vary depending on the prim. Sometimes it works normally, but more often it fires random end events despite the obvious fact that I'm standing on the prim.
integer i;

default
{
    state_entry()
    {
        llSetPrimitiveParams([PRIM_PHANTOM, FALSE]);
        llMessageLinked(LINK_ALL_OTHERS, 0, "bridge_ON", NULL_KEY);
        llAdjustSoundVolume(0.5);
        llSetAlpha(1.0, ALL_SIDES);
        llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0.15]);
    }

    collision_start(integer num_detected)
    {
        if (llDetectedType(0) & AGENT) {
            llOwnerSay("collision start..." + (string)i++);
        }
    }

    collision(integer num_detected)
    {
        if (llDetectedType(0) & AGENT) {
            llOwnerSay("collision..." + (string)i++);
        }
    }

    collision_end(integer num_detected)
    {
        if (llDetectedType(0) & AGENT) {
            llOwnerSay("collision end..." + (string)i++);
        }
    }
}