PlaneShift

  • Status Closed
  • Percent Complete
    0%
  • Task Type Bug Report
  • Category Engine → Rendering Issues
  • Assigned To
    Mike Gist
  • Operating System
  • Severity Critical
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes 1
  • Private
Attached to Project: PlaneShift
Opened by Talad - 21.03.2008
Last edited by peeg - 21.11.2009

FS#1307 - Sewers - hydlaa: Falling of the world and bad camera behaviour when entering/leaving sewers

This is the oldest bug I can remember, and a bad one too. It is still easy to fall of the world when leaving the sewers. Since this is a place many new players go as their only hope in getting PP, this should have been fixed 4 years ago when it was found :). It may have become better now, but it still is too easy.
It may be a mix of map and camera problems.

1. In 3d camera view, with ANY distance of the camera (I tried with far and as close as possible) walk down one step of the stairs
2. Rotate a bit, until you see the outside world disappear
4. Walk up to the wall and upwards, until you fall over.

The task depends upon
ID Project Summary Priority Severity Assigned To Progress
3054 PlaneShift  FS#3054 - HoM when exiting sewers behind Kada-El's  Medium
100%
The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
1929 PlaneShift  FS#1929 - list of all map bugs reported and should someday be fixed by tal  Medium Talad
100%
Closed by  peeg
21.11.2009 10:05
Reason for closing:  
Additional comments about closing:  

Fixed by Xordan and Khaki. Works perfectly fine now - even for wtower→hydlaa_plaza! :)

Mario Rohkrämer commented on 26.03.2008 06:31

You should "confirm" this bug report, as it seems to be a copy from the old bugtracker.

The easiest way to provoke one kind of camera issues at sector boundaries - the jumping out of the world - is to move the camera far away from the avatar (e.g. mouse scrollwheel down), walk the character to a sector border where no new map gets loaded (but maybe partially reloaded for whichever reason), but the coordinate system is not contiguous (most famous: the beginning of the forest between Hydlaa and Magic Shop; also possible: exits of Korogan stalagmites or sandstone passages), and slowly turn the camera around the avatar until it crosses the plane of the portal – then you will see the camera jumping around in the world, possibly showing e.g. the sector "hybdr1" far away from the outside.

The system can get so confused at such places, that it does not show one of the sectors meeting at this portal anymore. Furthermore, it does not only stop to show one of the sectors, it even does not calculate its existence anymore. You can use this issue to let your avatar fall out of the world. Best place to do that: the portal between the sectors "bdinner" and "bdouter". Let your avatar move little by little across the portal, maybe forth and back if necessary, with a camera moved far away from the avatar. In the right moment, you will see the avatar standing with the toes on the edge of the distant sector (which the avatar belongs to now), but the close sector (where the camera was left) is not shown anymore, and if you take a step back now, the avatar will fall into the void.

Another camera effect, the masking of the avatar, can easily be seen at map loading portals (like in the passage between hydlaa_plaza and hydlaa_jayose, or in Korogan stalagmites). Go into the portal, let the other map load, then turn the camera around the avatar and move it close to the portal plane (sidewards). In the moment when the camera passes the portal plane, you will see half of the avatar being invisible. This is - IMHO - such a minor bug that I would not recommend to risk the rest of the engine over fixing it…

Brian Miller commented on 12.07.2008 23:46

In addition to graphics, like Durwyn, I have a problem with the entrance… Not just the looks.. but drops me off the map… sometimes here.. sometimes back into sewer.. and sometimes stuck in wall of sewer….

Really not liking leaving sewer near tavern anymore…

ground is there… take step and ground is gone… and there I go.. falling…

Hope this info helps

aurelynt commented on 25.05.2009 21:11

Checked with new maps. Issue remains.

Project Manager
Lanarel commented on 04.09.2009 02:57

Increased priority and added some testers to test if this is still around, and if so, finally get this fixed.. If this still is the case, it must be the oldest map bug :).

Project Manager
Lanarel commented on 06.09.2009 12:35

From the original report in the old bug tracker (some of it may help):
Ok, the bug here is the well-known blurry world when you climb up out of a hole. Line numbers have changed since I filed this report, but there's a line in psCamera::Draw() (pscamera.cpp) that looks like this:

view→GetCamera()→GetTransform().SetOrigin(actorPos + csVector3(0,1,0));

The csVector3(0,1,0) is inexplicable, and looks like it's added there incorrectly (ie it can cause the camera to pop outside of the world).

I'm also pointing out that even without this , there are still two other bugs that factor in here, although they are probably better classified as issues with CrystalSpace:

First, there's clipping (3D models will be clipped to the sector that they're in, even if they are halfway between two sectors).

The other is when line of sight between player position and camera doesn't pass through a portal, then the camera will jump outside of the world.

Project Manager
Lanarel commented on 06.09.2009 12:42

Added more people in the hope of getting this fixed.

Andrew Dai commented on 06.09.2009 17:34

IIRC Jorrit said that this bug is due to a portal being specified incorrectly in the map, this should be a map issue.

Thom commented on 06.09.2009 19:22

Thanks for the info Khaki, changed to map bug. Also removed unnecessary assignees. Talad should be the one able to fix this.

Project Manager
Lanarel commented on 14.11.2009 08:43

Added jorrit, just to comment on this being a CS problem or a map problem :)

Project Manager
Lanarel commented on 20.11.2009 21:29

Its neither a CS or a map problem, but PS not allowing the camera being in a different sector than the char. Or something. Xordan found out, but no simple fix possible. Marking this as an engine bug now.

The good news is that I did my best to fall into the void on the otherside of the wall, but I was not able to. Hydlaa appears just in time to catch you. The remaining problem is hydlaa disappearing and hall of mirror effects, when looking around. But that is just a graphical thing.

Leaving Xordan as assignee, but someone else may want to have a look sometime.

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