- Status Closed
- Percent Complete
- Task Type Bug Report
- Category 3D Art → Models and Maps
-
Assigned To
Mike Gist Talad - Operating System
- Severity Medium
- Priority
- Reported Version
- Due in Version Undecided
-
Due Date
Undecided
- Votes
- Private
Attached to Project: PlaneShift
Opened by Mario Rohkrämer - 27.10.2007
Last edited by aurelynt - 01.06.2009
Opened by Mario Rohkrämer - 27.10.2007
Last edited by aurelynt - 01.06.2009
FS#540 - The Winch Building lost its walls, I can go everywhere in/on it
| ID | Project | Summary | Priority | Severity | Assigned To | Progress | |
|---|---|---|---|---|---|---|---|
| 1929 | PlaneShift | Medium | Talad |



Shambla said in IRC, collission detection is left to the OpenGL drivers; I doubt that, I’d expect this to be calculated by CrystalSpace separately. If you can clarify this, we may be a step closer to dividing a “rendering” issue from a “map content (loading)” issue.
P.S.: I think I logged in in the guildhouse before I went there - if that makes any difference. Testing again…
P.P.S.: Reproduced the bug.
Log in inside guildhouse #1 (the one inside hydlaa_jayose), leave it, go via hydlaa_plaza to the Winch: Iron walls are gone.
Verified, here is some possibly relevant console output:
crystalspace.genmeshloader.parse:
Assigning to Xordan, Jorrit and Talad
Could another tester try re-verify this with svn trunk HEAD? I don’t have this issue anymore myself with that, and it is still present with stable.
looks ok here, i think one more person should test before we close this up
no i will take that back teleport to npcroom teleport guildlaw telelport winch and walls missing again
no i will take that back teleport to npcroom teleport guildlaw telelport winch and walls missing again
I can confirm this. I teleported from NPCroom1 to guildlaw to hydlaa_winch and all the walls in the Winch are were invisible. Console output:
PSCelClient::OnRegionsDeleted>
3286235) Moving entity to temporary sector
Map guildlaw loaded successfully in 2630ms
3311542) <d:\development\planeshift\trunk\src\client\modehandler.cpp:605 ModeHa
ndler::CreatePortalWeather>
3311542) CreatePortalWeather received invalid sector!
3311542) <d:\development\planeshift\trunk\src\client\psclientdr.cpp:234 psClien
tDR::HandleDeadReckon>
3311542) Sector crossed from guildlaw to hydlaa_winch after received DR.
3311542)
3311558) <d:\development\planeshift\trunk\src\client\zonehandler.cpp:182 ZoneHa
ndler::HandleMessage>
3311558) Still loading maps, ignoring crossing to sector SectorWhereWeKeepEntit
iesResidingInUnloadedMaps.
Map hydlaa_common loaded successfully in 370ms
crystalspace.genmeshloader.parse:
Map hydlaa_winch loaded successfully in 42734ms
Well um, sorry people, for some reason it only works right for me.
Sorry Talad, Aiken reported that it is unfixed for him; it works for me… but I searched the world files, the objects “walls” and “handrail” are in both. I noticed in guildlaw that there was also “walls.001”, maybe you changed the name of one but missed the other? Or maybe the change did not get correctly put in the updater / release? I was checking a clean binary install from 0.4.01, updated fully, and I also ran “./psupdater CheckIntegrity”.
Aiken’s error messages: http://pastebin.com/d2890634c and http://pastebin.com/d3ab690d0. He also said that he found a guildhouse shell somewhere in hydlaa_winch, and posted a screenshot: http://aiken.dnsalias.org/ps/shot263.jpg
Well, for me it seems fixed still. Recently I ran several times between guildhouse #1 and winch area, and the Winch building always looked correct.
Exactly, it works every time for me too, with all my various versions; but it fails every time for Aiken - so I checked in the world file, and there are meshobjects with the same name, the ones Talad said were fixed.
I get this with optimized build on linux, debug build on linux, binary download on linux and the binary download on vista. That guildhouse shell in the screenshot is at hydlaa_winch 0 0 0.
I have a problem the other way as well. If I start in the winch then go to guildlaw or guildsimple there is no floor. With guildlaw there is the design on the floor just inside the door which stops me from falling. In guildsimple there is no design and I fall as soon as I enter it. Winch → guild house is the only combination I found that gives me no floor in the guildhouse.
the winch to guild houses issue is another seperate bug, which i cant find atm, as long as there are no guild houses in the winch that is an issue that can wait to be fixed.
edited to show images
I think guild house → winch missing textures and winch → guild house missing textures are the same problem.
The handrails at the internal steps in the winch have the same name and factory name as those in the guildhouses. The winch building walls have the same name and factory name as the floor and walls in the guildhouse.
In the winch I renamed _auto_walls to _auto_winch_walls and _auto_handrail to _auto_winch_handrail. With that change to the winch world file I can now go guild house to winch and the winch building will have walls and the internal hand rails are in place. Going from guild house to winch the phantom guild house is no more. In line with my previous comment I can now go winch to guild house and the guild house will have a floor and hand rails with his change to the winch world file.
i wonder if talad just has not released the updated map of this region, as his comment on closing this bug said he did rename those textures.
This is no longer true for me with new maps.