Why not just place a statement which says...

if no adjoining region exists....
    if location >256 then location = 256
    if location < 0 then location = 0

Do this for both x and y coords.

Wouldn't this effectively stop the issue?

~BoneZ

I've made some simple vehicle scripts with this type of logic to keep them from trying to cross into another region.

On 12/19/2013 10:57 AM, Mister Blue wrote:
What should happen when an object moves off a region into an undefined neighbor? At the moment, BulletSim thinks the object is outside the region it is managing and it has handed off the object to the simulator to move the object to the adjoining region. Since the adjoining region doesn't exist, the object is left in limbo with the region still holding the object (since the region hand-off didn't happen) but outside the area the physics engine is operating on.

What should happen? Should there be an implicit DIE_AT_EDGE of there is no adjoining region? Should the object be moved back into the region it left?

-- mb


On Thu, Dec 19, 2013 at 1:48 AM, Ai Austin <[email protected] <mailto:[email protected]>> wrote:

    I do have the griefer's UUID...

    Jack.Marioline @sanctuary.homelinux.org:8012
    <http://sanctuary.homelinux.org:8012>
    fe7b0dfc-5629-4189-8fcb-e856db25f5ec

    though I am sure that is one of many identities and will already
    be different now.

    I think the objects must be coming from an emitter placed
    somewhere perhaps high... Then spawning physical objects at a high
    rate which themselves probably are also cloned emitters, and the
physical objects roll over the terrain getting to low points. That is why many end up at the edge. But they do not seem to stop
    at the edge they go slightly over and that causes problems.  I am
    using BulletSim, so that would seem to be worth considering as a
    BulletSim bug.  BulletSim should never allow a movement that makes
    the object appear at an illegal location that is not considered in
    the region by viewers (though they are left in the object count of
    the region).  The objects pile up one on top of another at this
    edge.. See

    
http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg
    
<http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg>

    
http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg
    
<http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg>

    
http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg
    
<http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg>

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