BigMap Landing Point
Posted: Wed Dec 02, 2020 11:57 pm
We've been experimenting with the Landing Point on Wellspring the last couple of days, and I was reminded of an issue that goes way back to early virtual days. It entails two matters:
1. When using the BigMap to TP to a World, it defaults to a landing point of <128, 128, 2> (as if all Worlds have the same landing point). This is below the standard land setting of 20m, effectively trying to TP the user underground. If land exists at that point it drops the person halfway inside the land and pops them to the surface (with consequences. Explained later). If there is no land, it places them at the bottom of the ocean.
2. There is one way (that I'm aware of) to alter that Landing Point: by using About Land settings. But that is a parcel-based setting rather than world-based. Using that to try and set an alternate landing point on a large world can be problematic.
The Consequences:
Regarding Item 1: Default vertical LP of 2 meters seems to me a logic bug. Why would the system default someone to TP at the bottom of the ocean? It would seem more logical to have a default LP of 128,128,25 (5m above normal 20m land surface). That way they fall onto the land rather than colliding with it waist-deep (or winding up at the bottom of the ocean).
Regarding item 2: Even on a single-region setup, a default landing point of right in the middle of the region can be problematic. I won't go deeply into the several reasons why; world owners are likely already aware of the headaches involved in overcoming this issue.
On Kitely (and other Opensim worlds) where a World can be much larger than one region, the problem becomes exacerbated... since the 128,128 default landing point can be a considerable distance away from the World Welcome Center. There are ways to overcome this: A) Rerouting the default parcel to the desired location (a real headache) B) Setting up a welcome center at 128,128 (not always a desired solution or C) Using a Portal Prim at the default landing point-- which doesn't always work because...
THE UNSEEN CONSEQUENCE: One of the ways to overcome the default TP location is to use a PORTAL PRIM. This is a platform that is scripted to instantly teleport a visitor to the desired welcome location when they appear and fall onto the prim. This is an excellent remedy... except for the above-stated 2m BigMap default. This default is below the land. So instead of the visitor rezzing and falling onto the portal prim and instantly teleporting... the system actually rezzes them halfway into the ground, they "float up" to the surface, and half the time fail to "collide" (thus making the portal device ineffective). So that 2m vertical rezzing point has unexpected consequence.
POSSIBLE SOLUTION depends on whether the default landing point is grid-side or viewer-side. If it's grid side then there are at least two viable solutions (perhaps more, but these are what pop to mind):
1. (The preferred one imo) Allow a World-based BigMap-default landing point (rather than a Parcel-based landing point). That landing point would be tied to the World rather than a specific parcel. This would solve the problem permanently and completely, allowing the world owner to specify anywhere on the World as the default MAP landing point (not just 128,128,2).
2. A less desirable solution but one that would work, would be to set the default landing point to 128,128,25 instead of 128,128,2. That would rez the avatar at the proper elevation, allowing them to drop onto a portal prim and be instantly ported anywhere on the World.
(What we do currently is let them drop into the ocean, with a portal prim at the bottom of the ocean. Not an ideal solution, but it works.)
In summary: The current Map default of 128x128x2 doesn't make logical sense. That location is under the ocean, below normal land height. An alternate World-Based default landing point is needed... one that isn't tied into specific Parcel coordinates.
Yes, there are "workarounds" to this as discussed above. But I request (if possible) that the Map default be changed, either to a different default entirely (depending on the World, and set by the World owner), or to 128x128x25 so that visitors are rezzed above land.
Thanks for your consideration of this matter. -- Snoots
1. When using the BigMap to TP to a World, it defaults to a landing point of <128, 128, 2> (as if all Worlds have the same landing point). This is below the standard land setting of 20m, effectively trying to TP the user underground. If land exists at that point it drops the person halfway inside the land and pops them to the surface (with consequences. Explained later). If there is no land, it places them at the bottom of the ocean.
2. There is one way (that I'm aware of) to alter that Landing Point: by using About Land settings. But that is a parcel-based setting rather than world-based. Using that to try and set an alternate landing point on a large world can be problematic.
The Consequences:
Regarding Item 1: Default vertical LP of 2 meters seems to me a logic bug. Why would the system default someone to TP at the bottom of the ocean? It would seem more logical to have a default LP of 128,128,25 (5m above normal 20m land surface). That way they fall onto the land rather than colliding with it waist-deep (or winding up at the bottom of the ocean).
Regarding item 2: Even on a single-region setup, a default landing point of right in the middle of the region can be problematic. I won't go deeply into the several reasons why; world owners are likely already aware of the headaches involved in overcoming this issue.
On Kitely (and other Opensim worlds) where a World can be much larger than one region, the problem becomes exacerbated... since the 128,128 default landing point can be a considerable distance away from the World Welcome Center. There are ways to overcome this: A) Rerouting the default parcel to the desired location (a real headache) B) Setting up a welcome center at 128,128 (not always a desired solution or C) Using a Portal Prim at the default landing point-- which doesn't always work because...
THE UNSEEN CONSEQUENCE: One of the ways to overcome the default TP location is to use a PORTAL PRIM. This is a platform that is scripted to instantly teleport a visitor to the desired welcome location when they appear and fall onto the prim. This is an excellent remedy... except for the above-stated 2m BigMap default. This default is below the land. So instead of the visitor rezzing and falling onto the portal prim and instantly teleporting... the system actually rezzes them halfway into the ground, they "float up" to the surface, and half the time fail to "collide" (thus making the portal device ineffective). So that 2m vertical rezzing point has unexpected consequence.
POSSIBLE SOLUTION depends on whether the default landing point is grid-side or viewer-side. If it's grid side then there are at least two viable solutions (perhaps more, but these are what pop to mind):
1. (The preferred one imo) Allow a World-based BigMap-default landing point (rather than a Parcel-based landing point). That landing point would be tied to the World rather than a specific parcel. This would solve the problem permanently and completely, allowing the world owner to specify anywhere on the World as the default MAP landing point (not just 128,128,2).
2. A less desirable solution but one that would work, would be to set the default landing point to 128,128,25 instead of 128,128,2. That would rez the avatar at the proper elevation, allowing them to drop onto a portal prim and be instantly ported anywhere on the World.
(What we do currently is let them drop into the ocean, with a portal prim at the bottom of the ocean. Not an ideal solution, but it works.)
In summary: The current Map default of 128x128x2 doesn't make logical sense. That location is under the ocean, below normal land height. An alternate World-Based default landing point is needed... one that isn't tied into specific Parcel coordinates.
Yes, there are "workarounds" to this as discussed above. But I request (if possible) that the Map default be changed, either to a different default entirely (depending on the World, and set by the World owner), or to 128x128x25 so that visitors are rezzed above land.
Thanks for your consideration of this matter. -- Snoots