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Roll back to 1.6

Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
11-04-2005 12:38
From: FlipperPA Peregrine
Magnum,

(pwnage)

Regards,

-Flip


That was the most thorough pwnage I have ever, ever seen.

Ever.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
11-04-2005 12:42
OK, well then, answer me this.

We had the same resource hogs in 1.6 that we do in 1.7.

But now we can't play like we could in 1.6.

So how do you propose to stop all this resource hogging that didn't used to be nearly as much of a problem?

(All this, of course, will be moot if and when they hopefully can just fix it.)

Plus I don't think most people are gonna be so understanding about all these techie concepts. If things get fixed, fine. But if they don't, people are going to just say, as I am saying - "Hey, this is worse than before! Get rid of it!"

Makes sense to me. Worse than before. Easy concept.

coco
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Joy Honey
Not just another dumass
Join date: 17 Jun 2005
Posts: 3,751
11-04-2005 12:50
From: FlipperPA Peregrine
The texture stores where you live probably aren't resource hogs - again, my guess is you're hitting bumps in the upgrade road. However, your arguments against my post have nothing to do with how things *should* work.

Regards,

-Flip



OK, just my 2 cents, but I thought texture stores that have several scripts running simultaneously (boxes cycling through textures automatically) were resource hogs. I could be wrong, it has been known to happen. ;)
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 12:58
From: Cocoanut Koala
OK, well then, answer me this.

We had the same resource hogs in 1.6 that we do in 1.7.

But now we can't play like we could in 1.6.

So how do you propose to stop all this resource hogging that didn't used to be nearly as much of a problem?

(All this, of course, will be moot if and when they hopefully can just fix it.)

Plus I don't think most people are gonna be so understanding about all these techie concepts. If things get fixed, fine. But if they don't, people are going to just say, as I am saying - "Hey, this is worse than before! Get rid of it!"

coco


Nope, not that easy. What you're suffering from, as I've stated above, are from bugs in the 1.7 release. A bunch of my friends are suffering from these, and they're sim-wide problems. If you look at Magnum's posts above, you'll see that there were far more problems created by non-efficient content (resource hogging) made pre-1.7. Once we get these bugs out of the system, it'll be better for everyone. You're comparing apples and oranges with the problems you're currently experiencing in SL. Just cause life was hunky dorey in your sim in 1.6 doesn't mean it was hunky dorey everywhere! :-)

Resource hogging won't be so much a lag creating problem in the future - it accounted for nearly 100% of "slow sim performance" problems in the past. From now on, a badly coded script will simply run less efficiently as it is given less resources when a sim gets busy. Code better, and you don't have to worry about being allocated less resources, because you'll be using less resources in the first place.

From: Joy Honey
OK, just my 2 cents, but I thought texture stores that have several scripts running simultaneously (boxes cycling through textures automatically) were resource hogs. I could be wrong, it has been known to happen.


As I've stated above, there's nothing wrong with creating cool content or going for an effect; do as much as you can with what you pay for, basically, but always take the extra time to think about how you can make the "cool thing" take the fewest resources, while still getting the effect you wish.

But don't do it at the expense of your neighbors. There's nothing wrong with having a few screens that cycle through textures automatically. Just don't have 100 on a 512 meter plot changing twice a second. Also, there is a way to make a texture switched or animated texture that doesn't impact the server, and is processed client side. You can use my tool at:

http://www.SLBoutique.com/anim/

to create them from animated GIFs. It outputs an SL-ready targa and the code necessary to animate the frames.

Regards,

-Flip
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Jennyfur Peregrine
Whatever
Join date: 24 Dec 2003
Posts: 1,151
11-04-2005 13:00
From: Enabran Templar
That was the most thorough pwnage I have ever, ever seen.

Ever.


Thats mah boy!
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Magnum Serpentine
Registered User
Join date: 20 Nov 2003
Posts: 1,811
11-04-2005 13:01
From: FlipperPA Peregrine
Magnum,

With all due respect, I have see you complain about lag in certain sims and areas more than just about anyone on these forums. So obviously you have SOME idea of resource hogs and badly written scripts negatively impacting the experience before the launch of v1.7. Or should I dig up some of your old threads saying "SL IS BROKEN BECAUSE OF THE LAG" in not quite the same language, started by you, to refresh your memory of what a horrid experience SL was, in your eyes, pre-1.7?

Remember this one, three days before the 1.7 launch?
/111/e9/66874/1.html

How about this one from a month before?
/108/40/62023/1.html

Or this one?
/111/29/60987/1.html

Or this one, where you say 1.6 is a total failure, and suggest reverting to 1.3, despite the fact it would break a ton of content and tens of thousands of hours of work:
/invalid_link.html

Or this one, where you state the same thing?
/120/e1/45902/1.html

Or this one, from APRIL, where you complain, yes, again, about massive lag:
/111/47/43864/1.html

Or this one from OVER A YEAR AGO where you're complaining about lag in certain areas?
/111/df/24334/1.html

Apparently, you've been aware of lag created by resource hogs, scripts, and other "lag" creating issues for some time. Don't act like 1.7 has made you come to realize this for the first time.

Regards,

-Flip



Actually I am NOT aware of this. And yes this is the first time I heard of it.
Cory Edo
is on a 7 second delay
Join date: 26 Mar 2005
Posts: 1,851
11-04-2005 13:01
From: FlipperPA Peregrine
Also, there is a way to make a texture switched or animated texture that doesn't impact the server, and is processed client side. You can use my tool at:

http://www.SLBoutique.com/anim/

to create them from animated GIFs. It outputs an SL-ready targa and the code necessary to animate the frames.

Regards,

-Flip



I just found my new toy for the evening. BRAVO!
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FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 13:02
From: Magnum Serpentine
Actually I am NOT aware of this. And yes this is the first time I heard of it.


Wow, this is the first time in the history of SL (and possibly my life) that I've got NO IDEA WHAT TO SAY, as you've just stated you're not away of any of these threads that YOU started and its the first you've heard of them? WHO ARE YOU AND WHAT HAVE YOU DONE WITH THE REAL MAGNUM!?

-Flip
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Taco Rubio
also quite creepy
Join date: 15 Feb 2004
Posts: 3,349
11-04-2005 13:04
How come I can never get flip that worked up? this sucks :mad:
Joy Honey
Not just another dumass
Join date: 17 Jun 2005
Posts: 3,751
11-04-2005 13:04
From: FlipperPA Peregrine
As I've stated above, there's nothing wrong with created cool content or going for an effect; do as much as you can with what you pay for, basically. But don't do it at the expense of your neighbors. There's nothing wrong with having a few screens that cycle through textures automatically. Just don't have 100 on a 512 meter plot changing twice a second. Also, there is a way to make a texture switched or animated texture that doesn't impact the server, and is processed client side. You can use my tool at:

http://www.SLBoutique.com/anim/

to create them from animated GIFs. It outputs an SL-ready targa and the code necessary to animate the frames.

Regards,

-Flip


Thanks for the reply - most of the auto-cyclers are NOT efficient (we are talking several dozen boxes, if not more, cycling continuously on a fairly small plot). And thanks for the link - you rawk! :D
Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
11-04-2005 13:26
From: FlipperPA Peregrine
Wow, this is the first time in the history of SL (and possibly my life) that I've got NO IDEA WHAT TO SAY, as you've just stated you're not away of any of these threads that YOU started and its the first you've heard of them? WHO ARE YOU AND WHAT HAVE YOU DONE WITH THE REAL MAGNUM!?


It appears he is in fact the real Magnum.

His response was fully consistent with my expectations. :cool:
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From: Hiro Pendragon
Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court.


Second Life Forums: Who needs Reason when you can use bold tags?
Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
11-04-2005 13:28
From: Cory Edo
I just found my new toy for the evening. BRAVO!


Holy crap, no kidding. Flip's tool is going to save me a good ten minutes of laying out my frames every time I need to make an animated texture. Bless you, Flip.
_____________________
From: Hiro Pendragon
Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court.


Second Life Forums: Who needs Reason when you can use bold tags?
Ingrid Ingersoll
Archived
Join date: 10 Aug 2004
Posts: 4,601
11-04-2005 13:29
From: Enabran Templar
Holy crap, Flip's tool. Bless you, Flip.

I can't tell you how many times I have said this very thing. Flip's tool really is a marvel.
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FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 13:32
I'm glad you guys like the tool, it came out pretty well. Just a few known issues, then we can get back to figuring out how to roll back to 1.6 instead of trying to figure out ways to reduce lag moving forward:

- Transparency doesn't work, it goes to white. So after it spits out the targa, take it into ImageReady/GIMP and magic wand it if you need a transparent background.

- Check the number of frames before you expect it to work. Remember, SL's animated textures are rectangles, and I have to calculate the most efficient rectangle possible, and the most efficient SL-compliant size possible. IE: 81 frames good, can be made into a grid, 9 by 9. 47 frames bad, as the grid would be 47x1, and the maximum size of an SL texture is 1024x1024. Sometimes its worth duplicating or removing a frame to get to an SL-friendly frame count (16, 18, 20, 24, 25, etc). So if you've got a 17 frame animated GIF, make it 16 or 18 frames by removing or duplicating a single frame and you'll have a much better result.

- SL's frame rate is constant, while the pause in between each frame in a GIF can be different. For certain GIF files (most are at a constant frame rate, but not all) this can be a problem.

Other than that - enjoy it! :-)

Regards,

-Flip
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
11-04-2005 13:33
From: FlipperPA Peregrine
Nope, not that easy. What you're suffering from, as I've stated above, are from bugs in the 1.7 release. A bunch of my friends are suffering from these, and they're sim-wide problems. If you look at Magnum's posts above, you'll see that there were far more problems created by non-efficient content (resource hogging) made pre-1.7. Once we get these bugs out of the system, it'll be better for everyone. You're comparing apples and oranges with the problems you're currently experiencing in SL. Just cause life was hunky dorey in your sim in 1.6 doesn't mean it was hunky dorey everywhere! :-)

Resource hogging won't be so much a lag creating problem in the future - it accounted for nearly 100% of "slow sim performance" problems in the past. From now on, a badly coded script will simply run less efficiently as it is given less resources when a sim gets busy. Code better, and you don't have to worry about being allocated less resources, because you'll be using less resources in the first place.



As I've stated above, there's nothing wrong with creating cool content or going for an effect; do as much as you can with what you pay for, basically, but always take the extra time to think about how you can make the "cool thing" take the fewest resources, while still getting the effect you wish.

But don't do it at the expense of your neighbors. There's nothing wrong with having a few screens that cycle through textures automatically. Just don't have 100 on a 512 meter plot changing twice a second. Also, there is a way to make a texture switched or animated texture that doesn't impact the server, and is processed client side. You can use my tool at:

http://www.SLBoutique.com/anim/

to create them from animated GIFs. It outputs an SL-ready targa and the code necessary to animate the frames.

Regards,

-Flip

OK, so what you are saying is:

1. The problems are being caused by bugs in 1.7.

2. Once those bugs have been fixed, we will be back to where we were in 1.6.

3. Except things will be even better, because previously resource-hogging scripts will now be allocated fewer resources once a sim gets busy, and it won't make much of a difference really at all, unless you got your eyeball glued to that particular script and you're expecting instantaneous performance or something.

4. So we won't need to all have to worry about simplifying everything, removing our hair, dumbing down all our textures, making sure our scripts are Nobel-Prize winning perfect, etc., in an attempt to control all this ourselves.

Right?

coco

P.S. And what's all this about Flip's . . . er, tool?
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FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 13:39
From: Cocoanut Koala
OK, so what you are saying is:

1. The problems are being caused by bugs in 1.7.

2. Once those bugs have been fixed, we will be back to where we were in 1.6.

3. Except things will be even better, because previously resource-hogging scripts will now be allocated fewer resources once a sim gets busy, and it won't make much of a difference really at all, unless you got your eyeball glued to that particular script and you're expecting instantaneous performance or something.

4. So we won't need to all have to worry about simplifying everything, removing our hair, dumbing down all our textures, making sure our scripts are Nobel-Prize winning perfect, etc., in an attempt to control all this ourselves.

Right?

coco


Nope, not what I'm saying at all.

(1) is correct. Either that or LL is lying and the Preview Grid was running on 3 million dollar Sun machines with 64 processors each, per sim. I really hope its bugs, because I like the Lindens I've met so far and they seem to be pretty honest, and I think Pierre Omidyar would be pissed if they spent that much on Preview Grid servers.

(2) is incorrect, we will be far better off. More than half the sims, in my estimation, were running sub-par because of content. If you read the threads I posted above, or peruse the forums, you'll see that lag was NOT invented with the 1.7 release. Its been a problem for a long time and the paradigm being applied on the server side in 1.7 makes a lot more sense than the free-for-all mentality pre-1.7. As with any major change, as I keep saying, there will be some VERY annoying bumps in the road to get to where we need to be.

(3) is incorrect, more people will be able to be in a sim lag-free, and sims will continue to be able to perform critical functions with more people in them, when the scripts in the sim are given less resources to make room for critical function, oh, like sending data to us so we can see what's IN the sim.

(4) is incorrect, in fact, the opposite is true. The point here is you won't have to remove your attachments with scripts in it because they'll be automatically getting less resources so the sim can continue to perform its critical functions, like sending us data. If you want your script and/or content to perform well under conditions like these, you'll need to work a little bit harder to make them less of a resource hog, because guess what: you're not going to be able to hog resources any more.

Regards,

-Flip
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Annah Zamboni
Banannah Annah
Join date: 2 Jun 2004
Posts: 1,022
11-04-2005 13:41
Could someone wanting a rollback to 1.6 tell me which things would be rolled back?
- Everything?
- Land?
- L$?
- Inventories?
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 13:42
From: Annah Zamboni
Could someone wanting a rollback to 1.6 tell me which things would be rolled back?
- Everything?
- Land?
- L$?
- Inventories?


L$? How about US$? How do we roll back the L$ sold for US$ and already paid to peoples' PayPals/bank accounts?

Very good points, Annah. :-)

Regards,

-Flip
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
11-04-2005 13:42
From: Annah Zamboni
Could someone wanting a rollback to 1.6 tell me which things would be rolled back?
- Everything?
- Land?
- L$?
- Inventories?


I don't see how it could be any other way.
_____________________
From: Hiro Pendragon
Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court.


Second Life Forums: Who needs Reason when you can use bold tags?
Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
11-04-2005 13:44
From: FlipperPA Peregrine
Nope, not what I'm saying at all.

(1) is correct. Either that or LL is lying and the Preview Grid was running on 3 million dollar Sun machines with 64 processors each, per sim. I really hope its bugs, because I like the Lindens I've met so far and they seem to be pretty honest, and I think Pierre Omidyar would be pissed if they spent that much on Preview Grid servers.

(2) is incorrect, we will be far better off. More than half the sims, in my estimation, were running sub-par because of content. If you read the threads I posted above, or peruse the forums, you'll see that lag was NOT invented with the 1.7 release. Its been a problem for a long time and the paradigm being applied on the server side in 1.7 makes a lot more sense than the free-for-all mentality pre-1.7. As with any major change, as I keep saying, there will be some VERY annoying bumps in the road to get to where we need to be.

(3) is incorrect, more people will be able to be in a sim lag-free, and sims will continue to be able to perform critical functions with more people in them, when the scripts in the sim are given less resources to make room for critical function, oh, like sending data to us so we can see what's IN the sim.

(4) is incorrect, in fact, the opposite is true. The point here is you won't have to remove your attachments with scripts in it because they'll be automatically getting less resources so the sim can continue to perform its critical functions, like sending us data. If you want your script and/or content to perform well under conditions like these, you'll need to work a little bit harder to make them less of a resource hog, because guess what: you're not going to be able to hog resources any more.

Regards,

-Flip

So what you mean is, essentially 1-3 WERE correct, except things will be EVEN better than as I hopefully stated them in 1-3.

As for 4, the news is still good for everybody but maybe scripters or people who upload textures? Or build complicated things? or what?

coco

(And people thought I wasn't useful.)
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
11-04-2005 13:46
From: Cocoanut Koala
(And people thought I wasn't useful.)


Did they?
_____________________
From: Hiro Pendragon
Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court.


Second Life Forums: Who needs Reason when you can use bold tags?
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
11-04-2005 13:59
From: Cocoanut Koala
So what you mean is, essentially 1-3 WERE correct, except things will be EVEN better than as I hopefully stated them in 1-3.

As for 4, the news is still good for everybody but maybe scripters or people who upload textures? Or build complicated things? or what?

coco

(And people thought I wasn't useful.)


No, I meant what I said. But things will be better, yes. Maybe not tomorrow, maybe not next week, but soon enough.

Regards,

-Flip
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
11-04-2005 14:55
But - the part 4 question still remains. All these things that will no longer cut the mustard - do you mean scripts, textures, hairdos, complicated builds, what? Cause if there are enough of all these things that won't cut the mustard, then we are right back to where we started - having to limit ourselves mightily just so anybody can play the game.

Or maybe I'm just still misunderstanding it all.

coco
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
Roll back to 1.6
11-04-2005 15:36
Fuck that.
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From: Jesse Linden
I, for one, am highly un-helped by this thread
Usagi Musashi
UM ™®
Join date: 24 Oct 2004
Posts: 6,083
You must be joking
11-04-2005 16:55
noway.1.6 at the start was alot wosr then 1.7 You know tht snake.
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