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Object management tools for land-owners

Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
07-10-2006 12:56
The reason I'm thinking along these lines is simple. For some reason when teleporting home while flying, my wings have become detached and been left behind, they are no longer in my inventory as they are no copy. Which is kind of annoying of itself, though I'm making new ones of my own anyway so it's not a big problem.

However, that's two prims left on a parcel I help manage, that don't need to be there, but the main problem is that they are invisible except when the avatar they are attached to is flying!
It now is obvious to me just how paltry the current object management tools are. People could leave things lying all over the place, and unless I were to account for every single person who is allowed to have objects on the large plot, I can't know for sure which objects should be there. There is no facility to find them!

What I would like then, is instead of the current object return options in about land, we should have some kind of object management tool we can launch from about land.
This would have a map of the sim (focusing on your plot) onto which any objects matching your criteria are display. The display would also be 3d allowing you to see how high up the object is, selecting an object gives you options such as "TP to location" which TPs you there and highlights the object in question (centering your view on it).
Down the side of this map in the object manager, would be a list of all objects highlighted on the map, and tools for choosing your criteria. Criteria would included things like:

Owners (shows all owners in a list, clicking them highlights their stuff on the map)
Groups (shows all groups, plus 'none', clicking it highlights all objects belonging that group)
Object name (shows object names)

Choosing an option shows the relevant list, selecting one however always moves you to a list of object names (so if you choose "Haravikk Mistral" from owners you'd see that I have object "Sparkling Black Wings" on your land). Which you can move back from.

All lists you can search by typing in keywords so you can quickly filter a list, other options could be things like "Scripted" or "Physical" and such.

Basically a window that includes as many options as possible for finding things, and filtering what's on your parcel so you can decide to return it or not. The list would probably include the ability to highlight and return multiple items, or just return all items matching your filter.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
07-19-2006 14:55
*bump*

Am I the only one that wants this? I have to deal with rogue objects all the time, and frequently find myself having to send out scripted drones to search for things because I have no idea where they are. Things like abandoned vehicles, blocks hanging in the air and so-on.
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Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Angel Fluffy
Very Helpful
Join date: 3 Mar 2006
Posts: 810
07-19-2006 16:18
From: Haravikk Mistral
*bump*

Am I the only one that wants this? I have to deal with rogue objects all the time, and frequently find myself having to send out scripted drones to search for things because I have no idea where they are. Things like abandoned vehicles, blocks hanging in the air and so-on.


No, you're not the only one at all.
I own a sim and I do sometimes need to find certain scripts to disable them... even if they're not over land I 'own' or have parcel-level rights to administrate. For example, once or twice someone installed a security orb that was *not* set "forign land safe" and was taking action against people on other parcels. Have you ever tried to find a tiny orb in a built up area?

I think your proposal is unlikely to get much consideration from LL though, because :
1) few people complain about this and make it a major issue.
2) there are scripted work-arounds like the bots you use.
3) it would require some substantial UI changes - and those are a lot of work. LL really needs to focus on the essentials - speeding things up, fixing bugs and implementing specific, targetted features that well address resident problems (like push abuse, alt griefing, flaws in the Linux client, etc). They don't have time to do everything, and something like what you're proposing here probably falls some way down the totem pole due to simple lack or urgency to most SL residents.

If I were you, I'd concentrate on the one or maybe two most important uses for this system, and design a very simple way to do these things (preferably using LSL calls so as to minimise the amount of UI work that needs to be done by LL). Then your proposal might slip onto the list as a 'minor useful feature' - it has more chance that way than as a big, complex, major feature.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
07-20-2006 09:48
Well thing is, aside from adjusting the UI, this feature is just a simple search. Presumably objects are stored in some form of sim-level database or other data structure that is easily searched (otherwise you'd never be able to find info about objects). So really it's just taking a look at that.

Yeah my bots do do it, but they're horrifyingly inefficient and can take up to several hours to find something because of the restrictions on sensors (max 16 objects, no ability to filter by owner), so it has to move in tiny increments, and cover a 32,000 sq m area in order to find one or two things in a fairly complex area (the buildings themselves have a lot of close packed prims).
Even having it move further outside of the buildings by hard-coding their locations is not too great, as scanning the buildings still takes ages.

Yet the information is all there on the simulator, and could be searched in a fraction of a second. Even ignoring the idea of plotting things on a map and having a big list that can be filtered, with a great big TP button is a huge improvement.
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)