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Object entry going over sim prim limits?!?

Triz Aster
Registered User
Join date: 10 Nov 2006
Posts: 72
12-11-2007 07:23
We own a beautiful nature sim, one of those that come with only 1875 prims but lots of water. We leave at least a 75 prim cushion to allow boats to sail though and that has so far been enough. (An aside ... it's also usually not too hard for us to live with, except when we need to put out things like 50 prim snowman candles and singing, dancing penguins lol).

Yesterday my partner was trying to rez something and got the dreaded message "unable to create object - parcel is full." When we checked objects in about land, we got a new and *much* more dreadful message - "1980 out of 1875 prims being used - 105 will be deleted.

It was quickly obvious what the problem was: a 199 prim airship sailing through. We crossed our fingers and were very happy when the primtastic airship moved along and we had not lost 105 prims after all!

So I guess I have several questions. First, how could the airship have gotten entry if it was going to push the sim over its prim limits? A neighbouring sim functions similarly and I know that at least once when visiting sailboats filled up their sim's prim allowance, no more boats could enter the sim.

Second, what's with the 105 prims over the limit? Were they really going to be deleted? How would the prims to be deleted be selected? We could live with losing some of the object objects, but would hate to lose the house or any of the landscaping.

Third I guess is: is a 199 prim vehicle not very strange? I thought vehicle prims after a certain number had to be worn on the body, though I may well be wrong about that. (This is how the neighbouring sim got filled up; someone entered wearing 200+ prims of boat, so those didn't count, and sailed in just the 22 prim frame. They then dropped the boat and left it there. Yesterday's airship however was occupied and moving).

Thanks for any information or advice! We get enough visitor traffic that this is pretty worrying.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
12-11-2007 07:44
From: Triz Aster
Third I guess is: is a 199 prim vehicle not very strange? I thought vehicle prims after a certain number had to be worn on the body, though I may well be wrong about that.
Physical vehicles are limited to a low prim count (which will double with the new physics engine). So a 199 prim assembly can't use vehicle physics; it must move by non-physical script functions. (Non-physical vehicles are common. They're not nearly as much fun to drive as good physical vehicles, but they can be incredibly elaborate--and potentially monstrously laggy, even compared to physical vehicles which are pretty piggy themselves.)

I'm also very interested in the answer to your other questions. I'd been keeping "no object entry" *off* as a convenience on most of my land--with a very aggressive auto-return. But if there's some scenario where a passing (possibly sat-upon) object could hover long enough to cause parcel-limit deletion of objects, that no-entry setting needs to get turned on. I hope that's not the way it works.
Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
12-11-2007 08:04
Object entry unfortunately doesn't seem to catch everything. There are some ways that you can nudge a prim onto a parcel with object entry turned off.

Auto-return won't necessarily catch everything either, every prim that's either selected or sat on is not subject to auto-return (but will vanish the moment someone stands up or stops highlighting the object if it's been rezzed longer than the time-out allows for).

"xx will be deleted" doesn't actually delete (as far as I know :o), it simply returns to inventory if it were to happen (although it might start to retire temp-on-rez prims early, not sure :o).

In the past you could (accidentally or purposefully) push someone's parcel over the prim limit and force part of the parcel owner's house/furniture to *poof* to their inventory. They "fixed" the aggressive prim return a few months back and I haven't really seen anyone report it again since, so it's likely fixed "fixed" (or until someone posts to the contrary anyway :p).
Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
12-11-2007 08:14
From: Qie Niangao
........
I'm also very interested in the answer to your other questions. I'd been keeping "no object entry" *off* as a convenience on most of my land--with a very aggressive auto-return. But if there's some scenario where a passing (possibly sat-upon) object could hover long enough to cause parcel-limit deletion of objects, that no-entry setting needs to get turned on. I hope that's not the way it works.


I allow object entry on all my parcels, but with a 5-minute autoreturn.

I would *hope* that if the sim deletes parcel prims then it would initially do so by deleting prims that would be subject to an auto-return. i.e. trigger an immediate autoreturn event regardless of the setting in the parcel autotreturn, be that 0 or x minutes.

If the ownership of the object entering and causing the prim excess is such that it would not be subject to autoreturn, then I wonder if there is some priority scheme?

I'd really like to know what the server code does in these cases.
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Triz Aster
Registered User
Join date: 10 Nov 2006
Posts: 72
12-11-2007 15:07
From: Qie Niangao
Physical vehicles are limited to a low prim count (which will double with the new physics engine).


Uh oh .... so maybe we will need to put aside more prims for visitors sailing through? Yikes!

You all were *supposed* to tell me the 199 prim airship had to be a figment of my imagination :)
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
12-11-2007 15:11
LOL. This thread just made the case for banlines.

/me withdraws her spoon from the pot now. ;)
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Mjolnir Uriza
Hammer of the Gods
Join date: 14 Sep 2007
Posts: 504
12-11-2007 15:28
From: Cristalle Karami
LOL. This thread just made the case for banlines.

/me withdraws her spoon from the pot now. ;)



i have no clue how you came up with that one and how it even realtes to this thread
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
12-11-2007 15:32
Here is a clue. Restricting access only to group or certain individuals would prevent movement of vehicles onto the land. Theoretically, if they flew high enough, they would not hit the ban lines, but there are reported cases where that isn't so and people have been unable to enter land that has limited group access. It is a hotly contested issue in these forums.
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims!

House of Cristalle low prim prefabs: secondlife://Cristalle/111/60

http://cristalleproperties.info
http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
12-11-2007 15:36
I banged on it a bit since the bug (concerning your objects being returned to you when someone else puts you over your prim limit) caused me alot of grief once, I believe it's fixed now. As long as the objects are owned by you, or if the land is group-owned, have the correct active group, they should stay and the other person's objects will be returned
Mjolnir Uriza
Hammer of the Gods
Join date: 14 Sep 2007
Posts: 504
12-11-2007 16:42
From: Cristalle Karami
Here is a clue. Restricting access only to group or certain individuals would prevent movement of vehicles onto the land. Theoretically, if they flew high enough, they would not hit the ban lines, but there are reported cases where that isn't so and people have been unable to enter land that has limited group access. It is a hotly contested issue in these forums.

so does resticing entry of a object ergo why and how is still a mystery and it appears accoding to the last poster that bug is fixed so now it's totally a question of what are you talking about
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
12-11-2007 16:45
FFS.

A vehicle is an object.

This object can take a parcel over its limits and prevent rezzing of new objects/force deletion of other objects.

If you restrict access to the parcel, other avatars (and their vehicles) cannot fly/drive over your land.

If they cannot fly/drive over your land, they cannot take the parcel over its limits.

If the parcel doesn't go over its limits, the landowner does not have to worry about forced deletion of prims or inability to rez new objects.

Is that enough for you??
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Affordable & beautiful apartments & homes starting at 150L/wk! Waterfront homes, 575L/wk & 300 prims!

House of Cristalle low prim prefabs: secondlife://Cristalle/111/60

http://cristalleproperties.info
http://careeningcristalle.blogspot.com - Careening, A SL Sailing Blog
Chaos Bikcin
Registered User
Join date: 10 Jun 2007
Posts: 296
12-11-2007 17:03
No. we did a test, and even found a way or going over the prim limit, ride a vehicle (following prims) into a full sim and they will enter, nothing else will delete, but u cannot rez stuff (obviously because u are over the prim limit). nothing will get returned unless u have parcel autoreturn on, in wich case the offending vehicle will get returned
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Raymond Figtree
Gone, avi, gone
Join date: 17 May 2006
Posts: 6,256
12-11-2007 17:11
From: Cristalle Karami
FFS.

A vehicle is an object.

This object can take a parcel over its limits and prevent rezzing of new objects/force deletion of other objects.

If you restrict access to the parcel, other avatars (and their vehicles) cannot fly/drive over your land.

If they cannot fly/drive over your land, they cannot take the parcel over its limits.

If the parcel doesn't go over its limits, the landowner does not have to worry about forced deletion of prims or inability to rez new objects.

Is that enough for you??
Sends a hug to the untypically cranky Cristalle.
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Triz Aster
Registered User
Join date: 10 Nov 2006
Posts: 72
12-12-2007 11:37
Thanks everyone, that is a relief! Restricting object (or people) entry would be against the spirit of our estate - but it is very good to know that we won't log in to find half our house gone and a flying blimp there instead!