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Need link to 1.22 PLEASE!!!! |
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Yummy Freelunch
rides the short bus
Join date: 16 Jun 2006
Posts: 1,247
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07-26-2009 23:10
I cant find the link to the old viewer 1.22..please someone help!!!! aggggggggggg..the new one is POOP!
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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07-26-2009 23:15
http://wiki.secondlife.com/wiki/Old_versions
A good plan is to skip the automatic updates from the viewer and download new stuff by hand from the regular download page, then there is no hunting if new versions cause trouble =) |
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Yummy Freelunch
rides the short bus
Join date: 16 Jun 2006
Posts: 1,247
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07-26-2009 23:21
God thank you so much...its not for me..i have it..but my sis cant tp or do anything!..new one sucks!
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
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07-27-2009 00:22
God thank you so much...its not for me..i have it..but my sis cant tp or do anything!..new one sucks! the "can't tp" problem is server side, a different viewer is not likely to help. the lindens in their infinite wisdom decided that the best way to fix a serverside problem that lags sims when people teleport in is by limiting teleports. kinda like cutting off a foot to get rid of blisters. |
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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07-27-2009 00:43
the "can't tp" problem is server side, a different viewer is not likely to help. That's backwards. The throttle in 1.27 doesn't kick in unless you are having teleport problems in the first place. |
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
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07-27-2009 00:50
yes and no.
as far as i understand the throttle kicks in always. and as far as i noticed, failed teleports make it kick in was sooner. and as i said, the whole approach towards the problem that is supposed to be solved that way is just plain mindless. |
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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07-27-2009 00:58
as far as i understand the throttle kicks in always. No, there is no throttle if you only teleport once. If you wait a few seconds before retrying a failed teleport, it doesn't kick in. and as far as i noticed, failed teleports make it kick in was sooner. It will seem that way because a successful teleport will take up some of the countdown time. and as i said, the whole approach towards the problem that is supposed to be solved that way is just plain mindless. Expensive operations are expensive. Rezzing happens all at once because to do it otherwise would break content. An alternative might be to rez an avatar across several frames, and freeze the avatar until everything is finished, but that forced suspension would surely elicit bitching and moaning as well. |
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
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07-27-2009 01:44
No, there is no throttle if you only teleport once. If you wait a few seconds before retrying a failed teleport, it doesn't kick in. ... the only way for me to get teleports to work again after a failed TP and the "Teleports have been disabled for a while" popup is trying to teleport to a different location than the one that failed. Add the fact that 3 out of 4 teleports fail these days and you end up being slightly frustrated about the whole thing. Expensive operations are expensive. Rezzing happens all at once because to do it otherwise would break content. An alternative might be to rez an avatar across several frames, and freeze the avatar until everything is finished, but that forced suspension would surely elicit bitching and moaning as well. ...what happened to the way teleports were handled ... about a year ago? I don't remember that many problems with teleports back then. |
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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07-27-2009 02:11
... the only way for me to get teleports to work again after a failed TP and the "Teleports have been disabled for a while" popup is trying to teleport to a different location than the one that failed. Add the fact that 3 out of 4 teleports fail these days and you end up being slightly frustrated about the whole thing. See, that is pointing at something else wrong. I usually can't get a teleport to fail unless a region is full or force it. A year ago, that wasn't the case, they failed al the time. The whole thing is sensitive to individual network setups and routing, the avatar's attachments, and the state of the sims where people are trying to go. Tons of variables there give everyone different experiences over time. The attachment load problem is a very, very common one these days, it's not the cause of everyone's problems but it's disturbing how often it turns out to be the culprit. Shoes and hair with hundreds of scripts in them were rare a year or two ago, now they are everywhere. ...what happened to the way teleports were handled ... about a year ago? I don't remember that many problems with teleports back then. It's your turn, teleporting is fickle about who its friends are from day to day. "This rolling upgrade will add code to collect data on teleport failures." https://blogs.secondlife.com/community/features/blog/2007/10/10/rolling-upgrade-on-wednesday-oct-10th-9am-pdt-1600-gmt-resolved "Next, as you've noticed, as we improve those specific issues, other different issues are becoming more visible, such as asset server issues and teleport failures." https://blogs.secondlife.com/community/features/blog/2008/01/15/service-quality-metrics-updated#comment-726218 "We have some changes just about to enter testing to tackle teleport failures and resulting crashes, some viewer side and some server side." https://blogs.secondlife.com/community/features/blog/2008/02/14/new-release-candidate-viewer-1190-rc2-available#comment-730179 |