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Babbage Linden - Limit scripts PER PARCEL

Victor1st Mornington
Registered User
Join date: 2 Feb 2008
Posts: 158
03-20-2009 10:58
I dont know if this has already been posted in here, but take a look at this blog...

http://miscvida.blogspot.com/

A little snippet of it...

[2009/03/18 4:45] Babbage Linden: parcels and avatars will have a memory pool
[2009/03/18 4:45] Babbage Linden: in order to rez a script you need to have enough memory available in the pool to fulfil the requirement
[2009/03/18 4:46] Babbage Linden: just like a prim limit

So, yeah, all you folks with huds like DCS et al...expect them not to work soon cause youll now be over your "Script Memory Allowance".
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
03-20-2009 11:05
There will also be a pool for each avatar for things like attachments. This is seriously long overdue, the idea that prim counts could keep resources balanced per user was a tad overoptimistic.
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
03-20-2009 11:06
ouch.

No more realistic pets...
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Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:08
It's a good thing. People shouldn't be able to use up all the available resources. This how griefers trash a sim.

For too long LL have been naive and relied upon the decency of its residents. This has to end, because clearly some residents just don't care.

LL needs to assume its residents are the sons of satan. Or better yet, just close the hell hole known as the mainland. Screw the fact that it makes them money. It's unethical to sell such a crappy service.
Elanthius Flagstaff
Registered User
Join date: 30 Apr 2006
Posts: 1,534
03-20-2009 11:10
It's gonna be painful for some but if it's done right it will be the fair thing for everyone.

As long as it doesn't negatively effect me of course in which case it's an outrage!!
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Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:11
From: Cristalle Karami
ouch.

No more realistic pets...


Praise the lord.


Seriously, was there ever any *realistic* pets?.
spinster Voom
Registered User
Join date: 14 Jun 2007
Posts: 1,069
03-20-2009 11:12
are they going to limit prims for attachments as well, or just scripts?

Incidentally, what would you all consider a "fair share" of scripts (just in terms of numbers of scripts running) per sq/m for a mainland parcel?
Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
03-20-2009 11:15
I don't think that can happen until after they fix this: http://jira.secondlife.com/browse/SVC-3867
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Blot Brickworks
The end of days
Join date: 28 Oct 2006
Posts: 1,076
03-20-2009 11:18
Not sure if I like this one,I might have to take stuff back into inventory,I suppose I could trade down to a small parcel for my Xstreet box and build in a sandbox.mmm......more and more rules.
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
03-20-2009 11:19
From: spinster Voom
are they going to limit prims for attachments as well, or just scripts?

Those are already limited, and it's a really generous limit. One link set per attachment point, 255 (soon to be 256) prims per attachment. That's a lot of prims, but it's mitigated since attachments are always phantom and nonphysical, and the ones in the HUD slots only render for the wearer.
From: someone
Incidentally, what would you all consider a "fair share" of scripts (just in terms of numbers of scripts running) per sq/m for a mainland parcel?

The numbers aren't out yet, the measurement stuff will start coming in with the 1.26 server. They aren't going to draw any lines on memory usage or other resources until they have a good accounting of what is out there now. Raw script counts will probably not be limited any time soon if at all. Memory comes first, then if that isn't enough events or CPU usage will be next.

ETA: the immediate problem is that especially on the openspace and homestead regions, too much script usage is causing those machines to swap out memory, and that's super super lag if the whole sim can't stay resident. So that is why memory comes first.
Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:19
From: spinster Voom

Incidentally, what would you all consider a "fair share" of scripts (just in terms of numbers of scripts running) per sq/m for a mainland parcel?


I don't think it's that simple. A single script can be written that takes up more resources than a 100 simpler scripts.
Arielyn Docherty
I DO Believe in Santa!
Join date: 3 Jul 2007
Posts: 625
03-20-2009 11:21
Colour me stupid, but how will this impact businesses with dozens of scripts (like ours) that run at the same time?
Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:25
From: Arielyn Docherty
Colour me stupid, but how will this impact businesses with dozens of scripts (like ours) that run at the same time?


Depends on how much resources they take up. But if your scripts are ruining the performace of the sim for everybody else then surely it's not good thing?
Arielyn Docherty
I DO Believe in Santa!
Join date: 3 Jul 2007
Posts: 625
03-20-2009 11:29
What if WE own the sim?? We sell birds...lots of them...and each is scripted separately to perform in as realistic a way as possible. We're not the only ones who sell highly scripted items. I'm thinking about the sims with dogs that wander, sims with dozens of fish and aquatics, sims with tons of televisions and movies that run simultaneously, etc. Not only will this impact that place of business, it will certainly impact the sales of those items as well. Huds of all sorts, sims with "weather makers", waves, and the list goes on.
Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:33
From: Arielyn Docherty
What if WE own the sim??


If it's not a Homestead then all the resources should belong to you.
Amaranthim Talon
Voyager, Seeker, Curious
Join date: 14 Nov 2006
Posts: 12,032
03-20-2009 11:39
Wondering about the effect this will have on malls where the lag spills over to residences...
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Wandered Miles
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Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:48
From: Arielyn Docherty
Not only will this impact that place of business, it will certainly impact the sales of those items as well. Huds of all sorts, sims with "weather makers", waves, and the list goes on.


It may impact on your sales in a positive way because now your little creatures will work the way you intended. People will be able to see them in all their glory (provided they have the resources available).
Wandered Miles
Registered User
Join date: 9 Dec 2008
Posts: 159
03-20-2009 11:49
From: Amaranthim Talon
Wondering about the effect this will have on malls where the lag spills over to residences...


Hopefully the malls wont work.
Ciaran Laval
Mostly Harmless
Join date: 11 Mar 2007
Posts: 7,951
03-20-2009 11:51
This could be a real pain in the butt if not done properly. Some scripts use a lot of resources firing up and then don't do much for ages. If they're limited from firing up at all due to this then content creators are going to have a big headache.
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
03-20-2009 11:51
From: Arielyn Docherty
What if WE own the sim?? We sell birds...lots of them...and each is scripted separately to perform in as realistic a way as possible. We're not the only ones who sell highly scripted items. I'm thinking about the sims with dogs that wander, sims with dozens of fish and aquatics, sims with tons of televisions and movies that run simultaneously, etc. Not only will this impact that place of business, it will certainly impact the sales of those items as well. Huds of all sorts, sims with "weather makers", waves, and the list goes on.

Well if you own the sim then you get 100% of the script resources, but there should still probably be a memory cap because you're sharing that server's memory with 3 other sims.

But I wouldn't worry yet. The first measurement tools will start coming with the next server release, and limits won't appear for at least a version or two after that (the pilot function for limits is the HTTP server stuff, and even that won't appear until probably 1.27). So this is all still months down the road, there will be time to plan. You could even discover that your animals aren't as piggy you fear they may be =)
Salvador Nakamura
http://www.sl-index.com
Join date: 16 Jan 2007
Posts: 557
03-20-2009 11:52
if i get this right its not about the amount of scripts but the amount of memory(/resources) they use

From: someone
Babbage Linden: in order to rez a script you need to have enough memory available in the pool to fulfil the requirement



this could become a good and fair sollution to some of the current problems, hopeits gonna work out


.
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Leslie Trihey
Crazy shapeshifter.
Join date: 10 May 2007
Posts: 136
03-20-2009 12:03
If my tired mind read this right, this is goin to effect a lot of furries.
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
03-20-2009 12:14
It'll be interesting to see how this works out..

A far, FAR better solution would be to have the land owner to be able to see what they're using and what people on their land are using but what Babbage says is still better than what we have now: nothing.
Jerboa Haystack
TGTKFMA
Join date: 23 Sep 2008
Posts: 2,283
03-20-2009 12:15
Not to mention affect vehicles. Would crossing parcel (let alone sim) boundaries turn off a vehicle's scripts? It's already difficult to fly/drive around as it is.
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
03-20-2009 12:21
What really stuns me is why Second Life was not set up in the beginning to limit the actual resources that individuals use. It's not like this is a revolunary idea to keep stability and sanity. It was a concept that existed in the ancient world of MUDs.

Unfortunately, implementing the change now, after many years and exponential user-base growth, Linden Lab is once again screwing people who dumped a lot of money based on the rules as they are, just to see that investment killed by a change in the rules.

It's not a long-overdue change. It's a far-too-late change.

It still just stuns me that it's taken this long.
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