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URGENT: New server code will limit prims that can be taken into inventory |
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Tormented Twilight
#1 Cheese Lover
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Posts: 103
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05-05-2009 19:00
Experts estimates that we are losing 137 prims, scripts, animations and more every single minute due to over-primulation of the asset server. That equates to over 197,000 items a day! As the reserves of prims disappear, so do many possible clubs, escort services, and rental estates. Currently, 121 sims gridwide rely on prim resources. While 25% of the Western grids are derived from prims, less that 1% of these prims and scripted objects have been verified safe by beta testers.
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Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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05-05-2009 19:07
Part of the problem is that there's still only one full-sim prim well in operation in all of SL. We have set up a secondary well in Tigger, but it can only supplement the operation of the primary well in ANWR.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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05-05-2009 19:09
I think ursula should get it's own prim well. Maybe Naughty Mole will build something..
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Ceera Murakami
Texture Artist / Builder
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Posts: 7,750
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05-08-2009 20:33
Yet another lovely part of this bug! You also can no longer DELETE more than 1000 prims at once!
WHY??? I rezzed a 1300 or so prim archive copy of part of one of the Rutgers projects, to replace some damaged pieces. With it all still selected, I wanted to delete what I had just rezzed, as I had grabbed a larger archive chunk than I had intended. But I could not delete it! Got the same blasted message about a 1000 prim limit on my action! So I had to select dozens of individual bits and delete them in small groups, to get rid of the crap I didn't need. This is a good thing for WHAT reason??? FIX THIS!!! _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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05-08-2009 22:00
Yep - it's another aspect of the same issue. If you select a bunch of separate objects and delete them, it shows up as one coalesced object in your Trash.
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Sick of sims locking up every time somebody TPs in? Vote for SVC-3895!!!
- Go here: https://jira.secondlife.com/browse/SVC-3895 - If you see "if you were logged in.." on the left, click it and log in - Click the "Vote for it" link on the left |
Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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05-09-2009 01:44
One case in point on this. I just finished remodeling a large building for Rutgers University. Their sim is already on this new server. So I can not make an archive copy of their modified building now, because it is over 1500 prims in complexity. And I can't pack it in a rez box because 85% or so of the building belongs to the sim owner's account. So I can't modify and add those pieces to a rez box. Different owners, so the rezzer won't record the locations of the pieces. I'd have to buy the entire structure back from them again, set up the rez box, and then sell it back to them. Prior to this change, I could have simply selected the whole building, and since it is all full perms and I have mod rights, I could have taken a full copy into inventory. I opened that JIRA as "Showstopper", because it IS a Showstopper for anyone who builds large-scale projects. A Linden quietly knocked it down to "Major", without comment. (I got an e-mail indicating the priority had been changed.) I would have though it to be Major for sure, but percieve "showstopper" to be something that actually shuts SL down completly, or is there another catagory again for that level of problem? What was the previous limit, were griefers crashing sims byrezzing 50,000prim objects? _____________________
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Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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05-09-2009 07:25
The only previous limit was "whatever the sim can hold". You could, conceivably, have picked up and placed 15,000 prims in an empty full-use sim.
In practice, as you get over 500 or so prims, the process gets slower. Not IMPOSSIBLE, just slower. It takes time for the asset database to check the exact status and positions of all the prims and their individual permissions, and to determine what the collective result of those permissions is. So for example, if I was going to pick up a 3000 prim structure, I had two choices: 1: I could add prims and linksets to the selection slowly, and wait after each shift-click for the permissions to settle out. 2: I could add them all rapidly, then go get some coffee brewed and drink part of the cup while I waited for the permissions to settle out. Eventually, assuming the entire build was at least modifyable, and preferably full-perms, the permissions settle and the edit box says that I can modify the objects again. At that point I can safely do a "Take" or better yet a "Take Copy", and get a perfectly viable instance in inventory. If the selection included no-copy items, I would de-select those items first. That way what you have archived should always be copyable, and if it fails to rez the first try, big whoop. Just try again when there is less lag, or with better positioning. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Leben Schnabel
Registered User
Join date: 4 Jan 2007
Posts: 62
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05-09-2009 10:04
Voted.
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Argus Collingwood
Totally Tintable
![]() Join date: 5 Dec 2005
Posts: 600
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05-19-2009 07:57
Voted!!
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Basement Desade
Registered User
Join date: 14 Jul 2006
Posts: 91
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06-11-2009 03:53
See http://jira.secondlife.com/browse/SVC-4207 A previously unannounced change in the server code is being rolled out with server version 1.26.3. It places a limit of 1000 prims on any coallesced object that can be taken into inventory. If you deal with large builds at all, you'll realize that this will make large-scale building virtually IMPOSSIBLE. Please add your votes to the above JIRA to get this change eliminated from the server build, before they destroy the ability to archive or move large and complex builds! I deal with large scale builds frequently, and forgive me, but I don't understand why anyone would want to coalesce anything, much less 1000 prims or more. To me, coalesced objects are not only unnecessary, but are a huge PITA. Okay, I know a lot of people have complained about having built an entire sim, and then taking the whole thing as a coalesced object, and now this limitation is going to keep them from rezzing this coalesced object. First, when are they going to find another sim that is exactly like the first one on which to rez this coalesced object, unless we're talking about a completely flat sim? (Boring) Second, why would anyone trust the SL servers to keep track of their only copy of whatever they built, as a coalesced object? You want to build an entire sim, and then take it as a coalesced object, hoping you'll someday find another perfect place to rez it? Fine. But why not take copies of individual builds, while you are at it? Don't want to clutter your inventory? Box 'em up. Trusting LL servers to keep them safe is just like trusting your computer to keep your data safe and never doing a backup. But all this B.S. about making large scale building "impossible" is a bunch of crap. Anyone who says this is just plain lazy. Believe it or not, it is completely possible to build and back up entire sims, or even several sims, and never coalesce anything at all. Rezzer-phobic? Keep a database of the exact position of each linkset. Copy and paste the coordinates of each linkset into your database as you complete it. And take a copy. Then if you need to re-rez and position something, all you have to do is copy and paste the coordinates and rotations into the newly rezzed item from the database. And above all, stop whining. Or, on second thought, don't. Tell ya what; y'all keep whining, and I'll keep building. |
Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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06-11-2009 05:04
Second, why would anyone trust the SL servers to keep track of their only copy of whatever they built, as a coalesced object? You want to build an entire sim, and then take it as a coalesced object, hoping you'll someday find another perfect place to rez it? Fine. But why not take copies of individual builds, while you are at it? Don't want to clutter your inventory? Box 'em up. Trusting LL servers to keep them safe is just like trusting your computer to keep your data safe and never doing a backup. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
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Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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06-11-2009 06:47
Replying to Basement Desade:
Q: I deal with large scale builds frequently, and forgive me, but I don't understand why anyone would want to coalesce anything, much less 1000 prims or more. A: So I take it that you never make in-progress backups while you work, or that you never attempt any single structure that exceeds 1000 prims? Or do you stop work completely every hour or so, make every incomplete assembly into a temporary linkset, add scripted rezzer components that will be in the wrong prim for the next iteration of the backup, and pack it all up into a rezzer box? Losing an hour or more of working time to back up an hour or two of effort? Personally, I don't intend to double my workload and hours necessary to complete a project, just to meet an arbitrary and completely unnecesasary throttle limit. It is MUCH simpler to click on the entire incomplete build AS_IS, and take a copy into inventory. If something damages what is rezzed in world, you wipe it and go to revision 1.15 from your inventory. Q: To me, coalesced objects are not only unnecessary, but are a huge PITA. Okay, I know a lot of people have complained about having built an entire sim, and then taking the whole thing as a coalesced object, and now this limitation is going to keep them from rezzing this coalesced object. First, when are they going to find another sim that is exactly like the first one on which to rez this coalesced object, unless we're talking about a completely flat sim? (Boring) A: Whole sim? no, that would be excessive, in most cases. But a single 3000-prim building? Imperitive that it can be picked up and moved as-is, or backed up for replacement right where it came from. And as a matter of fact, I *have* moved huge collections of prims to completely different terrain. Taking it as one coallesced object makes this a single task to pick it up and get the content to the new sim. When you rez it, the parts all rez above the existing terrain. THEN you choose the individual buildings and move THEM, to settle them into the new terraforming, OR, you re-do the terraforming to accommodate the moved build (such as digging a new excavation to make room for the basement under your house, or for a swimming pool). The alternative is to take numerous pieces into inventory, with no spatial relationship to what they were with, and then have to guess how they all fit together when you get to the other location. Not necessarily a big deal if it is all stuff you built. Nearly impossible if you are a land owner and this was mostly purchased content. Q: Second, why would anyone trust the SL servers to keep track of their only copy of whatever they built, as a coalesced object? You want to build an entire sim, and then take it as a coalesced object, hoping you'll someday find another perfect place to rez it? Fine. But why not take copies of individual builds, while you are at it? Don't want to clutter your inventory? Box 'em up. Trusting LL servers to keep them safe is just like trusting your computer to keep your data safe and never doing a backup. A: Only copy? The only reason it would be the only copy was if you included no-copy items and did a "take". I was complaining about "take copy". While making a build I might have 10 to 20 iterations in inventory, as the build progresses. And once the build is complete, I usually have 2 or three copies in inventory, such as the build "as delivered", and the build "After move-in adjustments made", and "The build after the client had me remodel the attic". And most of us DO take each building as a seperate object into unventory. But to take two of my recent sim builds as an example, in one sim 5 of the buildings exceeded 1000 prims per building, and in the other one 2 buildings that were attached to one another exceeded 1000 prims each, and exceeded 3000 as a connected unit. So a limit of 1000 would mean that each of those individual buildings would have had to be broken into at least two pieces, to be manualy fitted back together when rezzed later. Q: But all this B.S. about making large scale building "impossible" is a bunch of crap. Anyone who says this is just plain lazy. Believe it or not, it is completely possible to build and back up entire sims, or even several sims, and never coalesce anything at all. Rezzer-phobic? Keep a database of the exact position of each linkset. Copy and paste the coordinates of each linkset into your database as you complete it. And take a copy. Then if you need to re-rez and position something, all you have to do is copy and paste the coordinates and rotations into the newly rezzed item from the database. I invite you to visit Rutgers University, specificly the RUCE 2 sim, and tell me how, in less than several days effort, you would back up that sim's 10,000+ prims while staying within a 1000-prim per linkset limit. Even doing it as coallesced objects, and with a higher limit of 4000 prims per take/take copy, it took me a solid 5 hours of effort. The method you suggest would have increased that effort to 16 to 24 hours. Q: And above all, stop whining. Or, on second thought, don't. Tell ya what; y'all keep whining, and I'll keep building. A: It wasn't "whining". It was pointing out a very real problem that needed to be addressed. And LL AGREED that the limit was too low! After I complained and raised the JIRA issue on this limit, LL relented and increased the limit to 4000 prims. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Morgaine Christensen
Empress of the Universe
Join date: 31 Dec 2005
Posts: 319
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06-11-2009 12:45
For what it is worth, I voted.
Wonder how this will effect those that have to move full sims to the new "adult" continent. Just one more limitation that LL puts on those that try to do something constructive. After having visited other worlds that allow mega prims, more than 15K prims per sim, and an extremely large link distance of objects, looks like LL just keeps digging themselves a deeper hole. |
Virrginia Tombola
Equestrienne
![]() Join date: 10 Nov 2006
Posts: 938
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06-11-2009 13:16
Voted. I'm not an architect, but even I have had to coalesce high prim builds in order to move them. I can't imagine trying to set up a sim without that ability.
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