The Ultimate Builders Disappointment
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Einsman Schlegel
Disenchanted Fool
Join date: 11 Jun 2003
Posts: 1,461
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01-15-2006 17:27
Tell me something.. How does a selected object (with all prims selected) go from.. the top image (seen below) to the bottom image? After making a rotation with the whole thing selected? I'd like an answer. 
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milady Guillaume
Shhhh, I'm researching!
Join date: 28 Dec 2003
Posts: 696
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01-15-2006 17:32
Ctl Z it. Did that work at getting it back prior to rotation?
When you rotate, the object and rotation symbol have to be in the screen's view. I've had where part of the object it just outside the screen and it has rotated differently than expected.
Not an answer, but I've had it happen too. GL with it Eins.
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Joy Honey
Not just another dumass
Join date: 17 Jun 2005
Posts: 3,751
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01-15-2006 17:34
From: Einsman Schlegel Tell me something.. How does a selected object (with all prims selected) go from.. the top image (seen below) to the bottom image? After making a rotation with the whole thing selected? I'd like an answer.  Could be a bug... are/were all the pieces linked? I know it shouldn't make any difference, but I had something like that happen to me - I had 3 linked pieces with 1 additional piece, rotated it, but it kept the additional piece on it's own axis - the linked pieces did what they were supposed to do, so I'd just do a bug report - sorry not more helpful
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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01-15-2006 18:12
Were the prims actually in that position? Sometimes my card renders an object correctly post rotation but also leaves a few prims duplicated in their prerotation positions. I usually have to log to clear the ghosts.
I get that with particles sometimes too. The script edits and saves but the effect doesn't change until I take the object and rerez it. Stupid card.
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Broken Templar
Registered User
Join date: 14 Aug 2004
Posts: 139
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01-15-2006 18:23
Since you mentioned it, I've been having issues all day today. I've been working on smaller accessories to be worn by an AV. So I pull out my modeling pedestal and got to work. I would resize/reshape/rotate/change an object IN ANY WAY and then cross my fingers that it wouldn't iterate itself back through the last 3 changes I made to it. It would do this randomly, but often. It would sometimes settle on a change I had made 3 iterations back, or cycle back and forth until it finally stopped on the last change. When I logged in, the MOTD was something about "server under heavy load, things are acting weird" so I chalked it up to that. I haven't built in a while though, so I hope this isn't the latest bug. If it is, then please please please fix it!
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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01-15-2006 18:41
I have nearly given up using the build tools, even just to simply move things. I could not move a tree today - no matter how many times I tried, it would not go to the place I wanted it to - it would appear to, and then it would move a little bit to the left. Every time I align the prims of my house, they mysteriously get cracks in them. I don't know how anyone does large scale building with the current tools - the past few updates have made them less useable, not more and they are buggy as all hell.
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Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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01-15-2006 19:23
From: Einsman Schlegel Tell me something.. How does a selected object (with all prims selected) go from.. the top image (seen below) to the bottom image? After making a rotation with the whole thing selected? I'd like an answer. Were they linked?
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Einsman Schlegel
Disenchanted Fool
Join date: 11 Jun 2003
Posts: 1,461
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01-15-2006 19:26
Clarification: These objects aren't linked, but there's no need them for them to be. They would still accomplish this result even while linked. As far as being under heavy load, I know this doesn't cause this sort of distortion. The lag times that I was in the sim were perfectly normal, all things were in the green, so I couldn't chock it up to heavy loads. I think its a new, and painful bug. A rather sore disappointment might I add...
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Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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01-15-2006 19:29
Just read Joy's post about being linked. I hear ya Eins. That shouldn't make much difference but it happens for some reason whenever they are not linked. Perhaps the code is ineffecient when dealing with unlinked prims. Teh sucks. 
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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01-15-2006 19:44
Just out of curiousity, perhaps someone having this sort of problem could run the debug console display and check for out of order packet messages and playing back delayed packet messages?
There's probably no connection but it wouldn't hurt to take a look. I've been told the client may be more sensitive to delayed packets than it used to be.
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Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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01-15-2006 19:59
From: SuezanneC Baskerville Just out of curiousity, perhaps someone having this sort of problem could run the debug console display and check for out of order packet messages and playing back delayed packet messages?
There's probably no connection but it wouldn't hurt to take a look. I've been told the client may be more sensitive to delayed packets than it used to be. I will keep an eye on this Sue. When I deal with a high prim count object (one I grabbed into my inventory that was larger than the allowed linked prim limit. eg. 300-500 prims) and I begin repositioning it the packet loss bar at the top right will spike like crazy then ease its way back down. I usually wait for it to settle down before repositioning again so I don't drive the packets mad. The prim drift (at least that's what I call it) occurs during moving objects but more so when rotating objects. I could see rotation being a more complex process for the render engine. Of course this only has happened to me when they are unlinked as far as I have seen.
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Toy LaFollette
I eat paintchips
Join date: 11 Feb 2004
Posts: 2,359
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01-15-2006 20:41
I was there while this was being done, and we both saw the same thing so I doubt if it was lag induced or a graphics card problem
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Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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01-15-2006 22:58
Well I am assuming it works out like this...
When the person repositions/rotates prims I am guessing the changes are sent from that users client as update packets to the server then the server sends those updates out to everyone else. When the prims mess up like that on the client side those funky changes are as well sent out to the other clients. Why? Not sure but my guess is on not-so-optimized SL code.
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Jackal Ennui
does not compute.
Join date: 25 May 2005
Posts: 548
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01-16-2006 00:36
From: SuezanneC Baskerville Just out of curiousity, perhaps someone having this sort of problem could run the debug console display and check for out of order packet messages and playing back delayed packet messages? I have the debug console on pretty all the time when building, to watch for connectivity problems and sudden drops in fps. Usually I have around 200-250ms ping times and can build OK, but when it gets > 400-500ms (usually indicating a connection problem either on my side, or somewhere along the link - Sprint seemed to have some weird problems a couple of days ago), I also observe builds snapping back through the last one or two operations, and settling seemingly at random. I don't experience small packet loss often enough to be able to say anything about it. As for the out of order messages, I will have to look out for those.
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Alaska Metropolitan
Fashion Addict
Join date: 5 Jun 2005
Posts: 259
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01-16-2006 01:16
From: Cristiano Midnight I don't know how anyone does large scale building with the current tools - the past few updates have made them less useable, not more and they are buggy as all hell. Woot! I'll blame my lack of building ability on that. 
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