Stop the Prim Jumping Please...
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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01-19-2005 16:36
So I have searched the entire forums, and I can't find a thread anywhere about this!
I am having MASSIVE prim jumping problems since last week. It has been going from worse to better, but it never goes away. In the last 2 days, it has gotten so bad that I can barely build. Just moving a prim makes it jump around. I tested this on the mainland and it was true there as well. I know of at least 2 other people having the same problem, but no one has posted :\
Is anyone else about to pull their hair out because of this?
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
http://www.redprometheus.com
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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01-19-2005 17:27
I haven't even had the slightest inkling of this problem.
Are you sure you aren't just suffering from packetloss?
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Ming Chen
Here since 0.4.1!
Join date: 3 Sep 2003
Posts: 524
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01-19-2005 18:09
I think I know what you are talking about, I experience this during lag(usually 10 or more in the sim), where you move an object and SL takes about 20 seconds for the prim to move there...so it jumps back and forth for a while til it gets there. Is that what you are talking about?If so, it happens to me  --Ming
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billy Madison
www.SLAuctions.com
Join date: 6 Jun 2004
Posts: 2,175
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01-19-2005 18:57
yep iv had this issue before too
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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01-19-2005 19:07
Glad you posted Mole. I was wondering what you had to say about it actually. Sad to hear you aren't having the problem. Ming you are basically describing what I am talking about, but I am experiencing this even when building by myself on my PI lol Have checked all of the possible issues I could think of; i.e. packet loss, sim fps, client fps, etc. Nothing abnormal at all. I did think there was a possibility it had to do with my local connections, either in my network config or on roadrunner. Unfortunately this happens throughout the entire day, even when I am completely by myself on the network at low net traffic times locally. I'm totally stumped hardware side and SL Client-side. Last thing I'm going to try is swapping in this new switch I picked up. Below is a better description of the problem: ******* Moving a prim - prim moves realtime like it is supposed to, but when I stop moving it the prim will jump back to it's previous spot.Then a moment later, it moves back to it's new spot, but often off by a fraction Stretching a prim - prim stretches realtime like it is supposed to, but quite often the prim will just revert to it's original size once the stretch completes or it will jump in size 2 - 5 times before stopping. If I use the numeric values, it is more often effective but still problematic. Sometimes the jump won't occur for several minutes, which is really fun lemme tell ya lol Rotating a prim - identical scenario to Moving a prim Texture stretching/altering - When writing out to the thousandth in Repeats per Face, texture always rounds to hundreth, but it is completely inconsistent rounding; i.e. 0.978 rounds to .970. It works correctly to the thousandth in the offset however. ******* That's basically it. As you can see however, it makes building pretty much impossible for me. I haven't made any hardware changes in my computer for quite some time, and have never had interface problems with SL. I'd love for either of you to come to Kumori and check it out for yourself 
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
http://www.redprometheus.com
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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01-19-2005 19:09
On a side note, I can also only view a few profiles. Not even my own profile lol
I also have bug reported both of these, but I'd still love feedback =)
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
http://www.redprometheus.com
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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01-19-2005 19:16
That DEFINITELY sounds like a connection problem. Make sure your network card's drivers are up to date?
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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01-19-2005 19:22
yea drivers for everything are definitely up-to-date. I'm kind of anal about it heh. I'm changing out the switch now, so I'll let you know if it made a difference. I'm going to double-check all my drivers as well =) Thanks for all the help Mole!
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
http://www.redprometheus.com
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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01-19-2005 20:31
Well I had no bots and all drivers up-to-date. And though I had no indication from any other program or network activity, apparently I just had a fried hub. Now that I have the new switch in there it works like a ... charm  Even the rounding is working properly, though I did not realize that LSL rounded 5's down. Is this true, or is this still a potential bug?
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
http://www.redprometheus.com
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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Just started having this problem too in the past few days
01-19-2005 21:27
I haven't been able to do any real building nor even enjoy playing around for more than just a very few minutes because of problems such extremely high ghosting, objects reverting to prior size after editing, and the fact that I just can't deal with a system that won't let the 90, 90, 90 one types in for x, y, and z rotations stay as 90, 90, and 90, but...
in the last few days objects just started moving around on their own after editing them and moving on to another object. So in my case it is just the really bad icing on an already very bad cake.
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Jinny Fonzarelli
"skin up 4 jesus"
Join date: 30 Mar 2004
Posts: 210
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01-22-2005 17:38
I've had the jumping problem ever so often, with no obvious cause. It seems to be more likely at heights though.
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"Sanity is not statistical." - 1984
my SL blog: http://jinny.squinny.net
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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01-23-2005 01:10
Just in the last couple of days, I've had individual prims in a linked group do this, sometimes minutes after I've finished with them. I've had to unlink the group (causing other prims to jump), move them all back, and relink. Yes, I could just delink the one prim, but it still doesn't address the problem.
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Daemioth Sklar
Lifetime Member
Join date: 30 Jul 2003
Posts: 944
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01-23-2005 07:46
This issue has existed since the beginning of time. Approximately three million complaints have been made. It has never been fixed, or mentioned to be on the plan for fixing.
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
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01-23-2005 10:12
this has only happened to me if i'm doing heavy downloading behind sl or if the sim i'm in is totally bogged down like to the point where there's a big delay just rezzing a prim. any of this apply?
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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01-23-2005 13:58
The only time I have this sort of problem is when I attempt to move several link sets or groups of prims simultaneously. For example, I have an object comprised of roughly 524 prims ( don't ask), and occasionally when I move it around some of the prims do not "keep up" and end up skewed or broken. I've yet to determine whether this is client or server side, but I have a feeling it's the latter. And yes, my guess is it's caused by simple lag between client and server, packet loss, or the sheer fact the server can occasionally get bogged down with too many object transformations that it just reverts to the next best state. The only way to really fix that would probably be a code optimization... and those are easier said than done. 
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Tikki Kerensky
Insane critter
Join date: 12 Aug 2004
Posts: 687
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01-23-2005 16:38
Seen and had this problem before, but not recently. It's sometimes related to how a sim's overall performance is, that 've personally noted. Or sometimes just happens no matter where you are.
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Pudding takes away the pain, the pain of not having pudding.
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