F**cking Texture Application!
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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05-13-2006 13:47
Fun trick:
Go into build mode. Rez a cube. Go to texture select. Select a texture. Click okay.
Expected results: I dunno, every fucking side has the texture applied?
Observed results: 4/6 sides are picked at random to flash the texture in. The other two don't stick.
WHY IS TEXTURE SELECTION TOO HARD TO DO FOR SECOND LIFE'S BUILDING TOOLS?
I already have to put up with half a dozen other monumentally-fucking-annoying building bugs (rotation imprecision? Axes not updating when typing in numbers? more texture fucking weirdness? Come on now) in my daily runs. Now I have to fucking manually apply every single fucking texture face one at a time to make sure they stick?
You'll probably say packetloss. Fine, great, 0.1% packetloss between here and California. It shouldn't be doing this on a single six-sided cube. Even if there IS packetloss, it shouldn't be so fault-intolerant that it causes the textures to spas out.
Other fun trick: select, oh, 500 prims. Try to apply a texture on all of them. Notice how only 80% of them stick. Now, find the other 100 prim faces that are visible and are still fucking plywood.
#@$%@#%#%^#$@!@#!@#$!@#
Fuck.
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
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05-13-2006 13:52
And how.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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05-13-2006 13:59
Yep, I noticed, been happening a while now... I thought it was me...
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http://siobhantaylor.wordpress.com/
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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05-13-2006 14:04
Glad it's just not me.
Prevailing wisdom is that it's UDP packets or something freaking out and not applying the textures.
Whatever. This shit's been going on, and getting worse, since like 1.5. It's making building anything with a texture a pain in the ass.
If I can't even texture a single cube properly there's something seriously fucked with the network code.
Doubly so if the server won't update the texture after I select it AGAIN; there seems to be a 5-6 delay before the server allows another change in the texture after it screws up the first time.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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05-13-2006 14:09
Maybe we should all just learn from Maxx Monde and forget textures, just make everything shiny... 
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http://siobhantaylor.wordpress.com/
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Paolo Portocarrero
Puritanical Hedonist
Join date: 28 Apr 2004
Posts: 2,393
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05-13-2006 14:16
Yup, and the linked objects, when moved, are snapping back to the original position, again.
FIX DA BUGS ALREADY, KING PHILIP!
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
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05-13-2006 14:40
Highly aggrivating yes.... select bunch of prim surfaces... then SPAM the crap out of the apply texture , um this isnt to good is it 
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Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
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05-13-2006 15:05
It is almost certainly that these are caused by requests to the central asset system to change an attribute of an asset that are getting silently dropped because the asset server is overloaded way beyond its design limitation and SL wasn't coded ever expecting the database to return "No can do".
Either something monumentally clever will need to be done to fix this - if my conjecture is correct - or this problem will continue to worsen until the expected but "undeclared" SL 2 rewrite is made.
This phenomenon has been noticed by others for a least the last year and has continually worsened. Many of LL's self critical public statements usually contain a reference to the poor scalability of the centralized asset server design decision in an otherwise highly scalable system design. Indeed, many of the undocumented server-side changes over the last year appear to be priority tweaks to better handle the demand on the central asset server.
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Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
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05-13-2006 16:17
These things are called "bugs" in the trade. They are not "fun" to work on. So they never get any attention payed to them. Instead things like "floppy" prims are fun to work on. And we see we get more "bugs" as a direct result of floppyness. LL ....( insulting comment removed ) .... FIX the bugs. There are now so many that building in SL has become a bloody chore where if you are not paying ABSOLUTE attention to what you are doing you can lose a days work in one move. ESPECIALLY WHEN TEXTURING.
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Geometry is music frozen...
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
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05-14-2006 04:57
These are the exact symptoms I've been experiencing for just over a year now - since the day 1.6 went live. And is a lot of the reason I stopped building.
Doing it on a single cube is way less fun tho. Try tinting or texturing a complex linked object to all one color about 3 or 4 times and you end up with some really psychadelic funkeh stuff.
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