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Please acknowledge Edit bugs

Barney Boomslang
Steam & Magic Alchemist
Join date: 27 Feb 2006
Posts: 20
09-22-2006 04:51
There are currently two major problems with building that affect - well - builders:

- when editing prim locations, the prim hops around. Sometimes it "springs" back to it's original position, sometimes to some intermediate position. Sometimes even a few secs after it settled down on the p lace I moved it to. Grid is disabled.

- when texturing prims in primsets, retexturing the whole linkset often doesn't retexture all elements, but just a few surfaces. multiple retexturing the whole linkset doesn't solve it - you have to go down to texturing single prims, and even then you often have to texture it multiple times.

both bugs make building a big pain. Both are not listed in known issues and when brought up, I didn't see any acknowledgement of them. Sorry, but since SL is mostly user-created content, I thought that at least an acknowledgement about those bugs should show up, so we builder know you are working on those ...
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-22-2006 10:44
Barney, I've had both of these, they are painful! So here's your acknowledgement:

(1) is very apparent with bad packet loss happening. Under normal conditions this should not happen.

(2) is a known issue with many prims being retextured at once, and gets AWFUL with lots of packet loss. Aside from that, we have a known bug because we know it doesn't work reliably, even with stable network conditions. (I often end up applying textures across the whole set twice, a "double-pass" of sorts.)

So... how much packet loss are you having? Have you checked? Good way is to be in SL for awhile, the Help menu > About Second Life and look next to where it says "Packets Lost:".

Linden Answers isn't for specific bugs so I'll move this to Technical Issues.
_____________________
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
09-22-2006 11:00
hrrmffss

Yes packets can be one way to get this, prim hop around can be linked cause they are linked , those dont behave to well so unlink and try to move it, another reason its the sim, wich usually is the case, try another one.

Applying textures to sides of prims is crappy , been a long long time now, blame reliability to server , doesnt matter what packet loss you have, if you select enough sides and apply texture you bet there will be a few missing , doesnt matter where in the world you are or what packet loss, this is reciving on their end crapping out.

Only way i can texture lots of prim sides at once is to litterally spam the crap out of apply texture till it sticks, horray what a good solution -.-

I could mention about 20ish more editing bugs thats been around for months and nothing done about it, these are minor ones.


Packets Lost: 1/42039 (0.0%)
still get any of these annoyances quite easy, now blame the distance next? right, cause i always could edit in SL with high ping to sim/user , but nowadays its impossible to do anything remotly close to building without tearing your hair out in frustration.

You are loosing people cause of this and content creators, SL as its now worst i seen it ever..period.. its fun to see prims take longer time to rez now then the textures..and what did you do to texture quality on upload? its horrible now.
Barney Boomslang
Steam & Magic Alchemist
Join date: 27 Feb 2006
Posts: 20
09-23-2006 03:03
From: Torley Linden
(1) is very apparent with bad packet loss happening. Under normal conditions this should not happen.


Have had it with low packet loss, too. But I can't nail that one, so I keep an eye on it.

From: Torley Linden

(2) is a known issue with many prims being retextured at once, and gets AWFUL with lots of packet loss. Aside from that, we have a known bug because we know it doesn't work reliably, even with stable network conditions. (I often end up applying textures across the whole set twice, a "double-pass" of sorts.)


That's exactly what I do, but often it doesn't even help - at least with linksets I had it that multiple retexturing of the whole linkset didn't work, I had to retexture single prims in it (due to me mostly working on avatars, I often have linksets that employ the same textures)

From: Torley Linden

So... how much packet loss are you having? Have you checked? Good way is to be in SL for awhile, the Help menu > About Second Life and look next to where it says "Packets Lost:".


Actually with the retexturing problem, I have none or only very low packet loss (I have the "view statistics bar" open allmost allways). It's an allmost constant annoyance, happening all the time. Same with my neighbour, who allmost gave up on building her houses currently due to this. I will send her a pointer to this thread so she can offer her own experiences.

bye, Barney
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
09-23-2006 03:56
I also have the problem with prims bouncing around when you try to stretch them with very little to no packet loss. I never had this problem till this last update.

E
Bibi Book
Registered User
Join date: 31 May 2006
Posts: 15
Texturing Bug reproducable at any time
09-23-2006 06:50
Hi!

I send in a bug report directly after noticing the "texture multiple parts not possible". This behaviour never happend before to me. It always has been easy to select a bunch of parts or surfaces in a linkset and retexture it.

Retexturing a house now takes hours instead of minutes and at least the results seem not to be reliable.

If someone gets it working with two retries, they are lucky. The texture wall I have refered to in my bug report still cannot be retextured selecting all but one prim in the linkset very well.

If I try that multiple times, it happens that prims, which have had the correct new texture already switch back to the old one. Or prims which have had the same texture on all sides already are multiple textures suddenly.

It may be a fact that the underlying bug causes packet loss, but packet loss cannot be the original problem at all. Or can packet loss revert a change already done?

With the latest bugfixes, it seems to work a bit better today, but persists, even if packet loss is 0.0.

At least I gave up working on my houses now totally. Fighting for hours retexturing one and then see, the textures are messed up after taking it to inventory and place it somewhere is really frustrating, especially if only other users but not LL seems to confirm this as a bug.

Bibi
Bibi Book
Registered User
Join date: 31 May 2006
Posts: 15
More revert to last state in Texturing
09-24-2006 07:12
This is a bit harder to reproduce but may have same reason:

When I change texture stretching the following happened today multiple times:

Edit, Edit linked parts, select texture.
Texture stretching in one direction was wrong (.120) instead of (.125). Looks like easy to repair on a single side.
- Change the number for one side after selecting it.
- Select another and go back to first one. Number still okay.
- Change third side.
- Cycle through all changed sides and see that now the first one is .120 again.
Not only the numbers are wrong the stretching itself is reverted back, too.

After cycling through four sides mutiple times, the stretching seems to persist and not change back again.

I have doe this kind of work multiple times with the odlder versions of SL Software when changing wall lengths on my houses. So I think, I know what I do.

Any workaround else than cycling again and again?

PS: Cycling is not woraround. Just after completing this entry in Forum:
- Stretching on more than one side wrong again.
- Ofset which should be .375 and showed tha number all the time but still flickered, is now .373 which has been the value obviously all the time (causing the flickering), but never was entered by me

I give it up.

Bibi
Bibi Book
Registered User
Join date: 31 May 2006
Posts: 15
Looks like Client Bug - reproduction
09-24-2006 09:00
Hi!

I have written a script now, that does three things:

- get the current texture settings and print it out
- change the settings to the values I want (hardcoded in script)
- get the texture settings again and print it out

This are the values after first run:
[8:38] Object: Face: 2
[8:38] Object: Old texture: 0f5c691b-d702-e514-95aa-eb37ef123386
[8:38] Object: Old texture: <4.25000, 0.12500, 0.00000>
[8:38] Object: Old texture: <-0.37500, 0.00000, 0.00000>
[8:38] Object: Old texture: 0.000000

Then I open editor in UI and select the texture of that side.
It shows 0.120 instead of 0.125
go with cursor into that filed and leave it and leave editor

Next script run:
[8:43] Object: Face: 2
[8:43] Object: Old texture: 0f5c691b-d702-e514-95aa-eb37ef123386
[8:43] Object: Old texture: <4.25000, 0.12000, 0.00000>
[8:43] Object: Old texture: <-0.37501, 0.00000, 0.00000>
[8:43] Object: Old texture: 0.000000
Script changes back to correct value then again:
[8:53] Object: Face: 2
[8:53] Object: Old texture: 0f5c691b-d702-e514-95aa-eb37ef123386
[8:53] Object: Old texture: <4.25000, 0.12500, 0.00000>
[8:53] Object: Old texture: <-0.37500, 0.00000, 0.00000>
[8:53] Object: Old texture: 0.000000

[8:54] You: test after inserting .125 again in editor and toggle fileds - number still there
After opening pie menu (no edit mode!) I see the texture change on screen and now the script shows again wrong values when asking for settings:
[8:54] Object: Face: 2
[8:54] Object: Old texture: 0f5c691b-d702-e514-95aa-eb37ef123386
[8:54] Object: Old texture: <4.25000, 0.12000, 0.00000>
[8:54] Object: Old texture: <-0.37501, 0.00000, 0.00000>
[8:54] Object: Old texture: 0.000000

and the offset has a minor change, too.

Here the script settings:

integer face = 2;

key texture = "0f5c691b-d702-e514-95aa-eb37ef123386";
vector repeats = <4.250000, 0.125000, 0.000000>;
vector offsets = <-0.375000, 0.000000, 0.000000>;
float rot = 0.000000;
Barney Boomslang
Steam & Magic Alchemist
Join date: 27 Feb 2006
Posts: 20
other edit settings are randomly reverted, too
09-24-2006 13:44
Just had it a moment ago. no packet loss. set several objects to "share with group". A neighbour in that group moved one of the objects as a test, so the setting was actually activated. after a while, I looked at objects and noticed that all share-with-group checkboxes on those objects where unchecked ...

It really looks like the client itself seems to somehow revert or change values on a whim. No idea what could trigger that, but there was no packet loss (or max values 1%%), so I don't think it was that.