Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Parcel Full warning with 262 objects available.

Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-24-2004 15:09
With a reported 262 objects available via the land tools, I'm getting "can not create object, parcel full" on my Varney game arena plot.

The spawned weapons and health pickups are all temp on rez, as are are the bullets in the game guns, and attached objects don't go against the owner's prim allocation, so I shouldn't be having any problems.

This is pretty serious atm. I'm following the rules carefully and leaving a good open prim buffer but am still having problems.
_____________________
** ...you want to do WHAT with that cube? **
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
02-24-2004 20:15
Your game area is well above ground level, isn't it? Have you tried rezzing objects with the camera pointed straight down?
_____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-24-2004 21:39
My build is literally at water level. The issue is that sometimes the spawners will not be able to spawn their object, even though the objects are temp on rez, and parcel info says 262 free prims.

If you're implying that I might be trying to rez the objects on somebody elses land that is full, that ain't it.
_____________________
** ...you want to do WHAT with that cube? **
Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
02-25-2004 01:44
I'm getting the same problem on my land with a shiny 3D object vendor(tm) - I'm guessing the perceived prim count available for the land is lagging behind the actual, as if you just leave everything for a minute the problem goes away, and comes back after a few rez/delete cycles.
Through land reports the prim count never drops below hundred-and-change, which is a bit vexing.

I've bugged it, but not had any feedback yet. Here's hoping.
_____________________
This .sig has been cancelled due to lack of interest.
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-25-2004 06:44
What I'm wondering is, if temp on rez objects are in fact rez'd as "counted" objects, and then are subtracted from your overall object count, as opposed to being never applied to the count in the first place.
_____________________
** ...you want to do WHAT with that cube? **
Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
02-25-2004 07:52
I'm assuming they are applied to the count, yes. As they're prims. *shrug* Otherwise Bad Things lie that way.
It just appears that the count doesn't keep up with reality, or is recorded in more than one place that isn't consistent.

Hmm. Maybe llDie() waits before updating the count data it uses?
_____________________
This .sig has been cancelled due to lack of interest.
Zak Escher
Builder and Scripter
Join date: 3 Aug 2003
Posts: 181
02-25-2004 07:59
I reported a bug similar to this just after 1.2 was released. I confirmed with a Linden that "temporary on rez" objects are NOT supposed to count against the object count for the land. However, I have always found that they do actually count.
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-25-2004 11:57
Nay Hawk. Prims marked Temp on Rez do not count against your allotment. That's how it's defined.

The purpose is to enable things like bullets and such (that have extremely short duration), so you can use your prims for building games and not worrying about short duration objects.

It's a GREAT idea...but...if objects do in fact get counted but immediately subtracted, that's no good, because there is a lag in the system's update of available prims. So even though that object is temp on rez, and will destroy itself in 60 secs, the system lag will actually make that object visible as counted prims for a good portion of that 60 seconds...which defeats the real purpose, as you have to "just in case" develop...which means why bother at all, just count all your prims regardless of temp on rez or not.

Temp on Rez needs to work exactly as specified, otherwise you'll need HUGE amounts of land to build any multiplayer shooter type game with a decent setting....otherwise it'll just be bullets and a few things to hide behind.

Remember, I have 260+ available prims, shut off ALL my spawners (so no additional temp on rez objects were created) and STILL got the message for at least 30 or so seconds.
_____________________
** ...you want to do WHAT with that cube? **
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
02-25-2004 17:23
Realize, ToR objects don't llDie() in No-Script areas. Until they get that fixed, they'll -have- to count against prim counts.
_____________________
</sarcasm>
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-25-2004 22:30
Well, they don't seem to "always" get counted. Sometimes I don't see the problem at all, so there is some other variable.

No, I don't think they're counted because of some other existing condition, otherwise i would get the parcel full message constantly, and, the count on my land stays consistent. There is something else afoot here.
_____________________
** ...you want to do WHAT with that cube? **
Bino Arbuckle
Registered User
Join date: 31 Dec 2002
Posts: 369
02-25-2004 23:00
Er, Temporary on Rez is a checkbox in the Edit menu... not an llDie() script. Unless that's how they do it internally, which is just stupid.

But yes, things with llDie() scripts don't die on no-script land. Many examples of this in Clyde it's been said.
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-26-2004 06:48
It's sort of like a 60 seconds llDie() script, with the added effect of not registering the prims against the owner's prim allotment...as Temp on Rez objects do in fact die in 60 seconds.

Had no idea there was this much confusion about this functionality.
_____________________
** ...you want to do WHAT with that cube? **
Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
02-26-2004 07:05
Argh. I think I've got a different problem here then, sorry for the threadjack.

I wasn't aware the slow count update thing was a known issue.
Dammit.
_____________________
This .sig has been cancelled due to lack of interest.
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
02-26-2004 15:26
From: someone
Originally posted by Bino Arbuckle
Er, Temporary on Rez is a checkbox in the Edit menu... not an llDie() script. Unless that's how they do it internally, which is just stupid.


I don't know how they do it internally, but temporary on rez objects don't die in no-script areas.
_____________________
perl -le '$_ = 1; (1 x $_) !~ /^(11+)\1+$/ && print while $_++;'
Angel Leviathan
X
Join date: 1 May 2003
Posts: 440
02-26-2004 15:57
Temp rez does count against your prim allocation currently. If not, there would be serious problems. Let's say you wanted more prims than you are alloted, well you could script your whole place to rez every 59 seconds in place of the temp prims already there getting ready to die. It could be set on a cycle and would be next to impossible for the casual observer to notice that in fact all the prims around them were temp. Using this method anyone could build the servers limit of prims on one meter of land.
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-27-2004 00:59
Sorry Angel. If Temp On Rez counts as prims. what''s the point.
_____________________
** ...you want to do WHAT with that cube? **
Angel Leviathan
X
Join date: 1 May 2003
Posts: 440
02-27-2004 09:16
From: someone
Originally posted by Tcoz Bach
Sorry Angel. If Temp On Rez counts as prims. what''s the point.


Temp On Rez does count as prims. I don't know if this is a LL bug, or a feature to thwart the exploit I mentioned in my previous post.
Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
02-27-2004 10:11
An interesting assertion Angel, being as the devs clearly state that temp on rez does not count.

I'd like to have a Linden confirm your suspicion...which by the way, I think is probably more or less accurate.

I ask again though...if temp on rez counts, even for a second, what's the point.
_____________________
** ...you want to do WHAT with that cube? **
Neo Rebus
Registered User
Join date: 10 Apr 2004
Posts: 59
05-08-2004 08:37
Has anything been done about this bug? This affects me all the time in my home in Tan. The server doesn't seem to update its prim count when objects llDie() or are deleted through the menu until I bring up the "About Land" and view the objects screen. It's quite annoying, as it will cause me to be unable to sell objects from my own property! (I have a selling kiosk that rezzes objects on demand. When those objects derez and are still counted against me, the kiosk cannot rez the next object, and the system breaks down)

Any update on this would be greatly appreciated.

- Neo Rebus
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
11-13-2004 12:01
Been months still no response?
Toneless Tomba
(Insert Witty Title Here)
Join date: 13 Oct 2004
Posts: 241
01-18-2005 18:23
Still not fixed.... :mad:
Getting this problem randomly with my rez vendor.

271 prims available good FPS and one person in the sim? Hmmm....
CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
01-21-2005 11:20
I have the same problem with a game I've made on my land. I had 300-400 free prims at the time and the temp on rez objects were counted against prims free. So there's no question they do. If there not supposed to count then it needs fixed. And if its not I wish they would make the free prims correct instead of waiting for them to become available again. ATM the only solution is to keep a bigger prim buffer. I don't like that solution myself since I expect to get what I own, lol..