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The problem with the top 10 list of bugs

Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
03-05-2006 07:11
Hi Torley I would have replied in your thread but it appears to be locked.

The problem with your idea is that this assumes that one keeps the automatic bug replies from LL. I don't. It also assumes that you have bothered bug reporting the item. I try to, but after getting no useful replies on bugs and problems for a very long time, it gets difficult to remembger what one has or has not reported.

Thus, although this is a subject dear to my heart, I cannot report a list of top ten bugs to you with all the information you have requested.

I bet I am not the only one. So I suggest those people who can't send Torley all her information should report their top ten in this thread....

1. Positioning bars not showing position accurately
2. Texture not taking for whole of complex object and showing multiple
3. Putting in figures for positioning not taking until you move the prim slightly
4. Close editing being impossible because you need to pull the camera out in order to see the editing tools - by which time you can't see the prim you are editing
5. Not being able to select the small prim next to the prim already selected because the editing tools are blocking your way
6. Edit linked parts doesn't allow for moving or resizing a prim, which has to be unlinked for the resizing or moving to "take
7. using numbers to line up prims does not guarantee no seam builds
8. positioning bars don't vanish when penetrating objects any more
9. objects floating behind avatar even when attached to parts which shouldn't move independently
10. prims when copying move with copy so that both original and copy are moved from their position
Cali
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-05-2006 15:57
Cali, thanks for sharing! Prime reason why I need those bug report #s so much is so they can be looked up and crossreferenced. Otherwise we don't have a place in the database where I can show that info to the LL bug hunters. I can't just vaguely point, I need numbers.

I come across an unfortunate number of times when someone says there's a bug and did not file a report. I need to be able to look at this formally; that's what bug reports are for.

Keeping the #s is VERY important for accurate tracking (just like shipping a package)--hence why there's a receipt in the first place. :)

#7 reminds me of something Forseti Svarog and Cottonteil Muromachi said... have you talked with them already? I've seen it myself, with cubes that are rotated. I think it's imprecision.
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
03-05-2006 16:15
I have a lot of bugs reports about gray loading textures.
216652
216350
214452
214447
214196
205234
204493
202869
201281
200012
200006
199123
199099
199091

I could go on but they are kind of repetitious.
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Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
03-05-2006 19:34
1. Even directly copying a prim by selecting "copy prim" and then clicking on the side of it does not guarantee seamlessness. And I would think nothing could be more accurate than doing it that way.

2. Also, you can only do this with the "centering" check box under it; I may just be doing it wrong, but I don't seem to be able to make the other box do anything different at all.

3. There is NOTHING that will guarantee seamlessness. Neither putting in exact numbers, nor doing the direct copy, nor taking that piece out and replacing it, ad infinitum. Usually it is seamless. But sometimes it looks seamless until the light falls on it a certain way. And somethings it just isn't seamless no matter what you try.

coco
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-05-2006 19:53
Thank you for sharing--please be SURE to include your bug report #s as I originally asked. It's needed. If you don't have one, please file a new detailed bug report and use the # that you get in the receipt. :)
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Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
03-06-2006 00:06
Oh...blast it! OK, for you I will resubmit the bug reports and get receipts...when I return later today.

Meanwhile, it would help a lot if the Known issues thing has subheadings which grouped the build bugs/script bugs/in world operation bugs/miscellaneous together. It is becoming a bit unweildy. Can't believe that the positioning bars thing isn't there somewhere...there's so much that is borked for me with them....
Cali
Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
03-06-2006 00:26
From: Caliandris Pendragon
Hi Torley I would have replied in your thread but it appears to be locked.

The problem with your idea is that this assumes that one keeps the automatic bug replies from LL. I don't. It also assumes that you have bothered bug reporting the item. I try to, but after getting no useful replies on bugs and problems for a very long time, it gets difficult to remembger what one has or has not reported.

Thus, although this is a subject dear to my heart, I cannot report a list of top ten bugs to you with all the information you have requested.

I bet I am not the only one. So I suggest those people who can't send Torley all her information should report their top ten in this thread....

1. Positioning bars not showing position accurately
2. Texture not taking for whole of complex object and showing multiple
3. Putting in figures for positioning not taking until you move the prim slightly
4. Close editing being impossible because you need to pull the camera out in order to see the editing tools - by which time you can't see the prim you are editing
5. Not being able to select the small prim next to the prim already selected because the editing tools are blocking your way
6. Edit linked parts doesn't allow for moving or resizing a prim, which has to be unlinked for the resizing or moving to "take
7. using numbers to line up prims does not guarantee no seam builds
8. positioning bars don't vanish when penetrating objects any more
9. objects floating behind avatar even when attached to parts which shouldn't move independently
10. prims when copying move with copy so that both original and copy are moved from their position
Cali


I agree with your list. I have reported 6,7 many times I am tired of reporting bugs tbh.

11. Create object, nothing appears, create object, nothing appears, repeat. 4 min later 10 prims appear and you have to delete the 9 you dont want.

12. upload a texture be changed 10L$ even when the client crashes and you have to upload again.

13. Dwell does not calculate correctly it never has. I get a clue on this when the dwell numbers don't change but the amount of ppl has drastically.

14. lag makes building suck.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
03-06-2006 07:53
From: Cocoanut Cookie
1. Even directly copying a prim by selecting "copy prim" and then clicking on the side of it does not guarantee seamlessness. And I would think nothing could be more accurate than doing it that way.

2. Also, you can only do this with the "centering" check box under it; I may just be doing it wrong, but I don't seem to be able to make the other box do anything different at all.

3. There is NOTHING that will guarantee seamlessness. Neither putting in exact numbers, nor doing the direct copy, nor taking that piece out and replacing it, ad infinitum. Usually it is seamless. But sometimes it looks seamless until the light falls on it a certain way. And somethings it just isn't seamless no matter what you try.

coco


In the recent updates, the rounding off error seems to be a bit more apparent. Rotating multiple prims using shift selecting that aren't linked will cause seams and errors. So best to link prims before you think about rotating a bunch of them at once. Rekeying in all the 3 parameters for each prim does correct it to some extent, but is a painful exercise.
nimrod Yaffle
Cavemen are people too...
Join date: 15 Nov 2004
Posts: 3,146
03-06-2006 10:11
From: Martin Magpie

13. Dwell does not calculate correctly it never has. I get a clue on this when the dwell numbers don't change but the amount of ppl has drastically.

.

I agree with this one, dwell does get funky at times, and I do believe that there could be something wrong, but there is no way to prove it. It could alos just depend on how long the people are on your land, and compared to how long they are online.
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