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Increase Link Distance

Jimmio Rodriquez
Registered User
Join date: 11 Jul 2006
Posts: 8
12-29-2006 01:37
Today I was building my club, and wanted to link the pieces. 30Mx20M plus the floor. 16 Total pieces, and it said too far apart. I then made a 20Mx20M plus floor and it worked! Then, I unlinked it and relinked it, and it failed because they were too far apart? Either this is a bug, or it's just because the object is at max link-length, the link-length should be increased to 30M+, in fact, 50M might be just right. Thoughts?
Ariya Draken
Registered User
Join date: 4 Dec 2006
Posts: 53
12-29-2006 06:40
I never saw the point of the link-limit in the first place... At least not as low as it is. It just makes it a pain to "package" a building, and sort out communications. There are millions of time, where I want to link far-apart objects for the simple purpose of *communication*. Now instead, I have to use shouts and listens, which uses a lot more sim power to run. If they are really far apart, I actually must have shouting relays to carry the messages. I mean... honestly.

Just let me link the objects and use link messages already. Just let me link up my house, with all the little bits and bobs included, mm-kay?

AD
Mike Westerburg
Who, What, Where?
Join date: 2 May 2004
Posts: 317
12-29-2006 06:50
From: Jimmio Rodriquez
Today I was building my club, and wanted to link the pieces. 30Mx20M plus the floor. 16 Total pieces, and it said too far apart. I then made a 20Mx20M plus floor and it worked! Then, I unlinked it and relinked it, and it failed because they were too far apart? Either this is a bug, or it's just because the object is at max link-length, the link-length should be increased to 30M+, in fact, 50M might be just right. Thoughts?



The biggest thing with this I can see is that it will be easier to grief someone else's land. With this sort of link distance, you would be able to encroach more into a neighbor's land plot without them being able to return the objects due to root prim not being on their land. Not only that, but I can imagine a person's "naughty" parts sticking way out there would happen a bit too often for my liking...(that would not look right at all!, ewww!)
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Mike Westerburg
Who, What, Where?
Join date: 2 May 2004
Posts: 317
12-29-2006 06:52
From: Ariya Draken
I never saw the point of the link-limit in the first place... At least not as low as it is. It just makes it a pain to "package" a building, and sort out communications. There are millions of time, where I want to link far-apart objects for the simple purpose of *communication*. Now instead, I have to use shouts and listens, which uses a lot more sim power to run. If they are really far apart, I actually must have shouting relays to carry the messages. I mean... honestly.

Just let me link the objects and use link messages already. Just let me link up my house, with all the little bits and bobs included, mm-kay?

AD



Good point about communication, but link messages are sluggish and really performance hitters on the scripting engine, just as bad as listeners. I would rather them add the Object to Object communication they promised us, at least for intra-sim communications.
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"Life throws you a lemon, you make lemonade and then plant the seeds"
Bad Bobbysocks
Registered User
Join date: 7 Jul 2005
Posts: 99
12-29-2006 07:17
I don't think its always a case of distance I've had several instances of linking just 2 touching prims and recieved this error message and can usually narrow it down to a single prim that won't link. Replacing this seemingly corrupt prim fixes it. I've also noticed that copying several linked prims increase the chances of me getting a duff copy with the same fault. No idea if anyone else has had the same "bug" might be just me lol
sounds Turner
Registered User
Join date: 13 Sep 2005
Posts: 160
Reply..
01-02-2007 01:22
This is one of the most anoying limitation i've come across in second life so far.

And i think this is a feature that could be fixed easily?
This limitation has cost me the price of the faux tool
Even though the faux might be a great tool, it does not
fix this linking far apart peices as you might expect.
You'll end up spending hours linking small sections
then placing a script in each newly linked object and
taking that back into your invetory and dropping it into
this faux so when you click the faux rezzer it loads all
tha peices of your building that you'v allready spent
hours linking etc and then have to position everything!
.. Ohh my god!

Please raise? the limitations on linking far apart peices

Thank you

Now i'm off to look for another solution.. thanks faux

SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
01-02-2007 05:35
I might be wrong but it seems to me this thread is in the wrong forum, no mention having been made of the feature viewer beta grid.

I think this might be supposed to go in in the feature suggestion forum.

This forum is for discussing the feature viewer beta grid.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
01-02-2007 13:10
*moves*
(keep on reporting threads)
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sounds Turner
Registered User
Join date: 13 Sep 2005
Posts: 160
Reply..
01-02-2007 14:49
If you movea post ion future please put a link to the moved post so we can find them.