Object Cleanup
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-05-2003 17:11
Hi everyone! Im a newbie (dodges flames)... One thing I would most like to see in the game (that I thought would have been implimented already lol) would be: Something to help clean up some of your own objects scattered around the world. In my more new days I created stuff accidentally and unknowingly left it there. Now that I know this makes lag and taxes, I want a way to clean up all that stuff. Hunting and pecking for little blue dots all over the world map is definatly not good for my horrid eyes. I really want something like this to be implimented, it would be a great help to all. 
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Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
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04-05-2003 22:50
fly around areas you frequented, put the map up and zoom on it. Anything highlighted in light blue is yours.
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Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
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04-05-2003 23:21
MAP HUNTING BAD! honestly, i haven't been able to come up with an idea on how to implement it, but there does need to be some sort of object tracker. maybe even a control that would put a beacon in-world and on-map if you come within your view distance (usually 256m i think) of an object. this would pick up 0.5x0.5x0.5 boxes that wouldn't show up on the map normally 
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Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
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04-05-2003 23:37
Ive found "small" objects using the map... trick is you need to ZOOM. Now not the size of an earring mind you but your basic prim size can be found.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-06-2003 00:20
Default prim size (when you just click create and then just create a prim, w/o rezizing at all) turns out to be very very very hard to spot when maphunting. Even with full zoom, it still shows up as a tiny speck. Making a button to clean up them will allow people to delete those objects eiasily, freeing server space, reducing lag, and reducing taxes.
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Deeblue Zeeman
T-800
Join date: 12 Mar 2003
Posts: 186
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04-06-2003 10:04
Searching the map... hmm. yeah...... I've had to do it a few times, but it's certainly not an efficient method. And I mean, sometimes those objects shoot off to WEIRD positions. I lost a handful of things once, then found them again a loooong way away UNDERWATER while on a treasure hunt. There's no way I would have ever guessed to even look there if I hadn't been hunting for loot, heh. But yeah... I'd say something like.. all objects that still belong to you (i.e. were not bought by someone, or given to someone by you) and are NOT residing on a piece of land you own, should be trackable somehow. The person/landmark tracking function in the map is really useful, so perhaps something similar could be implemented for each little object you need to go find. Granted, I'm sure as client versions increase, wacky objects shooting off into the ether will decrease (provided you can edit your object co-ordinates correctly), but yeah... 
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Voodoo Roark
Dreamer
Join date: 3 Mar 2003
Posts: 33
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04-06-2003 10:18
Maybe in addition to this, a building range limitation could be placed on objects during creation to prevent them from the actual "shooting off into the distance" (beyond move/edit range)... so that instances of these LOST objects are farther and fewer between. For example, while working with a primitive or an object from your inventory, say it can "slip" away from you up to 90 meters. I mean, that's still a pretty good distance for being able to "place" objects in the world where you want them without massive inconvenience with camera controls and avatar positioning... but would prevent things from just seemingly going POOF! when you KNOW those things are out there somewhere...
In my brief time in the SL world I have lost at least a dozen different pieces that would have gone on the genie bottle, not to mention countless experimental "hey what does this do" type primitives when I was really REALLY wet behind the ears... I suppose I have some bushes, trees, and stepping stones lodged somewhere down inside the world also, just from a mis-keying of a numeric value when trying to place things in build mode.
-Voodoo
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I have my own little world. But it's OK... they know me here.
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Adam Domino
Registered User
Join date: 19 Feb 2003
Posts: 9
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04-06-2003 10:24
I wholeheartedly agree. Unless there's some principled economic reason that people should be able to lose things (which seems unlikely, since we can ostensibly see them on the map), an object tracker is an absolutely essential addition before SL goes live.
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Zanlew Wu
Registered User
Join date: 5 Feb 2003
Posts: 112
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04-06-2003 10:57
I second, third, fourth, fifth, or whatever else comes after that motion! llAskGod() only knows how many objects I've whisked right out of my hands because I forgot to reset a script's positioning data before dropping it on the object and then ZAPPO! It's gone!
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In theory, practice and theory are the same thing. In practice, they're not.
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Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
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04-06-2003 12:13
Also re cleanup if you create something on land not your own, the land owner can delete it. On public land the item will go public in 3 days. Once it does anyone can delete it and recoup $ for their cleanup efforts. The details are here: /3/b6/950/1.html
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-06-2003 13:15
YAY! I am so thankful that someone posted about the three day thing. I didnt know that! Ty so much for posting that topic here. Also, I thank everyone for their replies!
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
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04-06-2003 13:22
i am told that you can run a sensor sweep of a whole sime with one go. if so, you can easily write a script to check and see if there are any objects in it(i already have one) and have it take you to said lonely objects... since the blue dots only show up for objects that are bigger than 1m
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Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
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04-06-2003 14:51
the problem with cleanup is that 1) sometimes the objects wind up on other peoples' land, buried under objects. when yuniq moved her pagoda to its new home, we found three bullets from kenny's gun sitting underneath it. had yuniq not moved the pagoda, those bullets would've sat there indefinitely. 2) when something becomes public, if it's recycled by someone else, the original owner only receives part of the original cost. the recycler gets the rest. the idea here is to be able to find your own items so you can recoup the cost. nada, can i have that sensor sweep thingy? just tell me where i can find you, and i'll gladly come and pick it up, depending on how much you want for it 
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