Please fix the TEXTURE problem caused by this update.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-19-2006 17:25
When adjusting the texture on a face of a prim, like as not it will change the values of half or more of the textures in the linked set.
In addition, it will often flip the textures in the linked set.
I'm busy retexturing my largest house for repackaging with Rez-Faux, and I have lost maybe 4-5 hours so far due to this bug/s.
As a result, I have started taking a copy of the renumbered house section with every 2-3 small changes I make.
So far, this has helped, because when it happened again, I just set out an old copy of that section at the same coordinates as the section that messed up.
This way, I only have to go back and find and redo 2-3 places, instead of the whole thing.
However, I also have to stop every 2-3 changes, carefully check back the entire linked section, and to see if any such unwanted changes have occured anywhere.
Needless to say, the texture editor working to change the textures on all kinds of prims randomly is not a good thing.
It makes building virtually pointless, unless you like Russian roulette with the deck stacked against you.
The problem doesn't just affect builders, either. Today I had a customer call me because he had selected the floor prim of his new house, and selected the top face of it, in order to make the carpet pattern smaller.
You should have seen the random things it did to prims all OVER that linked house! I hope you get this fixed soon. I would ask if there is a fix in the works for it, and when we might expect one, except there is no longer any appropriate place to ask questions. I've already sent bug reports, so I don't need an answer that tells me to do that.
coco
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
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12-19-2006 17:35
Hope you enjoy waiting for long periods of time. 
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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12-19-2006 20:31
This has been driving me nuts for the last few days.. Thought it was just the sim losing the updates or that maybe I'd gone insane. Sorry it's made you unhappy but am glad it's not just me..
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shyloh Miranda
Registered User
Join date: 23 Jan 2006
Posts: 9
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Waiting for an answer as well
12-20-2006 06:55
i am also having troubles with textures, though the problem i'm having is the 'repeats per face' number(s) changing and this morning noticed that my transparency setting is returning to 0 when i open the edit window on my creations. This is true for every prim in the object. Add this to the problem of the prims jumping around the room while trying to create, and creating merchandise is, needless to say, impossible.
i would also like to hear some sort of answer to this issue...or at least a 'we are aware of this issue' response.
Trying to wait patiently *smiles*
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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12-20-2006 07:28
I wondered what was going on when my friend told me my house hates her. Not only did it spontaneously unlink while she was editing it, we had the same texture problem where editing one window prim's offsets etc sent a bunch of other stuff crazy.
Grr!
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-20-2006 08:57
More specifically:
In my case, here's how it goes: I select an individual linked prim, select one face of it, and change the offset texture on that face to, say, .488. This will change that prim face, just as it always did. But every 4th or 8th or 10th time, it will also change the textures on half of every other prim face in the linked set to .488. Ditto with changing the repeats from, say, .2 to .6. coco
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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12-20-2006 09:27
Same here, it mostly happens with linked prims, if you unlink an entire set, then set the texture and re-link then it will work more consistently, but it's still crap.
Things like this, and prims that 'snap-back' to their original value (ie it's 1m, you enter 10m and it changes but goes straight back to 1m).
SL seems to lack basic routines for double-checking that something actually happens, it seems that the client sends the request to resize to 10m and sets it to that size locally, the sim ignores it and the client receives an update setting it back to 1m. The client should really repeat requests, when resizing, or if the simulator receives a request that for it doesn't fully receive then it should ask for it again instead of updating an object that it hasn't changed!
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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12-20-2006 10:12
I've seen this problem too, and lost a fair amount of time to it, but I still can't quite wrap my mind around what causes it to happen. Without that, we may be hopeless as far as getting LL's attention about it. From: Cocoanut Koala More specifically:
In my case, here's how it goes: I select an individual linked prim, select one face of it, and change the offset texture on that face to, say, .488. This will change that prim face, just as it always did. But every 4th or 8th or 10th time, it will also change the textures on half of every other prim face in the linked set to .488. Ditto with changing the repeats from, say, .2 to .6. coco I have this feeling it's not actually random like that. I think it has to do with some very specific sequence of events, like having edit linked parts checked and then unchecking it while a texture is selected or something. It seems to paste the value you're editing in the texture window to every single prim in the link set, which sure does suck. This reminds me of a bug I found a few versions ago. I'd have a link set, and I'd go into the texture window intending to change the vertical repeats. It so happened that the horizontal repeats were different on most of the prims, but the vertical repeats were the same, and I wanted to set one value to all faces in the link set. I'd have my cursor in the Transparency box, and then I'd press tab twice to get to the vertical repeats. On its way there, the cursor would go through the horizontal repeats box, which held a greyed-out value indicating that not all prims had that value. After leaving that box, it'd apply the greyed-out value uniformly to all prims in the link set, as if I'd actually purposefully entered that value and pressed enter, rather than just passing through. I don't think that's what's going on here, but I think the problem is reminiscent.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-20-2006 11:53
From: Lex Neva I've seen this problem too, and lost a fair amount of time to it, but I still can't quite wrap my mind around what causes it to happen. Without that, we may be hopeless as far as getting LL's attention about it. I have this feeling it's not actually random like that. I think it has to do with some very specific sequence of events, like having edit linked parts checked and then unchecking it while a texture is selected or something. It seems to paste the value you're editing in the texture window to every single prim in the link set, which sure does suck. This reminds me of a bug I found a few versions ago. I'd have a link set, and I'd go into the texture window intending to change the vertical repeats. It so happened that the horizontal repeats were different on most of the prims, but the vertical repeats were the same, and I wanted to set one value to all faces in the link set. I'd have my cursor in the Transparency box, and then I'd press tab twice to get to the vertical repeats. On its way there, the cursor would go through the horizontal repeats box, which held a greyed-out value indicating that not all prims had that value. After leaving that box, it'd apply the greyed-out value uniformly to all prims in the link set, as if I'd actually purposefully entered that value and pressed enter, rather than just passing through. I don't think that's what's going on here, but I think the problem is reminiscent. Well, I know it is not a matter of having edit linked parts and then unchecking it before applying the texture change. If LL won't fix this until one of us figures out for them how they broke it, then we may as well chuck the whole program. coco
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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12-20-2006 16:47
Are you haveing the same problem with color changes well? I swear this happen to a HUD i was working on. I was chaging the color on just one face after I closed the color picker almost the whole darn thing changed color. Spent another hour changing the color on ever prim slash face. again.
I'm not sure on this. but other texture properties seem to be going defunked as well. Offsets and such.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-20-2006 18:41
Haven't noticed it with color, but then, I haven't been working with color lately.
I advise bug reports from everybody.
coco
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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12-21-2006 12:21
From: Cocoanut Koala Well, I know it is not a matter of having edit linked parts and then unchecking it before applying the texture change. If LL won't fix this until one of us figures out for them how they broke it, then we may as well chuck the whole program. coco Well, I know, I mean, it's not like they want us to do their job for them... but if they aren't actually in-world building something fairly substantial, do you think they'll see this bug in action? And the clincher is, if they can't see the problem on their own clients, fron a programming perspective, fixing it is very difficult. I do think they should put a QA person on the job of just making something fairly big and textured for a few hours or days, though, to see this bug (and all of the other minor annoyances we constantly deal with constantly).
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-30-2006 20:57
Well Autumn Heyes has done their job for them. She has figured out two methods for reliably reproducing the bug I am having, for those who have had it.
Thusly:
---------- Please try the following to see if this bug effects you:
1. Rez a cube (box) 2. Shift drag a duplicate 3. Click the texture tab in the build menu 4. Change the "repeats per face" horizontal and vertical to 10.0 each 5. Shift select the other cube 6. Link 7. Click the general tab in the build menu 8. Texture will shift
1. Rez a cube (box) 2. Shift drag a duplicate 3. Click the texture tab in the build menu 4. Change the "repeats per face" horizontal and vertical to 10.0 each 5. De-select the cube 6. Select the cubes so the one with 10 repeats per face is the last selected 7. Link 8. Click the general tab in the build menu 9. Texture will shift on the cube that is not the root prim
Please IM Autumn Heyse if you can recreate this bug. It doesnt always happen for alot of people and I would like to see just how common it is. Thank you for testing it out.
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LL, if you are listening to this thread, please fix this bug. I cannot build with this bug.
If I can't build, there is no point to having land. If I don't need land, there is no point to paying tier. If I'm not paying tier, there is no point in being a premium member.
If I can't build, there is really not much point in staying in SL, as far as I'm concerned.
coco
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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12-30-2006 21:29
Hey Coco, I tried both procedures; the second procedure worked properly, not screwing up the texture repeats, but the first procedure caused the first cube selected, which should have had both horizontal and vertical repeats of 1, to change to having a vertical repeat per face of 10. Horizontal repeat stayed at 1.
I modified the wording of your step by step just slightly and used that to file a bug report. It's really nice to have someone else write bug reports for me.
I gave up on building with this interface and performance level a long time ago. I wonder why I am still here?
This only took two cubes to rez, no elaborate building on the part of a staff member would be required to find this error, just going through routines consisting of a bunch of dull procedures similar to the steps in Coco's post.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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12-31-2006 10:32
Thank you so much for providing the bug report! Please, others, do this as well.
Yes, it is a very simple procedure. Just imagine the mayhem caused trying to texture a complex house!
As for your wondering why you are still here since you gave up building, there is an SL life without building, I've discovered that! haha
But it still wouldn't be enough for me to stick around, I don't think. coco
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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01-01-2007 04:03
From: Cocoanut Koala Just imagine the mayhem caused trying to texture a complex house! *sigh* I can do one step better than that, I linked up a whole build, about 150 prims, and not a single texture survived unmolested  The most common way for me to see this is: 1. Open the edit window, in the create pane make sure 'Copy selected object' is checked. 2. Go into another pane (e.g the edit one for positioning etc) 3. Select a new object 4. Go into the create pane 5. Watch in horror as all your textures change This seemed to be what happened to my build, as I'd recently been copying things, so when I selected the linked set after linking it, the edit window focus on the create tab and bam, screwed up textures. There is zero change that I can think of to affect this, it makes no sense at all 
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Milo Linden
Quality Assurance
Join date: 22 Mar 2006
Posts: 140
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01-01-2007 10:49
Bug Entered
I wasnt able to reproduce the original bugs so have worked over the weekend, trying different things like load on a server and packet loss, finally trying the little things like how you selected the menus or options.
It turns out if you tab between the values like i do, this bug doesnt happen, although if you double click it does.
1st Repro
- Right click on the ground, select create and rez a cube - Shift Drag on the arrow to create a duplicate of the cube - In the edit menu click the texture tab - Double click in the repeats per face Horizontal box (to highlight the whole number) and enter a value of 10 - Double click in the repeats per face Vertical box (to highlight the whole number) and enter a value of 10 - Single click in the repeats per face Horizontal box to save the change - Hold down shift and click on the other cube to select it too - Click link from the tools menu or press Ctrl-L - In the edit menu select the general tab * Notice the repeats per face for the duplicated cube has changed to 1 and 10
2nd Repro
- Right click on the ground, select create and rez a cube - Shift Drag on the arrow to create a duplicate of the cube - In the edit menu click the texture tab - Double click in the repeats per face Horizontal box (to highlight the whole number) and enter a value of 10 - Double click in the repeats per face Vertical box (to highlight the whole number) and enter a value of 10 - Single click in the repeats per face Horizontal box to save the change - Click on the terrain to deselect the cube - Select the cube you didnt alter first and then shift select the 10 repeats per face cube last - Click link from the tools menu or press Ctrl-L - In the edit menu select the general tab * Notice the repeats per face for the original cube has changed to 1 and 10
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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01-01-2007 11:53
Hooray! Milo is my hero! Thanks for taking the time to track this one down. It's a really tough one. I think it's also possible to trigger this bug without actually linking, by using Edit Linked Parts. It seems to me that when I flipped out of Edit Linked Parts mode, sometimes a texture setting would apply to every single prim in the link set. I imagine the mechanism for this is similar to what you described above.
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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01-01-2007 13:58
Thank you for your efforts on this, Milo!
I will print out what you wrote and go try it myself.
coco
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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01-01-2007 19:51
Yes, Milo, the reproductions you laid out do result in the same mess-up textures for me as well.
In addition, I have noticed this:
. Take a square prim. . Texture it. . Select the prim. Put .2 in the texture box (with no face selected; the entire prim is still selected). . Click apply. . It will not apply to all sides.
I tried running up the numbers to higher than what they would be for that figure, as that has occasionally worked in the past, but it did not. Some faces of the prim simply will not take on the proportions you give it when you give the repeats per face (total, overall, not horizontal or vertical) to the entire prim.
This is whether a face is at 90 or 0, and whether or not you switch the two sets of numbers so they will look right on the 90.
Now - are there any workarounds for all this?
coco
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Autumn Heyse
Registered User
Join date: 15 Apr 2006
Posts: 6
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01-01-2007 22:09
Milo, you rock! But the fact that you are the only Linden who admits this is a problem has me concerned that this will not get fixed very soon. Please, on behalf of all of us builders who are affected by this, get this fixed ASAP. It's killing our livelihood!
I just wanted to add that there are variants to this bug as well that did not make it into my list because I can't seem to reliably reproduce them. The problem happens even when everything is linked up already and you just make a few changes to the texture repeats. Also, the problem really seems to be with clicking just about anywhere in the build dialog. Instead of clicking the general tab, try clicking on another checkbox or radio button. Same mess happens.
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Milo Linden
Quality Assurance
Join date: 22 Mar 2006
Posts: 140
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01-02-2007 09:03
From: Cocoanut Koala
Now - are there any workarounds for all this?
coco
So far i have 2 personal workarounds, im not sure if these will work for everyone 1) Instead of clicking between values use the tab key 2) If you still want to click, make your final click to a box you havent changed ie rotation (the step where i say single click in horixontal box should be another box)
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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01-02-2007 09:27
Thanks, Milo! I'll give that a go tonight.
coco
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Milo Linden
Quality Assurance
Join date: 22 Mar 2006
Posts: 140
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01-11-2007 09:01
This bug has been fixed, the fix is currently deployed on the beta grid 1.13.2(5)
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
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01-11-2007 17:00
*****BIG SMOOCHES***** to Milo!
coco
(P.S. I did manage to make a garage using your workarounds!)
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