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Rotating and/or Moving Prims

Mythology Doesburg
Registered User
Join date: 2 Jul 2005
Posts: 13
09-14-2006 04:10
It might just be me, but since the new patch I've had a problem with rotating prims and moving attachments. They're all moving at like 6 times the rate they're supposed too.

Things that are supposed to change the X, Y or Z at 0.2 are moving as if the rate of change should be 2.0.

Anyone else noticed this problem?
Glory Takashi
You up for a DNA test?
Join date: 26 Feb 2006
Posts: 182
09-14-2006 04:17
mmm Yes actually I have and it sucks...
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
09-14-2006 04:33
If there was lag at the time the rotation rate data was sent to your computer this somtime swcrews up the royation rate. why? No freak'n clue but it really messes all my scripts.
Fantasy Faust
Registered User
Join date: 22 Nov 2005
Posts: 11
targetOmega is broken.
09-14-2006 08:05
confirmed on the blog.
Pie Psaltery
runs w/scissors
Join date: 13 Jan 2004
Posts: 987
09-14-2006 08:34
Where on the fucking blog, since its so fucking useless I cant seem to find a fucking thing there....
Can you sense my displeasure?
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Fantasy Faust
Registered User
Join date: 22 Nov 2005
Posts: 11
here
09-14-2006 08:40
[3:32 PM PDT/SLT] We’re also aware of another known issue involving llTargetOmega: scripting objects spinning much faster than expected. When things are calmed down and immediate priorities are resolved, we promise to update you on this and other bugs in the wake of 1.12.1. -Torley
Pie Psaltery
runs w/scissors
Join date: 13 Jan 2004
Posts: 987
09-14-2006 08:44
Thank you
I guess my seagulls will just have to fly themselves into a tizzy till the gods stop releasing 'updates' that dont work.
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Dellybean North
Registered User
Join date: 8 May 2006
Posts: 321
09-14-2006 09:22
my prims are moving all by themselves this morning.. sure saves time..er..if they'd just go where I wanted them to!
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
09-14-2006 13:49
Okay after 1.12.1(8) it seems to be better.
Gravecat Martov
0.15% Sodium
Join date: 29 Sep 2004
Posts: 46
09-14-2006 15:34
Since 1.12.1(9), llTargetOmega seems even worse than it ever was before, at least for me. A scripted tail on one of my avs, which worked fine before, is now going crazy and rotating all over the place.

GG, LL.
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
09-14-2006 16:34
From: Gravecat Martov
Since 1.12.1(9), llTargetOmega seems even worse than it ever was before, at least for me. A scripted tail on one of my avs, which worked fine before, is now going crazy and rotating all over the place....



Make sure you are not over "No Script" land if your Tail swings one way then you hit no scipt land the script is disabled and it will continue spinning
Gravecat Martov
0.15% Sodium
Join date: 29 Sep 2004
Posts: 46
09-14-2006 16:39
From: Gearsawe Stonecutter
Make sure you are not over "No Script" land if your Tail swings one way then you hit no scipt land the script is disabled and it will continue spinning


Alas, I was actually on my own land at the time, and tried teleporting.

BUT: After the sim resets, the rotation problems appear to be fixed. So, looks like the Lindens repaired whatever was causing the problem. No complaints from me on the issue, now.
Alan Palmerstone
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Join date: 4 Jun 2004
Posts: 659
09-14-2006 23:55
After the update and server resets, some of our items were finally moving back at their normal rate, but we still had several things rotating at light speed. I opened each of the scripts containing llTargetOmega statements in those items and unchecked the Running box, hit the Reset Script button, then checked the Running box. This made the items return to their former speed.
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Bruce Patton
Registered User
Join date: 21 Nov 2005
Posts: 8
No access permission to fix rotating scipts
09-15-2006 15:40
Alan, that is fine if you have permission to access the script. How about for those who don't have that privilege ? Any nifty trick(s) for them ?
Alan Palmerstone
Payment Info Used
Join date: 4 Jun 2004
Posts: 659
09-15-2006 18:38
From: Bruce Patton
Alan, that is fine if you have permission to access the script. How about for those who don't have that privilege ? Any nifty trick(s) for them ?


I just checked some mainland land I own and there is no option to reset scripts on your own land. However, if you own a private island, you can select the item in the Region control panel and reset the script from there. Don't know how much that helps you, though.

This might be worth a shot: If the item is copyable, try to rez a copy from your inventory in one of the Linden Sandboxes (which should have been reset last night.) Maybe the llTargetOmega will work there. If it does end up working correctly, you can take it back, then rerez back on your own land. I am on painkillers, so I don't know if that made sense, but I think it does... :)
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Visit Parrot Island - relax on the beach, snuggle at the waterfall, ride the jetskis, make a movie and buy a pool!
Pie Psaltery
runs w/scissors
Join date: 13 Jan 2004
Posts: 987
09-16-2006 05:43
What's even odder is that yesterday my poor birds finally seemed to calm back down, but this morning on logging in... there they go again, spinning themselves at breakneck speed. They are no mod so I cant reset them. Teleporting fore and back makes no difference.
But you know, since I dont own a private island, who should care, huh?
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