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Script Lag (Not referring to the editor lag here)

Cyrus Odets
Registered User
Join date: 5 Oct 2005
Posts: 51
07-22-2006 19:07
Howdy all,

I was wondering if anyone else has noticed any...uhm....extra assorted 'weirdness' with SL scipts and scripted activities lately (Since the last couple updates).

I took a quick run through the forums here and read about llSensor/llSensorRepeat not working properly...and I also read about folks running into really awful lag when editing large scripts.

However the 'weirdness' I'm seeing isn't with editing or llSensor. Pose balls that I had scripted weeks ago that used to synch up 'perfectly' no longer synch up correctly....the avatars sort of 'float' in the air before starting their animations. The only other time I've seen them do this sort of thing is when there was awful lag for whatever reason...or just before they brought the grid down due to some problem or another.

I've also seen other assorted weirdness with animations. Animations that, a week or so ago ran nice and smooth seem 'jerky' now. Animations that had very little in the way of 'weirdness' now seem to spin the occassional avatar head around or hands upside down.

There seems to be no rhyme or reason to it and it all seems to pop up randomly.

Does anyone know if something was 'broken' with scripts in the last couple updates? Is anyone else experiencing any 'weirdness' that wasn't there before the updates?

Thanks kindly guys and gals.

--
Cyrus
Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
07-23-2006 07:45
From: Cyrus Odets
I took a quick run through the forums here and read about llSensor/llSensorRepeat not working properly...and I also read about folks running into really awful lag when editing large scripts.

For sure, I've also had sensors failing and had to recompile scripts in objects to get them to work again. They can fail again after reset, so that isn't the solution but a workaround.

From: Cyrus Odets
Pose balls that I had scripted weeks ago that used to synch up 'perfectly' no longer synch up correctly....the avatars sort of 'float' in the air before starting their animations. The only other time I've seen them do this sort of thing is when there was awful lag for whatever reason...or just before they brought the grid down due to some problem or another.

Does this happen repeatedly? If you've not got the animation cached locally then that can cause this on first use. I've not noticed this otherwise. I specifically requested an llPreloadAnimation() function similar to llPreloadSound() to ameliorate this issue.

From: Cyrus Odets
I've also seen other assorted weirdness with animations. Animations that, a week or so ago ran nice and smooth seem 'jerky' now.

In general, I'd say the 1.11 client is noticeably less responsive than 1.10. I am guessing that this is a result of the mozilla UI stuff being added. The only answer to this that I can think of is to beef up your client processing/graphics capability. Kind of an expensive solution...

From: Cyrus Odets
Animations that had very little in the way of 'weirdness' now seem to spin the occassional avatar head around or hands upside down.

I suspect that there have been changes to the way anims are applied at skeleton level... I've noticed similar things but not been able to pin them down sufficiently to be able to establish a bug report.

Not so much helpful comments, but more just sharing the experiences I've had too.

Best,
/esc
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