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Temp_On_Rez Acceptable uses ???

Wheel Fizz
Registered User
Join date: 26 May 2005
Posts: 36
08-28-2005 03:15
Hi, so I was experimenting with this for making a Holo displayer of my stuff as I ran out of prims yonks ago :) I just wanted to put a load of builds on a loop. After completing a small test my synapses flickered into a dim glow as I realised briefly what is possible before realising I was probably breaking some rules somewhere :/
So what is acceptable for this type of device and what effect does it really have on the Sim stats. I was thinking it should be phantom, user triggered, and time out normally (not loop like mine:P),and if there were multi displayers only a certain number could be triggered at once (there is no event triggered at the end of temp_on_rez is there ? ,so this would have to be a timer thing).
Any thoughts or links to related discusions much appreciated :)
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
08-28-2005 06:18
An Eggy who shall remain nameless had enitre skyscrapers that would rez only upon being approached. I don't think he ever got flack for it (although this predates temp_on_rez).

As temp_on_rez items live only a little more than a minute, I think your use of it should be fine unless you go nuts with it and - say - make grid spanning viruses that use temp_on_rez as a way of circumventing normal controls.

As it sounds like you are using it for a rather benign purpose, I'd expect you'd be fine. As for the impact, used reasonably it adds a few prims to the sim for a short time. There are prim "surplues" built into the system for exactly this reason.

Temp-on-rez: it's not just for bullets anymore :)
a lost user
Join date: ?
Posts: ?
08-28-2005 16:32
From: Malachi Petunia
An Eggy who shall remain nameless had enitre skyscrapers that would rez only upon being approached. I don't think he ever got flack for it (although this predates temp_on_rez).

As temp_on_rez items live only a little more than a minute, I think your use of it should be fine unless you go nuts with it and - say - make grid spanning viruses that use temp_on_rez as a way of circumventing normal controls.

As it sounds like you are using it for a rather benign purpose, I'd expect you'd be fine. As for the impact, used reasonably it adds a few prims to the sim for a short time. There are prim "surplues" built into the system for exactly this reason.

Temp-on-rez: it's not just for bullets anymore :)



Precisely.. let's take a moment and think of the potential amount of "bullet" prims that could be generated in a single minute. A gun, fires at a max rate of 1 bulllet per 0.2 seconds (standard delay, even though llRezObject() has a longer delay, we all know these delays can be worked around, so let's take 0.2 seconds). So that's 5 prim buillets per second, and 300 prim bullets per minute. Now add another 7 people since most combat gaming takes place with around 8 people and you have 8 x 300 bullets per minute, equalling 2400 bullets per minute.

Even if you were to halve this number, that is still 1200 prims being rezzed EVERY MINUTE! Whether they are small 0.01x0.01x0.01, 100% transparent bullets or not.. they are still prims, and are being rezzed.

So.. if it is acceptable for combat zone (that is, not just sim owners but ANYONE with a parcel) owners to use 1000's of tempoary prims per second, why would you using a hundred to display your complex objects, on your holo display be such a bad thing?

Think about it like this and it makes a lot of sense. As Malachi said, temp_on_rez is not JUST for bullets.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-29-2005 03:36
From: Malachi Petunia
An Eggy who shall remain nameless had enitre skyscrapers that would rez only upon being approached. I don't think he ever got flack for it (although this predates temp_on_rez).

Yeah that was a way around the old tax system that would charge you a weekly L$ fee based on how much stuff you had rezzed.
I didn't get flack for it because back then there were about 5 people per sim, nobody knew what exactly caused lag, and since prims were global rather than per-parcel, this could allow people to fit more than the maximum prims on any given sim. Sort of like "overbooking", with the expectation that not everyone is online at the same time.
I would definitely not recommend that you mess around with cyclical rezzing. It's been done before and it causes a heap of lag - full object updates are a no-no on shared servers.
Wheel Fizz
Registered User
Join date: 26 May 2005
Posts: 36
08-29-2005 05:50
Thanks for the advice everyone :) , I'll keep it truly temp and user triggered for sure.
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
08-29-2005 08:13
From: Eggy Lippmann
Yeah that was a way around the old tax system that would charge you a weekly L$ fee based on how much stuff you had rezzed. ...
I would definitely not recommend that you mess around with cyclical rezzing. It's been done before and it causes a heap of lag - full object updates are a no-no on shared servers.
But it was way cool, anyway :)
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
08-30-2005 11:27
So if I understand correctly, I could have a 512m land and put a 300m tall tower with 1000's of prims as long as it is temp on rezzed by some devices in strategic locations designed for that purpose? And the only rule against that is an "ethical" one? there must be a catch or eventually a lot of people will surely use that to get around the prim limit on their land, no?

If it is permitted, I have a 5 level pagoda with over 500 prims for sale, cheap!
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
08-30-2005 11:33
temp-on-rez prims have a max lifetime of 80 seconds, so you could have a really cool build for a very short time :p
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
08-30-2005 11:48
Not if your prim gets re-rezzed and dies every 60 seconds...
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-30-2005 13:40
Didn't they recently make temp on rez prims count against your allocation to avoid this loophole? I thought they did.
Continuously rezzing things sends out full object updates, lagging the client, and creates new assets all the time, stressing the asset server.
The only rule against purposefully lagging the system is that you will get caught and permabanned. I suppose if you do this on a small enough scale it should be ok but its at best silly and inefficient, at worst irresponsible or immature.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
08-30-2005 15:11
Sounds like trouble to me. Heavy rezzing can cause heavy lag (especialy if the objects are physical).
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
08-30-2005 15:22
I think you're right, Eggy.

I believe that now every temp prim counts as 1 or 2 against the prim count...
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
10-18-2005 16:10
Has anyone found confirmations about the above statements? Are temp-on rezzed prims counted or not? Also any hard testing about lag creation ever been done?
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
10-18-2005 16:27
Temp on rez objects arent counted towards prim limits and they are not listed in the top section of the about land box, they are listed in the bottom section where items are listed by av's name etc
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-18-2005 16:29
TEMP ON REZ don't seem count as "real prims".

I rezzed like thousands of them on a 64 m2 block and nothing happened on the parcel to tell me I was over the limit.
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
10-18-2005 19:25
I've noticed a limit to the lifetime of temp_on_rez prims. I fired an automatic weapon in SL which ejects shell casings, and noticed that after a few seconds (like 10-20 seconds of continuous firing), the casings no longer stayed rezzed for 1-minute. They died virtually before hitting the ground.

So, it seems that a sim may have a limited amount of space for temp_on_rez prims, and once that limit is reached, the lifetime of the temp_on_rez prims is reduced.
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
10-19-2005 11:05
From: Pratyeka Muromachi
So if I understand correctly, I could have a 512m land and put a 300m tall tower with 1000's of prims as long as it is temp on rezzed by some devices in strategic locations designed for that purpose? And the only rule against that is an "ethical" one? there must be a catch or eventually a lot of people will surely use that to get around the prim limit on their land, no?

If it is permitted, I have a 5 level pagoda with over 500 prims for sale, cheap!


The rule against this, if I recall correctly, is the one against using more sim resources than you're entitled to... purposefully lagging a sim. I've seen and heard of multiple cases of people trying to keep temp-on-rez structures rezzed using a cyclical rezzer, and getting in trouble with the Lindens. I wouldn't suggest doing it.
Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
10-19-2005 20:11
I was thinking (in the wiki?) it was mentioned that temp_on_rez items are zorched on a schedule. That is why the spawn time is "around 60 seconds" but isn't given as any one exact number and cannot be relied upon. Could be you are filling up the local temprez buffer, so it's pushing out older items every tick of this schedule.

I have a Sinistar (yeah, THAT Sinistar) that uses temp_on_rez for its workers that it spawns. That works real well, as rarely do they live beyond 20-30 seconds. I also use it a lot for VFX prims (prims that spawn particles and so on) It's indeed for more than just bullets.
Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
12-08-2005 17:11
From: Fenrir Reitveld
I was thinking (in the wiki?) it was mentioned that temp_on_rez items are zorched on a schedule. That is why the spawn time is "around 60 seconds" but isn't given as any one exact number and cannot be relied upon. Could be you are filling up the local temprez buffer, so it's pushing out older items every tick of this schedule.

I have a Sinistar (yeah, THAT Sinistar) that uses temp_on_rez for its workers that it spawns. That works real well, as rarely do they live beyond 20-30 seconds. I also use it a lot for VFX prims (prims that spawn particles and so on) It's indeed for more than just bullets.


probably similar to the wall markings buffer in other games. The bullet mark decals on walls usually died when they got pushed out of the buffer by new marks. It would make alot of sense for SL to treat bullets the same way.

~Lefty
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-09-2005 07:22
I've still sometimes had temp on rez objects complain that they can't be rezzed via script because my parcel is "full" so there might be some restriction still in there somewhere.

I use temp on rez objects to cut down on prims, for example my store has a decking with posts, the posts aren't necessary so I have them respawn every minute. I didn't do the same with the deck though as people would fall through if there was lag!

I also use these for user triggered demos, and for an avatar detector.

The thing to watch for really is that the more temp_on_rez objects, the faster they are deleted (in my tests I think the minimum time was around 45 seconds which seems to agree with the wiki). So my time of a minute is probably a bit high, but unless someone starts rezzing loads of temp items in the same sim then I doubt it will be a problem.

It also deletes objects in waves, which can result in some strange orders for deletion (though if you script the objects to delete at certain intervals then this won't be a problem) e.g:
TempObject A rezzes.
TempObject B rezzes 5 seconds later.
TempObject C rezzes 10 seconds later.
After 80 seconds A,B and C are all removed.