BUG? Can't take Large Build into Inventory
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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07-24-2006 12:00
I've started having problems taking (TAKE COPY) large builds into inventory and just wondered if it's my problem or something more general. The build that I'm experimenting with has 40+ linked objects and is around 60m x 60m x 80m. It is a slight modification of a build that I was able to TAKE COPY into inventory with no problem a couple of months ago. And a couple of months before that, I took a build twice this size into inventory without incident. I first noticed the problem on July 14th, so it pre-dates this last upgrade. I am able to select the whole build with no problem and can move/rotate it fine. I can even SHIFT-DRAG copy it to create a second copy in world. BUT when I try to TAKE a COPY into inventory, only part of the build is copied. Usually 2-4 of the linked objects are missing when I re-rezz it from inventory. The missing pieces vary, so it's not the same pieces that are missing every time. I've tried to take this build into inventory around 20 times now with no luck and have become quite discouraged.  I've tried different times of the day and have also varied virtually all of the rendering and network options. Just wondering if anyone else has had a similar experience. It feels like an SL bug to me, but it's also possible that something has changed in my ISP and I updated my drivers prior to the problems as well.
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Ferret Bjornson
Escape! Designer
Join date: 29 Oct 2005
Posts: 97
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me too
07-24-2006 13:37
I have a build that's 100 x 50 x 35, "Castle Prim". It's 685 prims, 37 objects. I first built it easily 2 months ago and I had the exact problem. Different pieces wouldn't copy (or rez, could never tell) but it was always the same pieces from the same copy, then if I copied again, new pieces weren't coming out. I also noted that some objects came out unlinked.
It had nothing to do with size, just prims. I took a few pieces from the CENTER of the build, put them into the primary piece, and had the primary piece rez them when I created it. The pieces 50m frm the center came out fine once I cut down on prims.
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Barnesworth Anubis
Is about to cry!
Join date: 21 Jun 2004
Posts: 921
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07-24-2006 13:53
i have always had problems with 'take a copy' with unlinked object sets. Never seems to get everything. The best way I have found to do it is to copy drag one up, inspect it and make sure it has all the peices, and then 'take' that one. Which can be just as hard.
I have found generally the higher your drawdistance is the better it seems to be at getting all the peices. I just took a copy of my taj mahal build from RFL last night (approx 90x60 meters) and it took me a few tries to get it all in one grab.
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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07-24-2006 14:22
From: Barnesworth Anubis i have always had problems with 'take a copy' with unlinked object sets. Never seems to get everything. The best way I have found to do it is to copy drag one up, inspect it and make sure it has all the peices, and then 'take' that one. Which can be just as hard.
I have found generally the higher your drawdistance is the better it seems to be at getting all the peices. I just took a copy of my taj mahal build from RFL last night (approx 90x60 meters) and it took me a few tries to get it all in one grab. The thing that's unique about my situation is that I've been working with really big builds on a regular basis for over a year. And I've never had a problem in the past, not ever. If I could select it, I could take it into inventory. I've had problems rotating big builds, but never a problem taking one. What I don't get is how drag-copy works, but take-copy doesn't. I created a new test build with perpendicular boards (30 x 30 x 0.5). I can drag-copy fine, but there is noticable delay in the rezzing of the copy. But when I take-copied it, I was missing 13 objects (117 prims). It's pretty easy to see what was missing. I tried drag-copy, followed by take-copy. Didn't help. 
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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07-24-2006 14:41
From: Shack Dougall I created a new test build with perpendicular boards (30 x 30 x 0.5). Just did another experiment. I drag-copied the whole thing. You can see the copy in the background. It copied fine. Then, I performed TAKE (not Take Copy, just Take) on the original while it was still selected. And part of the build was taken into inventory and the rest of it remained, but was still selected! 
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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Workaround!
07-24-2006 15:44
I'm still testing this, but it seems to work. You're going to *love* this! If drag-copy works for you and it does for me. I only have problems with Take and Take Copy. And delete works. which it should. It'd be a silly thing if it didn't. Then, the workaround is to delete your build into inventory! Be Careful! Don't do this lightly. But if you have no other way, then this might work for you. So, here's the procedure. 1) select your build 2) drag-copy it, so that you have a backup. 3) verify that the copy is good, but try to do it without de-selecting the original. 4) delete the original 5) grab it from trash and you're done! EDIT: Don't know if it works in all cases, but I was finally able to make a copy of the build that had been eluding me for over a week. (46 objects, 607 prims). Got it on the first try using delete.
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-25-2006 11:54
Taking huge unlinked selections into inventory is a scary thing. No tonly do you get these problems, but then bad things happen when you rez it. It you're not in edit mode, the thing just rezzes all over, and you have to select everything again to mess with it. If you are, you can start moving and rotating your giant selection around, and sometimes some pieces won't move or rotate with the main build, and undo doesn't work, and before you know it you're deleting your build and trashing it.
I don't want to get too pluggy here, but there are scripted tools available in-world that will help with this. Rez-Faux is one, Rez-Foo is another, and there are a couple other ones.
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Flux Woyseck
Registered User
Join date: 30 Sep 2005
Posts: 62
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07-25-2006 17:21
Yes Rez Faux is the absolute way to go when it comes to large builds. Rez Foo is good too but costs a lot more. I'm gonna have a talk with them Rez Faux peoples about a better looking box tho.... looks.... cartoony LMAO
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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07-25-2006 18:16
Shack graciously sent me his test object. I found a lot of unreliability while trying to take, re-rez, and delete it, respectively. I ended up with a lot of packet loss and... these video bug reports. http://s87034983.onlinehome.us/packet%20loss%20after%20i%20rerezzed%20the%20test%20object%20several%20times.mov http://s87034983.onlinehome.us/packet%20loss%20and%20ghosted%20objects.mov http://s87034983.onlinehome.us/take%20didn_t%20work%20reliably.mov I've got this issue entered in the system for our Quality Assurance and Development personnel to check out. 
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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07-25-2006 18:54
Thanks Torley! Woot! It makes me think of a couple of things. First, again, thank you so very much for doing that! It means a lot and I deeply appreciate it! But it also suggests to me that we as residents could do a better job in our bug reporting. It's not a big deal for many of us to create bug videos like this. Not sure if they would be helpful, but perhaps. And I'm glad that my test build was helpful. I'm sure that many of us would be willing to put together test rigs like this, if it would be helpful in repros and would actually get used in the way that you've done. All around, I'm just thrilled. This one event has greatly brightened my whole week! 
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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Large Build Rezzing
07-26-2006 11:06
From: Lex Neva there are scripted tools available in-world that will help with this. Rez-Faux is one, Rez-Foo is another, and there are a couple other ones. Yep, I've been aware of them for a while, though I haven't used the ones you mentioned. For The Cliffs of BonnyDoon, I created my own rezzing script. The build is 230m x 160m x 180m. 11690 prims linked into 1125 objects, including 375 Linden trees. Saving that build to inventory posed a number of challenges. For example, it is a daunting task to copy and put scripts into 1125 objects. Furthermore, you can't put scripts into Linden trees at all. So I ended up getting the rotation info for the trees from a sensor script, each tree, one by one. It took me around 30 hours of mind-numbing time to get the build packaged for rezzing, but at least it worked! My basic approach was to drop a script into each object to have it say its name, position and rotation. I put all of this information into a notecard (well, actually 2 notecards because it was more intormation than would fit in a single notecard  . I also took a copy of each object, and put that copy in the rezzer. Basically, what the rezzer does is to read through the notecards and rez each object appropriately. I'd definitely be interested in the commercial products if they could help me with something like this easier. At the moment, I'm doubtful that they would be any better, but I'm definitely open to persuasion! As a scripter, I'm interested in the problem. And as a builder, I'm interested in the solution. My current thought is to take Newfie Pendragon's Free Builder's Buddy and customize it to my needs.
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Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-26-2006 11:15
From: Flux Woyseck Yes Rez Faux is the absolute way to go when it comes to large builds. Rez Foo is good too but costs a lot more. I'm gonna have a talk with them Rez Faux peoples about a better looking box tho.... looks.... cartoony LMAO Aw :( I'm not so good at design, you see. You can make your own box and put the scripts and stuff into it, if you'd like.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-26-2006 11:17
From: Shack Dougall But it also suggests to me that we as residents could do a better job in our bug reporting. It's not a big deal for many of us to create bug videos like this. Not sure if they would be helpful, but perhaps.
If I were a developer, I'd love being able to actually see what a resident is experiencing. It would really reduce the ambiguities involved in language and description. You'd still need to let them know what they're looking at and what you think should have happened, though. Here's a video bug report I submitted: http://www.lexneva.name/misc/ambient_lighting_glitch.aviThat's with local lighting off in a sim with fixed sun, but you can clearly watch the ambient light color change. It's a problem we've been dealing with for months in my sim.
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