Temp-On-Rez Prim Allotment Question
|
|
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
|
05-06-2008 18:26
At one time on the forums there was an article that went into detail about how many temp-on-rez prims you can use based on the size of your parcel. For some reason I can't find this anymore. Does anyone happen to know what that formula was to figure that out? I'm having to downsize my land for my store and I use holo-vendors and wanted to make sure I don't have any issues when I set them up again. Thanks!
E
|
|
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
|
05-06-2008 18:28
500 I believe.. somewhere around there anyway
I don't think your parcel limits temp objects, just sim, and there is (I believe) a 500 temp object limit per sim
Of course I could be wrong, in which case someone else will answer better.
_____________________
Tutorials for Sculpties using Blender! Http://www.youtube.com/user/BlenderSL
|
|
Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
|
05-06-2008 19:38
The last formula Andrew Linden wrote about was From: someone temp_prim_limit = prim_limit - current_prim_count + min( 0.5 * current_prim_count + 400, 1000) /54/28/132362/1.html#post1247906For a short time before that it was much more restrictive, From: someone Temporary primitives are also limited on parcels, based on the parcel area. The formula is: temp_prim_limit = 0.5 * regular_prim_limit + 20 or 500 whichver is smaller. /139/77/122902/1.html#post1164079The earlier formula got a lot of attention because it broke some things, but the revision didn't get noticed so much.
|
|
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
|
05-06-2008 21:35
temp_prim_limit = prim_limit - current_prim_count + min( 0.5 * current_prim_count + 400, 1000)
Ok so how do I use this to figure out what I need? I can figure out everything but that last part, the +400, 1000. What is that 1000 in reference to and what do I do with it in regards to the rest of the equation? Thanks for your help!
|
|
Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
|
05-06-2008 21:47
It means that either (0.5 * current_prim_count + 400) or 1000 is added, whichever of the two is smaller.
|
|
Aminom Marvin
Registered User
Join date: 31 Dec 2006
Posts: 520
|
05-07-2008 00:46
Protip: don't use temp-on-rez to get around parcel prim limits. The scripts and the temp prims themselves use up a lot of resources.
|
|
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
|
05-07-2008 06:21
From: Viktoria Dovgal It means that either (0.5 * current_prim_count + 400) or 1000 is added, whichever of the two is smaller. lol well clearly 400 is smaller than 1000, so then I guess my next question is, what does the 400 stand for then to determine if 400 is smaller than 1000?  ---- And as I stated in my first post, I'm not doing this to go around prim limits, I just want to make sure my holo vendors will be within the limits still.
|
|
Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
|
05-07-2008 07:23
Why 400? Who knows? It all breaks if the sim hits its prim limit anyway. Here it is as a script. The numbers are almost 2 years old, so the answer is intentionally a question 
default {
touch_start(integer total_number) { vector here = llGetPos(); // We'll be conservative and assume that temp prim counts are // per parcel, they could be pooled sim-wide like regular // prims but I'm too lazy to rez temp junk just to find out.
integer prim_limit = llGetParcelMaxPrims(here, FALSE); integer current_prim_count = llGetParcelPrimCount(here, PARCEL_COUNT_TOTAL, FALSE); integer temp_prim_limit = prim_limit - current_prim_count + (integer) llListStatistics(LIST_STAT_MIN, [0.5 * current_prim_count + 400, 1000]);
llWhisper(0, "You might get away with " + (string) temp_prim_limit + " temp prims?"); } }
|
|
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
|
05-07-2008 21:50
Thank you very much for your help!
|