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Spontaneous Unlinking

Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
02-05-2006 22:24
Well, I saw the other thread on prim drift, so I thought I'd ask about this. :)

I don't have prim drift, but I am plagued by spontaneous de-linking. Anyone else? Any thoughts about what causes it and how to minimize it?
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
02-05-2006 23:20
About the only time I've experienced this is when the object is a relatively large physics object thats crossing the sim border. It just falls apart into all the pieces.
Amethyst DeFarge
BWA / Mentor
Join date: 6 Dec 2004
Posts: 41
02-05-2006 23:29
Last night i was linking my latest build.. no error message nothing just comletely unlinked before my weary eyes.. by the time i relinked lanterns and plants and then the main build i wasnt the happiest little SL builder.. carefully relinked in small groups so as to see if there was a problem .. none.. turned my back for 5 seconds and blah had done it again.. finally resolved this morning after inserting caffiene drip and searching every single prim for faults.. found one broken prim.. replaced it and resolved issue.. may not be same for you .. but worth a try
Ame :)
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Herm Albright
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
02-06-2006 03:33
This has happened to me. Works fine, log off, log back on later and it's all unlinked.
Same with "locked" prims too. I discovered it was because the object was apparently too large to be linked, even though the system didn't warn at the time of linking! If it's a large object like your tree, try using 2 link sets instead of one :(
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
Rotating Linked Objects
02-06-2006 08:35
One problem appears to occur when I rotate a linked object.

I just did an experiment and one of my island builds is fine when I rez it. Out of inventory, the island is generally aligned with the X axis, although lots of the prims inside it are rotated in various ways. At this point, I can un-link and re-link with no problems.

But if I rotate the island around the Z, then I can't re-link it if I unlink. And if I take the linked, rotated island into inventory and re-rez it, then it rezzes unlinked.

Although I can kinda see how this could happen based on rounding errors, it's still really frustrating. If something is linked, it should stay linked.

But this might explain why my experience is so unpredictable. It never seems to be the same thing twice that's unlinking. But it kinda makes sense. I tend to pull a treehouse or other large build out of inventory and then rotate it to fit the terrain and surrounding builds. If the angle of rotation is a factor, then as I rotate it, various parts of the build might go in and out of an unlinkable state. And the final rotation determines which pieces are unstable.

Anyway, it's really frustrating.
_____________________
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
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
02-06-2006 09:00
From: Shack Dougall
Well, I saw the other thread on prim drift, so I thought I'd ask about this. :)

I don't have prim drift, but I am plagued by spontaneous de-linking. Anyone else? Any thoughts about what causes it and how to minimize it?
Yep, I've had this happen on links, texture changes, color changes, etc. Repeatedly and often.

I think the cause is that the asset system is overloaded and is dropping requests without sending a "failed to store" error return because the client was written never expecting the asset system to ever return an error.

I think this explains much of the "snap-back" that players see when building. The best supporting evidence I have for this is that when texturing (a one click-operation) you can click 6 times and only the 7th will stick.

On a somewhat related note, I'd recently rezzed some cubes on my land that only got partially instantiated. These objects were not visible, did not show debug beacons, were not selectable (thus not editable or deletable) but you couldn't walk through them and you could stand on top of them. A very accomodating Liaison took a quick look, rebooted the sim (which was otherwise vacant or he may not have had that option) and two minutes later, the half-rezzed cubes were gone.

I think we can safely expect more of the same, more often as the in-game population continues to grow.

Happy building! :)
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
Snap back
02-06-2006 09:17
From: Introvert Petunia
I think this explains much of the "snap-back" that players see when building.


Oh, God! Yes, snap-back, lol. I get this when I'm rotating a large build. I wouldn't mind it if the "snap" was atomic, but frequently half of the linked objects snap to one rotation and the other half to a slightly different one. :p
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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
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
02-06-2006 09:23
I was having some strange linking issues yesterday. Just a simple object, only 18 prims - but one object would just not stay linked with the rest of the set. It would just sort of drop out of the linked structure.

It would appear linked until I moved or rotated then - no more bluey/ellow highlight and it was no longer a part of the structure. No messages. All the rest of the objects would stay linked but this one pesky one would just not cooperate.

I finally just deleted/re-created it and there was no problem.
Forseti Svarog
ESC
Join date: 2 Nov 2004
Posts: 1,730
02-06-2006 11:20
yes shack i'm seeing it too, especially if i try to drag-copy a linkset

I'm also have weird texture reversions, which i would normally chalk up to network latency or something like the snap-back problem, but it only happens when an event like a drag-copy or resize occurs.
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Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
02-06-2006 11:28
Since we're on the subject, I'm also finding that prims that I created, that are textured with textures created and uploaded by me, either linked or un-linked will often fail to drag copy because "you do not have the required permissions to copy your own bloody stuff". It became less aggravating to just build afresh which was only sometimes a solution as after building up my "log cabin wall" and linking the seven 0.5m by 0.5m by 10m cyliders, I might be denied permission to move them "not your's!" or unlink them. :(
Traxx Hathor
Architect
Join date: 11 Oct 2004
Posts: 422
02-07-2006 00:26
From: Shack Dougall
...I am plagued by spontaneous de-linking. Anyone else? Any thoughts about what causes it and how to minimize it?


Bug reported this two nights ago when I noticed that it's replicable.

I've been working on a building set at a 45 degree angle on the site. For greater accuracy I always pivot to the orthogonal orientation before doing work on a sub-assembly. The Shift+drag op to copy a sub-assembly works just fine in the orthogonal orientation. But the same sub-assembly will spontaneously de-link if I do the Shift+drag copy op in the 45 degree angled orientation.

Snap-back (some prims in a linked set look displaced after rotation) seems to be client-side. I pulled in my alt to double check from another comp, and the rotated sub-assembly looked just fine from his viewpoint.

Texture not 'taking' -- wow that's a new one I just encountered today when starting work on a client's new sim. It seemed like the prim simply would not accept texture A, so I tried texture B, which it accepted. This could be a real time sink....
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
02-07-2006 02:46
Max link distance seems to change depending on rotation of the linked set. Rotating a linked set using any other than 0,90,180 or 270 degrees will cause it to break.

The effects are:
- any scripted prim manipulation will fail on the rotated set
(scripted prim manipulation can spontaneously break a linked set in other occasions too, as it can cause linked sets to cross max. link boundaries.)
- any unlinking of single prims will unlink the whole set.
- relinking is no longer possible
- on sim resets it seems the whole structure unlinks by itself.

I noticed this on many occasions, and bug reported it several times.
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Traxx Hathor
Architect
Join date: 11 Oct 2004
Posts: 422
02-08-2006 12:33
Grrr -- the update seems to have caused spontaneous delinking of that roof sub-assembly I mentioned earlier in this thread. This supports your hypothesis, Damanios.
Snark Serpentine
Fractious User
Join date: 12 Aug 2003
Posts: 379
02-10-2006 16:19
From: Introvert Petunia
Since we're on the subject, I'm also finding that prims that I created, that are textured with textures created and uploaded by me, either linked or un-linked will often fail to drag copy because "you do not have the required permissions to copy your own bloody stuff". It became less aggravating to just build afresh which was only sometimes a solution as after building up my "log cabin wall" and linking the seven 0.5m by 0.5m by 10m cyliders, I might be denied permission to move them "not your's!" or unlink them. :(

I've noticed this same problem with an avatar I've made - the body textures are completely permed, but the skin is locked up. I've taken to transferring the textures, but that's just a not entirely sensible workaround until a fix is made.
Loniki Loudon
Homes By Loniki
Join date: 5 Dec 2005
Posts: 176
02-11-2006 20:43
This has become a craft breaking problem. I have had a new build spotanious delink four times today while working on it. I find if you need to delink any prim, you may as well figure on having to relink the entire structure over again. After four times this problem gets a little old and I am showing amazing restaint as I write this.
Julia Hathor
Child Of Nature
Join date: 7 Feb 2005
Posts: 172
02-13-2006 07:00
I have seen these problems too! VERY frustrating, and yes, it will bring building to a halt.
Kristian Ming
Head Like A Hole
Join date: 5 Feb 2005
Posts: 404
02-13-2006 07:29
Horrendously annoying bug.

Last night I was rezzing a freebie house for a neighbor to help them get settled in while they wait on me to build their permanent house. The sliding door wouldn't work at an angle that wasn't a multiple of 90 I discovered once I'd gotten the house situated along the coast.

No problem. I select the prims for the sliding door and delink them. Not a big deal. I finish my replacement, swinging door and set that and the house to sell for $0 so she can own the prefab.

Well, in theory, anyway. The entire house had de-linked. I figured it was my fault.

It was late, and it took me 3 tries before I delinked the sliding door with the prefab rotated at 0 degrees and then rotating the rest into position. I am definately not loving life this morning after I was up an extra 30 minutes dealing with that, though I'm glad to see it's probably this bug and not me being a bonehead.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-15-2006 13:07
From: Shack Dougall
One problem appears to occur when I rotate a linked object.

I just did an experiment and one of my island builds is fine when I rez it. Out of inventory, the island is generally aligned with the X axis, although lots of the prims inside it are rotated in various ways. At this point, I can un-link and re-link with no problems.

But if I rotate the island around the Z, then I can't re-link it if I unlink. And if I take the linked, rotated island into inventory and re-rez it, then it rezzes unlinked.


Interesting!

I am just wrapping work on a two-sim build, where each island has 20 or more custom-built homes that I made. Almost all of those homes are rotated to odd angles, to take the best advantage of the natural island terrain that I built up with terraforming. (I despise non-urban builds where everything is locked to the 90 degree axies).

In this build is where I have had most of my issues with spontaneous de-linking, or with stuff that was fine, but when taken into inventory and put back from inventory, rezzed in an unlinked form.

99% of the time, it's fine. But the exceptions can drive you nuts!
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Kristian Ming
Head Like A Hole
Join date: 5 Feb 2005
Posts: 404
05-15-2006 13:14
I've done some more unwilling testing of this bug.

Seems to me that once rotated the way distance/mass is calculated for linking changes somehow. I've learned now to make smaller buildings and use scripts to match rotation so the house reassembles itself in smaller linkable parts. Seems to do the trick!

Large assemblies seem to delink themselves during sim reboots if rotated, too, without any user intervention.
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