Jump to content

welp what is this?


bigmoe Whitfield
 Share

You are about to reply to a thread that has been inactive for 2071 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

1 hour ago, Wulfie Reanimator said:

LL limits function execution time to limit performance costs. For some reason yours went over that limit.

How big is your list and/or what are you doing in the function parameters?
You'll have to show some code if you want more than guessing.

The code I'm using is this. 

 

// *****************************************************************************
//  RandomGemColors -- Vary the prim color randomly among GIA gem hues
//
//  Wordsmith Jarvinen -- 30 March 2016
// *****************************************************************************
 
float   interval = 2.0;
integer steps    = 15;
integer step     = 0;
integer nColors;
vector clrLast;
vector clrNext;
 
// Set possible colors to those used by the
// Gemological Institute of America (GIA)
 
list gia_colors = [
    <0.96, 0.05, 0.50>,     // Red-Purple / Purple-Red
    <0.98, 0.05, 0.36>,     // Strongly Purplish Red
    <0.95, 0.06, 0.20>,     // Slightly Purplish Red
    <0.92, 0.00, 0.00>,     // Red
    <0.93, 0.13, 0.01>,     // Orange Red
    <0.99, 0.24, 0.00>,     // Red-Orange / Orange-Red
    <1.00, 0.38, 0.01>,     // Reddish Orange
    <0.97, 0.48, 0.00>,     // Orange
    <0.96, 0.65, 0.00>,     // Yellowish Orange
    <0.96, 0.80, 0.01>,     // Orangy Yellow
    <0.97, 0.97, 0.00>,     // Yellow
    <0.81, 0.90, 0.00>,     // Greenish Yellow
    <0.69, 0.87, 0.00>,     // Yellow-Green / Green-Yellow
    <0.48, 0.81, 0.00>,     // Strongly Yellowish Green
    <0.31, 0.76, 0.00>,     // Yellowish Green
    <0.15, 0.76, 0.00>,     // Slightly Yellowish Green
    <0.00, 0.75, 0.00>,     // Green
    <0.00, 0.75, 0.15>,     // Very Slightly Bluish Green
    <0.20, 0.78, 0.44>,     // Bluish Green
    <0.00, 0.72, 0.43>,     // Very Strongly Bluish Green
    <0.00, 0.72, 0.58>,     // Green-Blue / Blue-Green
    <0.04, 0.71, 0.71>,     // Very Strongly Greenish Blue
    <0.04, 0.53, 0.69>,     // Greenish Blue
    <0.00, 0.15, 0.75>,     // Very Slightly Greenish Blue
    <0.02, 0.08, 0.78>,     // Blue
    <0.03, 0.03, 0.63>,     // Violetish Blue
    <0.25, 0.03, 0.67>,     // Bluish Violet
    <0.48, 0.04, 0.71>,     // Violet
    <0.78, 0.04, 0.78>,     // Bluish Purple
    <0.83, 0.05, 0.70>,     // Purple
    <0.92, 0.04, 0.63>      // Redish Purple
];
 
uuSetColor (vector myColor) {
    // float strength = 0.5 + 0.5*llFrand(1.0);
    float strength = 1.0;
    llSetLinkPrimitiveParamsFast (LINK_THIS, [
        PRIM_FULLBRIGHT, ALL_SIDES, TRUE,
        PRIM_GLOW,       ALL_SIDES, 0.05*strength,
        PRIM_COLOR,      ALL_SIDES, myColor, 1.0,
        PRIM_POINT_LIGHT, TRUE, myColor, strength, 10.0, 0.5]);
        llTargetOmega(<0.0, 0.0, 0.0>, TWO_PI, 1.0);
}
 
default {
 
    state_entry () {
        nColors = llGetListLength(gia_colors);
        clrLast = llList2Vector(gia_colors, (integer) llFrand(nColors));
        clrNext = llList2Vector(gia_colors, (integer) llFrand(nColors));
        uuSetColor(clrLast);
        step = 0;
        llSetTimerEvent(interval);
    }
 
 
    timer () {
 
        step = (++step) % steps;
 
        if ( step == 0 ) {
            uuSetColor(clrNext);
            clrLast = clrNext;
            clrNext = llList2Vector(gia_colors, (integer) llFrand(nColors));
        } else {
 
            vector clrCrnt = ((float)(steps-step)/steps)*clrLast + ((float)step/steps)*clrNext;
            uuSetColor(clrCrnt);
 
        }
    }
}

Link to comment
Share on other sites

I've never seen this error before, so I too can only guess.  There's a caveat in the wiki entry for SLPPF that may be relevant, though ....

Sometimes llSetLinkPrimitiveParamsFast is too fast, i.e. the function returns and the next line of code executes & returns before the update has been processed, resulting in the updates being out of order. In most situations, there is no difference in behavior but sometimes there is. In those cases, you need to use llSetPrimitiveParams or llSetLinkPrimitiveParams.

Link to comment
Share on other sites

12 minutes ago, Rolig Loon said:

I've never seen this error before, so I too can only guess.  There's a caveat in the wiki entry for SLPPF that may be relevant, though ....

Sometimes llSetLinkPrimitiveParamsFast is too fast, i.e. the function returns and the next line of code executes & returns before the update has been processed, resulting in the updates being out of order. In most situations, there is no difference in behavior but sometimes there is. In those cases, you need to use llSetPrimitiveParams or llSetLinkPrimitiveParams.

I don't think that caveat is related to the error here. "Time exceeded" is an error seen elsewhere in the programming world, and it doesn't happen because things are too fast.

Also, having read the script, I cannot see any funky things that might cause the function to take too long. Having tested the script in-world myself (very pretty light, by the way), I don't get the error so I'm thinking it may have been a fluke with the sim performance in general.

Edited by Wulfie Reanimator
Link to comment
Share on other sites

2 hours ago, Innula Zenovka said:

I've just tried it in world now, and it's behaving as expected, throwing off pretty lights without mysterious script errors.

Temporary glitch server-side maybe?

maybe, I was in the sim lastnight for almost 12 hours and active,  and it happened twice while I was there. 

Link to comment
Share on other sites

Happens here too! my booth sims trowing errors all over since the last updates of the Servers with script running fine since 8 years.

llSetPrimitiveParams error running rule #3 (PRIM_POINT_LIGHT): time exceeded. .......

 

Edited by Moon Fargis
Link to comment
Share on other sites

Having the same issue, but it only appears to be happening on my homestead region, the other full regions aren't throwing this error with the same objects on them.

The homestead's server version is: Second Life RC Magnum 18.06.22.516968

Full regions not having this issue so far are on: Second Life Server 18.06.14.516450

Edited by kyleetehkitty
Link to comment
Share on other sites

On 1-7-2018 at 10:05 PM, Whirly Fizzle said:

Is everyone seeing this script error on a Homestead region?

What server version is the region running?

I just tested. It starts by the cube glowing and changing color. After 3 colors i get: [00:31] llSetPrimitiveParams error running rule #4 (PRIM_POINT_LIGHT): time exceeded.

I am on a homestead region: Second Life RC Magnum 18.06.22.516968

Link to comment
Share on other sites

Hey, folks.  Sorry to intrude, but there have been strange script errors on a sim I sometimes build for this past week, as well.  I was waiting for a routine maintenance to correct them.  We're receiving errors from objects that have been functioning on the sim for several years without issue.   Yesterday, I even received an error from something that contained no script at all that appeared to be an error from another object.   I will start logging things to assist, and keep prodding this Homestead owner to file a report.  RC LeTrigre 18.06.22.5169 Enterprise Bay

Link to comment
Share on other sites

  • 4 weeks later...

I've been getting this error for less than a week, at an average of once a day. The following is the error I'm getting:

[13:26] llSetPrimitiveParams error running rule #1 (PRIM_TYPE_SCULPT): time exceeded. {RootName Mouse - Head, RootPosition { 164.693, 18.5169, 22.2465 }}

This just occurs randomly like all the other reported cases. 

 

Link to comment
Share on other sites

I believe I have found a fix for this issue. Find the item containing the script that is giving the error, un-link it, then re-link. I've not gotten any errors in a 24 hour period by doing this. Before, there was error spam every so often, but now it seems fine. Hopefully this works for the rest of you having this problem.

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 2071 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...