Walelu Summerwind Posted October 24, 2018 Share Posted October 24, 2018 Hello, friends.. For the past several days, I've been getting stack heap collision and runtime error messages involving Lelutka Simon 3.0 head and Lelutka Omega Installer. I've opened a fresh copy of both several times with no luck. I'm not able to use Omega appliers with the head now either. I've gone to Hippo Hollow to see if maybe its a problem with my land, but, I got the error message when I tped there too. The Chloe head and the Lelutka Omega installer work just fine.. no errors. I've tried to get help in the Omega group chat .. but mods don't respond! So.. when in need, bring it to the Forum. Can anyone give me some ideas on how to fix this mess? Thank you ? Link to comment Share on other sites More sharing options...
Nalates Urriah Posted October 24, 2018 Share Posted October 24, 2018 I suggest you contact LeLutka for help. The Stack Heap error is a server side problem with the script using more memory than is available. Not likely a local computer or viewer issue. Once you see it, you you have a sticky problem. The system is designed to remember script state. Log off and the system saves script states, which includes all the memory being used. TP to a new region and the system transfers the script variables/memory/state to the next server, script problems included. The troubleshooting steps are to take off the HUDs and related objects, give it a minute then TP to a new region. There you'll want to wear new copies of the items. The copies need to come from clean original versions preferably not used ones. If the problem persists then go for help from the scripter. In your case Lelutka. For generalized help and determining if others are seeing the problem try the ANSWERS section of this forum. For more specific help try the Lelutka group in-world. If no one answers a question in the group, keep trying. Re-ask every hour or two until you get an answer. I can never know where the designer lives and what what time zone I'm dealing with. Some designers are in Italy or the UK, so SLT mornings are better for in-world help. Besure you check with Lelutka for how to contact them. My messages cap out. So, people have to send me a note card if they want to be sure I see their message. 3 6 Link to comment Share on other sites More sharing options...
Walelu Summerwind Posted October 24, 2018 Author Share Posted October 24, 2018 Thank you, Nalates! I will definitely do what you prescribed… I love the challenge of fixing things in Second Life ? 1 Link to comment Share on other sites More sharing options...
WingsOfPurity Posted October 24, 2018 Share Posted October 24, 2018 I have no idea why a script that is just meant to receive and apply textures has to use that much memory. I think it is just bad scripting on omega's part...they should have made sure that their receiver script was able to run under its memory limit before selling it to people. 1 Link to comment Share on other sites More sharing options...
Walelu Summerwind Posted October 25, 2018 Author Share Posted October 25, 2018 Success! I followed Nalates instructions and no more stack-heap error. Thanks again, Nalates ❣️ 3 2 Link to comment Share on other sites More sharing options...
Marilore Heinkel Posted January 27, 2020 Share Posted January 27, 2020 On 10/24/2018 at 11:27 PM, Walelu Summerwind said: Success! I followed Nalates instructions and no more stack-heap error. Thanks again, Nalates ❣️ How do you fix it? Link to comment Share on other sites More sharing options...
rasterscan Posted February 1, 2020 Share Posted February 1, 2020 (edited) On 1/27/2020 at 6:35 PM, Marilore Heinkel said: How do you fix it? I'm guessing this bit - Quote: ... take off the HUDs and related objects, give it a minute then TP to a new region. There you'll want to wear new copies of the items. The copies need to come from clean original versions preferably not used ones PS - Ive taken to making back ups of expensive stuff like heads and bodies before I even use them. A right click of the item in Inv, select Copy, then select Paste into a folder of choice. Edited February 1, 2020 by rasterscan 3 1 Link to comment Share on other sites More sharing options...
Evolving Yin Posted October 13, 2020 Share Posted October 13, 2020 Nalates Urriah Thank you, your instructions solved my issue with my KittyCats Hud :) 3 Link to comment Share on other sites More sharing options...
WereBeast Alpha Posted January 25, 2021 Share Posted January 25, 2021 Same issue here with one of my items i tried contacting the creator but i am guessing the creator is inactive or MIA because i have not heard anything from the creator since September 2020. Link to comment Share on other sites More sharing options...
Odaks Posted January 25, 2021 Share Posted January 25, 2021 On 2/1/2020 at 7:22 AM, rasterscan said: Ive taken to making back ups of expensive stuff like heads and bodies before I even use them That is excellent advice. Do it! 2 Link to comment Share on other sites More sharing options...
KotterBlack Posted September 6, 2021 Share Posted September 6, 2021 Had the same issue and this worked perfectly. Thanks so much! Link to comment Share on other sites More sharing options...
Allebella Posted November 9, 2021 Share Posted November 9, 2021 Wow! Thank you soooo much for this thread! I just had the Collision Error, followed your instructions and all is fixed! Thanks a ton for great info!!! 1 Link to comment Share on other sites More sharing options...
Neil Foggarty Posted March 31, 2022 Share Posted March 31, 2022 Would a script reset fix then? Link to comment Share on other sites More sharing options...
Odaks Posted April 1, 2022 Share Posted April 1, 2022 5 hours ago, Neil Foggarty said: Would a script reset fix then? No, simply resetting the script will not clear up the server error. @Nalates Urriah's post above, paragraphs 1, 2 and 3, spells out the problem and its solution. That is your only route to successfully clean things up. 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted April 1, 2022 Share Posted April 1, 2022 7 hours ago, Neil Foggarty said: Would a script reset fix then? You can't reset no-modify scripts. 1 Link to comment Share on other sites More sharing options...
Henri Beauchamp Posted April 1, 2022 Share Posted April 1, 2022 (edited) 1 hour ago, Wulfie Reanimator said: You can't reset no-modify scripts. Actually, you can, as long as the object itself is mod-ok. Make sure you make a copy first, however, because some scripted objects might expect that some scripts (*) are reset last or in a given order, and you might go through a lot of hit and miss (with possible permanent breakage of the item, depending on how bad it got scripted, such as when some scripts store data in the prim description or such, and would store bogus data when the reset order is bad). (*) Usually the ones in the root primitive, and among them sometimes scripts responsible for the whole script set initialization sequence, which could be reflected in their name (scripts with ”main” or ”init” in their name, for example). Edited April 1, 2022 by Henri Beauchamp 2 3 Link to comment Share on other sites More sharing options...
OliveTree Lighthouse Posted March 24, 2023 Share Posted March 24, 2023 On 10/24/2018 at 7:19 PM, Nalates Urriah said: Once you see it, you you have a sticky problem. The system is designed to remember script state. Log off and the system saves script states, which includes all the memory being used. TP to a new region and the system transfers the script variables/memory/state to the next server, script problems included. The troubleshooting steps are to take off the HUDs and related objects, give it a minute then TP to a new region. There you'll want to wear new copies of the items. The copies need to come from clean original versions preferably not used ones. If the problem persists then go for help from the scripter. In your case Lelutka. I know this is an old thread but the same thing happened to someone just today and I was able to help reading this. So, thank you so much. My question about the sticky problem is, wouldn't a script reset solve it? 2 Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 24, 2023 Share Posted March 24, 2023 2 minutes ago, OliveTree Lighthouse said: My question about the sticky problem is, wouldn't a script reset solve it? Some of the stickiness there is because the script in question was inside a no-mod commercial HUD, and it's impossible to reset scripts in a no-mod object. If instead the script is in a modifiable object, a reset would be one step, but depending on the specific script error it may be necessary to set the script running, or even recompile it to bring it back to life. And depending on how it's scripted, it may do something stupid if it's worn while being reset, and/or to collect its senses it may need to be re-attached after being reset. Scripts can do all sorts of silly things at the scripter's whim so it's a fool's errand to try guarding against them all. My practice is to whack them with ever larger hammers until they either comply or are broken forever. 2 1 Link to comment Share on other sites More sharing options...
Quistess Alpha Posted March 26, 2023 Share Posted March 26, 2023 On 3/24/2023 at 5:33 AM, Qie Niangao said: it's impossible to reset scripts in a no-mod object. Shift-copy* resets scripts, which can be used as a very unintuitive hack to reset scripts in no-mod but copy-able objects. *By which I mean, rez the object in-world, right click on it-> edit, hold shift and drag one of the arrows. The copy that is moved will be the original not-working (presumably) copy, and a version with reset scripts will be where it was before being moved. 2 1 Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted March 26, 2023 Share Posted March 26, 2023 30 minutes ago, Quistess Alpha said: Shift-copy* resets scripts, which can be used as a very unintuitive hack to reset scripts in no-mod but copy-able objects. *By which I mean, rez the object in-world, right click on it-> edit, hold shift and drag one of the arrows. The copy that is moved will be the original not-working (presumably) copy, and a version with reset scripts will be where it was before being moved. This is some big-brain thinking! 2 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted March 26, 2023 Share Posted March 26, 2023 1 hour ago, Quistess Alpha said: and drag one of the arrows. What does this part mean? (What arrows does this refer to?) I am reminded of the old joke about the police officer asking the bad driver "Didn't you see the arrows?" (You probably know the punchline.) Link to comment Share on other sites More sharing options...
Quistess Alpha Posted March 27, 2023 Share Posted March 27, 2023 1 hour ago, Love Zhaoying said: What arrows does this refer to? (couldn't be bothered to take a new screenshot in world so here's an old one): The red, green and blue control arrows that let you move an object while it's selected in edit mode and the 'move' tool is active. (I.E. neither the stretch nor align tools are active) 1 Link to comment Share on other sites More sharing options...
Coffee Pancake Posted March 27, 2023 Share Posted March 27, 2023 11 hours ago, Quistess Alpha said: (couldn't be bothered to take a new screenshot in world so here's an old one): The red, green and blue control arrows that let you move an object while it's selected in edit mode and the 'move' tool is active. (I.E. neither the stretch nor align tools are active) 1 1 Link to comment Share on other sites More sharing options...
Love Zhaoying Posted March 27, 2023 Share Posted March 27, 2023 15 hours ago, Quistess Alpha said: Shift-copy* resets scripts, which can be used as a very unintuitive hack to reset scripts in no-mod but copy-able objects. *By which I mean, rez the object in-world, right click on it-> edit, hold shift and drag one of the arrows. The copy that is moved will be the original not-working (presumably) copy, and a version with reset scripts will be where it was before being moved. So now that I understand this better..it does sound a little familiar. Why is this not considered an "exploit"? Alternatively, if it is an "undocumented feature" then it could benefit many people. Unless, resetting "no-mod scripts" would lead to more issues than solutions (if made easier). Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 27, 2023 Share Posted March 27, 2023 19 minutes ago, Love Zhaoying said: So now that I understand this better..it does sound a little familiar. Why is this not considered an "exploit"? Alternatively, if it is an "undocumented feature" then it could benefit many people. Unless, resetting "no-mod scripts" would lead to more issues than solutions (if made easier). I don't think it's an exploit because I wouldn't really consider it resetting the scripts so much as making a fresh copy, almost the same as rezzing a new one from Inventory. But not quite the same because it preserves much of the state of the already rezzed one being shift-copied. If I've used a script in that one to tint it a different color, for example, that tint will be on the shift-copied instance too, unless that script reverts tinting on reset. Other attributes don't carry over, but that set has changed over the years: I couldn't tell you whether a particle system does or doesn't survive shift-copy nowadays. Or texture animation. Or llTargetOmega. Or looped sound. Etc. It's always a surprise to me. 😛 2 Link to comment Share on other sites More sharing options...
Recommended Posts
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