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Profaitchikenz Haiku

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Everything posted by Profaitchikenz Haiku

  1. Check them using the texture tab on the build floater and see if alpha mode has been set to none. This has been reported a few times already, there is a post of two in the building forum on it but so far nobody seems to have identified why it happens.
  2. Definitely. But if you do want to use it to possibly pass data sometimes, send command numbers as -ve numbers
  3. What about the neighbouring regions to yours? In trying to make sense of why the final mainland parcel I was watching came good yesterday, I was wondering if having adjacent regions on different configurations would be sub-optimal and they'd only show improvements when all the boundary regions had arrived at the new configuration. The other thing of course is what performance degradation are you seeing? I have realised now why Monty was a little dismissive of people who studied the Scripts Run %. It's easy to believe it describes a continuum, but I now think of it more as discrete bands of performance. 100% is excellent, but all the way from 85% down to 60% I am seeing much the same performance. Until yesterday the 35% region was showing seconds lost when avatars entered or left the region but now it's not showing any such issues. On it's own the figure doesn't tell you a lot. Run some keyframed motion objects or movetotarget ones, or have a script using a 1 second timer trying to do something precise and there were distinct glitches prior to yesterday's restart. I'll have to monitor this for a few days, but the test script I had carefully designed to try show the knock-on effect to time drift when avatars entered a region seems redundant, because there is now no such measurable effect. Whatever they've done certainly seems to have made a significant change in that particular respect, also I am seeing far less moving_end timeouts, so there has to have been an improvement n how a moving object is tracked against criteria and the moving_end event raised.
  4. Oi! Third from the left! (No, my left, not yours...)
  5. Alright, two puzzled looks in quick succession, colour me over-tired. See you all in the morning.
  6. I end to use a more diplomatic approach.. "Hello, I was trying to work out how to say your name, do I spit or swallow for the third and fifth syllables?"
  7. If it's an existing name, somebody's used it in a pron movie?
  8. After the restarts today the two mainland regions where I had been recording odd little spells of clock drift have been running for several hours with neither of them showing drift. In addition, the frequency of moving_end timeouts in the KFM test has decreased, and the at_target timeouts have also decreased. (I reset and restarted all the tests once I was able to log back in after the crash). There may still be some regions with poor performance but at the moment I don't have access to any.
  9. Maybe you're next on the configuration change. There were several weeks gap between my first mainland parcel getting improved and today's one. Have you tried some of my region test scripts to see what results they give? ( the reply was for for Aishagain , Henri sneaked in as I was clicking the post button
  10. No change there, then. From my viewpoint, having been in SL as Prof since 2009, I think I've seen the rise of digital luxury here, mesh bodies, rigged clothing, well-crafted vehicles, animesh pets, pathfinding,, meeroos... - it's looksherry, lad, pewer lookesherry (think Monty Python "we 'ad t' l'ick road clean wi' tongue."..) To me, the only sad thing is, with all these new toys, the old-school RP that I knew and loved has died the death. Form has trumped content.
  11. I find SL last names fascinating in general, half the fun lies in trying to work out where they were derived from, the other half in working out what they mean to SL.
  12. @Mazidox Linden After all the bashing LL have been taking recently I thought you might like a bit of positive feedback. Just before the big crash today, one of the mainland parcels I have some stuff at got restarted. It was a surprise as it's main-channel not RC, but when it came back up and I got de-crashed I found it was now running all the objects there much more smoothly, and the scripts run is up at 85%. This is now the second such mainland parcel where I've now got things rolling around as smoothly as they used to do back in 2018 with less worrying stats, so the "configuration change" you mentioned back in November as possibly bringing some performance improvements most definitely has. My thanks to all of the people who conspired to bring this about.
  13. There will have to be physics for some parts of it otherwise you'll fall through the floor or walk through the walls. You can try going to the beta grid and uploading your mesh with several different settings for the physics LoD to get an idea of what the upload physics weights are, but I don't know how those affect resulting collision prrocessing. I made some mesh platforms for a railway that were the full 64 metres on the long dimension back when I had a private island and saw nothing in the region top-collisions tab to suggest large mesh is any worse than large prims regarding collisions. (Likewise I never saw any figures to support the old assertion that megaprims created more lag than prims because of increased collision areas).
  14. Depending on the size and the physics it could generate a lot of collisions, which keeps the region busy processing them all. Seated avatars don't generate collision and so lighten the load on the region, likewise setting some parts of a build to no physics or an entire build to phantom also reduces the amount of collision processing to be done.
  15. My apologies, every now and then my sense of humour backfires.
  16. Well, as a suggestion, play on the overlap of your name and work as an escort until you've earned the US$40, and change your name? (:))
  17. Okaaaaaaay When I run Singularity, and create a script in my inventory, then drag it into a prim and edit it, the mono box is already checked for me When I run catznip, and create a script in my inventory, then drag it into a prim and edit it, the mono box is unchecked. I have to check it, and drag the script back to inventory. Both viewers have the option to "save scripts in inventory a mono instead of LSL " checked. So after several days testing spoiled because of scripts running out of memory overnight, I think I'm reverting to my old habits, V1 rules, OK?. Colour me recidivist. ETA,Singularity, Firestom and ColVlViewer all do the same, after selecting this option, a script you create in your main inventory and edit then save back arrives in a fresh prim as a mono script. My brief experiment with the V3-style viewers is drawing to a close.
  18. OK, a brief test seems to support Rolig: I created a script in my inventory, saved it, dragged it to a prim. It arrived as LSL I edited it, saved it in the prim, checked it, still LSL I dragged it back to inventoory, dragged it to a fresh prim, still LSL I edited it, changed it to momo, dragged it back to Inventory, dragged it to a fresh prim, now Mono. SO the "new" viewer I've been using for a few weeks is doing something my old" viewer didn't seem to? I may have to ask the devs what is the point of their checkbox "Save scripts in inventory as mono instead of LSL" ? More testing required. Let me dust off Singularity ETA Trouble is, I'm now terrified of trying to relog after being forcibly ejected from all and every world recently
  19. This is a very recent observation but an annoying and slightly inexplicable one. In all my viewers I have the options set to "save scripts as mono instead of LSL" I very rarely set a script in an object to LSL unless it is doing a very trivial task. Three times in the past few days I have found a script I'm running inworld as part of a test out of memory, and when opening it have found the box for mono unchecked. I certainly wouldn't have set any of the current range of scripts to be LSL, so I'm puzzled as to how they could have had this setting change? Anybody else seeing this?
  20. /me hums an Alice Cooper classic... It s actually of interest to me that an AV was able to cause this. I still see the speckles on odd intervals when I run 64-bit viewers on my RAM-limited PCs and it's associated with running out of RAM, obviously, but the posted solution suggests that it can also be caused by something like the GPU waiting on a texture to be passed to it that never arrrives, or arrives partially corrupted, possibly an AV operation has delayed the read from cache?
  21. What is the graphics setting you are using for maximum number of particles? It's possible that the accumulated numbers are exceeding this at intervals and causing the apparent cessation.
  22. "Four tris good, two tris better..."
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