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Sam Huntsman

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Everything posted by Sam Huntsman

  1. My only regret is that I have but one like to give. Seriously dude, thank you for all this. The combat community has waited over a decade for LLCS to get some love. Negative damage in particular will open up some massive opportunities.
  2. If it's one thing LL has taught me over the years, it's that they LOVE breaking how shotguns work. Good luck.
  3. Alright so with the recent server rollouts I'm even more confused because our sim performance is stable again and back to what we're used to. I don't exactly have a technical background but it seems weird as hell to me that the rest of the grid now being up-to-date with the latest release candidate has now fixed the issues plaguing us when we haven't restarted the sim today, and we were on Magnum to begin with. Maybe less power is dedicated to server testing versions? But that's a different question entirely, so this particular issue is closed, and thanks @Qie Niangao and @Nalates Urriah for your counsel.
  4. Hey thanks for the feedback, I'll definitely check that out, especially if things don't improve by the time it rolls around again. Also, apologies if it sounded like I meant "This isn't affecting anyone else." when I mentioned things like RP sims and such. I'm sure others are suffering too, but I can only speak for my experience when I say that back when I did RP stuff, I could still ultimately do what I was in the sim to do (posting, simple dice HUDS, and such), even with a lot of lag.
  5. Hey, thanks for the response. Nope, we don't have anything with pathfinding out as far as I know, and perhaps only 2 animesh NPCs? I'd be happy to invite folks for a nip 'round, but also don't want anyone to jump down my throat for "advertising" in an improper place (which is why I redacted the sim names from the logs), so on that front I'll stick to posting the screenshot of the statistics bar as you suggested unless I get permission to do otherwise. I'll throw in top scripts and top colliders as well, for good measure. I also looked at what you said with the server rollouts and I guess unless I'm absolutely crazy I'll get some more feedback soon.
  6. Hey, I'm not precisely sure where to put this as it's my first time posting here, but I help run a combat sim in the Second Life Military Community and lately we've been having an issue that's causing me to tear my hair out in frustration. So, to give a little background, most sims rely on passive interaction when it comes to scripts and whatnot, with RP sims, adult activity sims and such usually being functional even under comparatively heavy script lag (anywhere between 50-60% script run). Not so with combat sims, where that amount of lag causes a significantly reduced experience. Recently we've run into a problem where script run in statistics is consistently very high (around 94% on average over one minute), yet we are experiencing significant delays or simple script failures (without anything throwing an error) that we haven't had issues with previously. It's causing a LOT of scripts and devices that we rely on to not function properly. Vehicles aren't rezzing in the proper manner, contact-fuse grenades or instant trigger explosives are bouncing and hanging upon striking a solid surface or are significantly delayed in the case of manually triggered explosives rather than detonating immediately as they should, bullets are going a significant distance through walls or bouncing off solid surfaces instead of dying nearly immediately. In a competitive scenario, you can probably imagine my frustration, especially since our content creators try and stay as script-efficient as possible. We'd like to continue to provide a quality combat experience in a sim that runs well, but we simply can't do it like this. We have tried narrowing down the problem to no avail. Restarting, cleaning the sim up, checking for griefing objects through either debug panels or process of elimination has not helped. We have even contacted the chungs to request a datacenter move, which they have stated was completed as of earlier today. Nothing changed, and script run in statistics STILL reports around a 94% average over a minute with nothing much going on, which is pretty good with all the group infrastructure devices we use. Now, all this being said, something that I HAVE noticed is that other sims in the same community have not been suffering like ours has, everything still works fine in a couple others, and something I noticed was this: [22:18] Second Life: Teleport completed from NOT OUR SIM (212,149,121) [22:18] Second Life: The region you have entered is running a different simulator version. Current simulator: Second Life Server 2019-09-13T20:04:44.530946 Previous simulator: Second Life Server 2019-09-06T22:03:53.530715 [22:18] Second Life: Teleport completed from OUR SIM (245,224,41) [22:18] Second Life: The region you have entered is running a different simulator version. Current simulator: Second Life Server 2019-09-06T22:03:53.530715 Previous simulator: Second Life Server 2019-09-13T20:04:44.530946 The above is me teleporting FROM a sim that works fine TO our home sim (the defective one), then FROM our home sim TO another sim that also functions well. As you can see, the sims that are working share the same server version. To this end, I'm THINKING that it's perhaps a bad server update? So, in conclusion, my questions are: Does anyone have any idea what else we can try? Has anyone else noticed this issue? If anyone can get back to me on this, I appreciate it in advance.
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