Difference between revisions of "User:Lum Pfohl/SL Trivia"
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# '''When objects are linked, the TEMPORARY property of the ROOT PRIM will affect the entire object - even though those other prims are not temporary.''' Unlink the PHANTOM property, unlinking the object will reveal that the TEMPORARY property was not cascaded to the child prims. Still, watch out when you link a very expensive no-copy HOUSE with a TEMPORARY box as your root prim. Your house will disappear without a trace and that would be bad. :( | # '''When objects are linked, the TEMPORARY property of the ROOT PRIM will affect the entire object - even though those other prims are not temporary.''' Unlink the PHANTOM property, unlinking the object will reveal that the TEMPORARY property was not cascaded to the child prims. Still, watch out when you link a very expensive no-copy HOUSE with a TEMPORARY box as your root prim. Your house will disappear without a trace and that would be bad. :( | ||
# '''Objects which span more than 32 meters (from center to center of the extreme prims) cannot be linked.''' I'm sure there is some sort of workaround for this - like sub-linking objects such that their geometric centers are no more than 32 meters... Need to test more around this claim. | # '''Objects which span more than 32 meters (from center to center of the extreme prims) cannot be linked.''' I'm sure there is some sort of workaround for this - like sub-linking objects such that their geometric centers are no more than 32 meters... Need to test more around this claim. | ||
# '''Linking Objects places a load on the ASSET SERVER.''' If I have 5 | # '''Object will also not linked if they're some shorter distance apart.''' Rez two 0.5 m x 0.5 m x 0.5 m cubes, 4.5 meters apart and attempt to link them. Move them such that they're 4.3 meters apart and they'll link. I'm still looking into this relationship... | ||
# '''Linking Objects places a load on the ASSET SERVER.''' If I have 5 objects, each being an individual entry in the ASSET SERVER database, then linking those 5 objects together will "re-arrange" the relationships amongst the objects. The resultant single object will be the root prim of the last-selected object. This "coalescing" of individual prims and objects under the heirarchy of a single prim places a load on the ASSET SERVER. That's why objects do not seem to link properly when there are ASSET SERVER ISSUES. | |||
# '''Taking an object created in-world then rerezzing it does not rez the original object.''' Instead, a COPY of the object is rezzed. Because a COPY is rezzed, further load on the ASSET SERVER is placed in making a clone of your original object. | # '''Taking an object created in-world then rerezzing it does not rez the original object.''' Instead, a COPY of the object is rezzed. Because a COPY is rezzed, further load on the ASSET SERVER is placed in making a clone of your original object. | ||
# '''When copying objects using the SHIFT-Drag Arrow method, the original object/prim is the one being moved around.''' While in EDIT mode on a prim, press the SHIFT key and move the Prim. A copy of that prim is made. The ORIGINAL prim is the one that is being moved. A COPY will be rezzed and left in the original position before the SHIFT-move copy function. | # '''When copying objects using the SHIFT-Drag Arrow method, the original object/prim is the one being moved around.''' While in EDIT mode on a prim, press the SHIFT key and move the Prim. A copy of that prim is made. The ORIGINAL prim is the one that is being moved. A COPY will be rezzed and left in the original position before the SHIFT-move copy function. | ||
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# '''There are 16 Help Islands.''' Ten of them are accessible by new residents. Help Islands 11 - 16, I have no idea what they're for. | # '''There are 16 Help Islands.''' Ten of them are accessible by new residents. Help Islands 11 - 16, I have no idea what they're for. | ||
# '''There are 2 Help Island Publics.''' Help Island Public2 is situated immediately West of Help Island Public, and serves as an overflow site for HIP. It runs on a newer, faster hardware. However, when Help Island Public crashes (as it often does), residents trying to teleport there do not get rerouted to HIP2. Instead, they'll simply be told the region is not available. As such, HIP2 remains relatively unpopulated. | # '''There are 2 Help Island Publics.''' Help Island Public2 is situated immediately West of Help Island Public, and serves as an overflow site for HIP. It runs on a newer, faster hardware. However, when Help Island Public crashes (as it often does), residents trying to teleport there do not get rerouted to HIP2. Instead, they'll simply be told the region is not available. As such, HIP2 remains relatively unpopulated. | ||
# '''The two HIPs are not identical.''' The freebie store's vendors are configured differently. Also, if you view two two HIP's on the mini-map - you'll see a | # '''The two HIPs are not identical.''' The freebie store's vendors are configured differently. Also, if you view two two HIP's on the mini-map - you'll see a black section over the Freebie Store in HIP that does not appear on HIP2. That is because the Freebie Store on HIP is damaged and is missing part of the roof. | ||
# '''HIP was damanged back in October 23, 2007''' The platform was deformed, the bridges were missing and many other aspects were out of place. I am not sure what had happened there, but it was repaired by October 24, 2007. | |||
# '''There are sims which show up as icons in the MAP and www.slurl.com.''' When viewing the map, there are sims with recognizable features. The '''Star of David,''' '''Map of Texas,''' the words, '''Please Fix SL''' or '''Doctor WHO.''' It is actually amazing to think of of how this technology works. There are thousands upon thousands of sims. Each sim's object location (and even colors) are rendered quite accurately in the MAP and www.slurl.com sites. It's also great fun to browse the world map. | # '''There are sims which show up as icons in the MAP and www.slurl.com.''' When viewing the map, there are sims with recognizable features. The '''Star of David,''' '''Map of Texas,''' the words, '''Please Fix SL''' or '''Doctor WHO.''' It is actually amazing to think of of how this technology works. There are thousands upon thousands of sims. Each sim's object location (and even colors) are rendered quite accurately in the MAP and www.slurl.com sites. It's also great fun to browse the world map. | ||
# '''A SIM can become disconnected from the grid and still function.''' Residents on that disconnected sim will still be able to move about, chat and IM with each other. However, they will not be able to perform any of the following functions : Rez Objects, Teleport, Search, MAP, IM residents outside the sim or participate in any Group IM. If that resident logs off and attempts to log back on, they will receive the message "You have been moved to a nearby sim." Residents in the neighboring sim will simply see a vast ocean of "nothing" where you sim used to be. Linden Labs can often "rejoin" the sim to the grid without restarting it and things will continue as they did before. | # '''A SIM can become disconnected from the grid and still function.''' Residents on that disconnected sim will still be able to move about, chat and IM with each other. However, they will not be able to perform any of the following functions : Rez Objects, Teleport, Search, MAP, IM residents outside the sim or participate in any Group IM. If that resident logs off and attempts to log back on, they will receive the message "You have been moved to a nearby sim." Residents in the neighboring sim will simply see a vast ocean of "nothing" where you sim used to be. Linden Labs can often "rejoin" the sim to the grid without restarting it and things will continue as they did before. |
Revision as of 09:59, 19 December 2007
SL TriviaThese are things I've noticed about SL over the course of a year. In no particular order at this time:
Lum Pfohl 06:55, 29 November 2007 (PST) |
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