Difference between revisions of "User:Lum Pfohl/SL Trivia"
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;Prims and Objects | ;Prims and Objects | ||
# '''You cannot enable physics for an object of more than | # '''You cannot enable physics for an object of more than 31 prims.''' There is much debate on whether this number is 32 or 31. I believe it's 31. Attempting to enable physics on an object of 32 prims gave the message '''Script can't enable physics for objects with more than 31 primitives''' | ||
# '''Rendition of Flexible Prims is a client side only function.''' That is, a flexible prim such as a skirt - is rendered completely on the Client Viewer. Each person's viewer can have a totally separate experience when viewing flexible prims, depending on their PC's load and lag conditions. Of course, having 10 flexible prims and having 1000 flexible prims will give different performance (which might be perceived as '''lag,''') but the fact is that your PC is bogging down, not Second Life. | # '''Rendition of Flexible Prims is a client side only function.''' That is, a flexible prim such as a skirt - is rendered completely on the Client Viewer. Each person's viewer can have a totally separate experience when viewing flexible prims, depending on their PC's load and lag conditions. Of course, having 10 flexible prims and having 1000 flexible prims will give different performance (which might be perceived as '''lag,''') but the fact is that your PC is bogging down, not Second Life. | ||
# '''A Flexible Prim causes less server load than a Regular Prim.''' When a object's "Set Flexible Path" setting is enabled, the object becomes Phantom (that is, you can pass through it without collision). Because the server doesn't have to calculate object and agent collisions with these objects any longer, the computational loads on the server is actually alleviated. | # '''A Flexible Prim causes less server load than a Regular Prim.''' When a object's "Set Flexible Path" setting is enabled, the object becomes Phantom (that is, you can pass through it without collision). Because the server doesn't have to calculate object and agent collisions with these objects any longer, the computational loads on the server is actually alleviated. | ||
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;Object Linking | ;Object Linking | ||
# '''When objects are linked, the PHANTOM | # '''When objects are linked, the PHANTOM property of the ROOT PRIM is copied to the entire object's prims.''' Here is a test: Create 4 boxes. Make one of the prims a PHANTOM object. Link all 4 boxes, with the PHANTOM box as your root prim. Your resultant object is completely phantom. Unlinking the object reveals that all 4 prims are now PHANTOM as well. You cannot have a "partially phantom" object. | ||
# '''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 - each an individual entry in the ASSET SERVER database, 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. | # '''Linking Objects places a load on the ASSET SERVER.''' If I have 5 object - each an individual entry in the ASSET SERVER database, 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. | ||
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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 large black box over the sandbox in HIP2 that does not appear on HIP. | # '''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 large black box over the sandbox in HIP2 that does not appear on HIP. That is because | ||
# '''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 15:11, 18 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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