Difference between revisions of "Talk:Limits"
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I remember playing with the description before and finding that it didn't accept/retain some characters, one of them being the pipe. Other text inputs handle it just fine. Might be something to look at. Also, I added hovertext and just used the standard formatting -- 254 bytes UTF8 string. I have no idea if it's a UTF8 string of 254 bytes, but I do know I shoved 254 characters into it and pulled them back out afterwards, even after a rerez. I recall the description losing half of its length after a rerez in the past. -[[User:Stickman Ingmann|Stickman]] 05:42, 30 March 2010 (UTC) | I remember playing with the description before and finding that it didn't accept/retain some characters, one of them being the pipe. Other text inputs handle it just fine. Might be something to look at. Also, I added hovertext and just used the standard formatting -- 254 bytes UTF8 string. I have no idea if it's a UTF8 string of 254 bytes, but I do know I shoved 254 characters into it and pulled them back out afterwards, even after a rerez. I recall the description losing half of its length after a rerez in the past. -[[User:Stickman Ingmann|Stickman]] 05:42, 30 March 2010 (UTC) | ||
:Isn't the pipe ("|") part of ASCII? --[[User:Boroondas Gupte|Boroondas Gupte]] 21:59, 30 March 2010 (UTC) | :Isn't the pipe ("|") part of ASCII? --[[User:Boroondas Gupte|Boroondas Gupte]] 21:59, 30 March 2010 (UTC) | ||
::[[LlSetObjectDesc#footnote_1|LlSetObjectDesc Footnote]] -> The pipe character historically has been used to separate fields in the serialized version of inventory. --[[User:Kuraiko Yoshikawa|Kuraiko Yoshikawa]] 22:23, 30 March 2010 (UTC) |
Revision as of 14:23, 30 March 2010
Needs substantiation
Various items moved here to keep the main page clean. These require a source and confirmation.
- Building above 768m can cause prim drift, distortion, misalignment, shifting and general weirdness. For small/precise builds, it's best to work at a lower level.
- I'm familiar with some of this, but please provide a reference — like a reproducible bug on the Issue Tracker. Otherwise, it's unsubstantiated. - Torley on 2009-05-06 @ 6:01 AM PST
- This could be related to http://jira.secondlife.com/browse/SVC-1170, but this describes "prim drift" not based on height.
- I'm familiar with some of this, but please provide a reference — like a reproducible bug on the Issue Tracker. Otherwise, it's unsubstantiated. - Torley on 2009-05-06 @ 6:01 AM PST
- Estate (private island) terraformability is settable to a max of +/-100 m by the estate owner or managers.
- However, baking the land will allow it to be raised to at least 300 m. haven't tested any higher.--Liny Odell 03:11, 6 May 2009 (UTC)
- FPS as high as 120 and more have been observed, but FPS above 70 mostly seem to occur at times of network instability. --Bayru Jiagu
- This isn't a limit, since the upper absolute isn't defined. - Torley on 2009-10-07 @ 10:49 AM PST
Ban List Limit
This page says that the number of people in an estate ban list is limited to 500. As far as I know, it's been 300 for a year or so. Did this change recently, maybe in the RC client? Lex Neva 10:31, 5 July 2008 (PDT)
- I'm not a pro on this so it is just a guess, but I would tend to think that the limit change would be connected to new simulator software, rather then to a new client, since the sim stores the list of people who aren't allowed to enter. The client is just displaying it(?)
- That beeing said, please browse to SVC-747 and watch for the comment made by Seraph Linden at 11/Jan/08 07:59 AM
- Because of the date, in case it was a client issue, then it should be at least fixed since 1.19
- Greetz, =) Zai Lynch(talk|contribs) 11:29, 5 July 2008 (PDT)
Prim Size Limits
I once saw instructions on how to make a prim that's larger than 10x10 but that the system considers to be 10x10. It isn't a megaprim and anyone can do it. It's a flat diamond shape. Does anyone know how? --Shadoe Landman 13:04, 6 July 2008 (PDT)
You can create >10m disks from tubes, rings, and torii. Set the twist Twist at: Begin: 90, End: 90, and Hole Size at: X: 1.00, Y: 0.05. --McCabe Maxsted 23:38, 8 July 2008 (PDT)
for the one the OP was talking about, I believe what you do is flatten a box, then set shear in both axes to the max (I always forget the name fo the parameter, is it really shear? the one that kinda tilts the prim without rotating it). I could swear I knew another trick beside these 2, can't remember right now :/ I think it involved twist, or perhaps this one I siad also needs you to make twist begin and end be 45 degrees, I'm not sure now...I think there also used to be another one I can't remember right now, where if one of the axes (probably the Z, can't rememeber for sure) wasn't made flat, the prim wouldn't stretch to the maximum size achieved with that specific torture, I can't remember, oh wait, yeah, twist 45 degrees, then flatten in X or Y axis, for cubes only I believe --TigroSpottystripes Katsu 11:54, 17 July 2009 (UTC)
Avatars per region limits
The limits on the number of avatars per region are soft limits, I beliece... i.e., if you have more than that many avis on the sim, the server slows down and crashes. Is the larger number listed for a private estate sim caused by the fact that there are (typically) a very small number of other sims which can see that sim? Tammy Nowotny 11:43, 15 July 2008 (PDT)
Region Name and Parcel Name Length Limits
Any way we can get both of these added to the limits list? Not sure what they are. -- Kenn Nilsson at 10:41 AM February 6th, 2009
- I added the max. parcel name length (63 characters). Don't know about max Region name length tho... Lynch (talk|contribs) 18:47, 6 February 2009 (UTC)
- Found the Region name limits in the KB. Although it might not be a technical limit, it's at least a limit via guidelines, see Guidelines for Private Region Naming. The bar in Admin → God Tools accepts 63 characters tho. Dunno If they would be successfully saved in case one had the needed abilities...
- Lynch (talk|contribs) 02:57, 13 February 2009 (UTC)
SLurls and (probably) the effects of converting integers to floating point numbers and back (Also: NOR rule for this article???)
I'd like to add the following, after "Absolute height limit"
- Highest z-value of an SLurl, that will still teleport you to a positive altitude - 2147483583
- This is lower than the Absolute height limit above probably because of precision issues. Any value higher than 2147483583 would be rounded up to something beyond 2147483647 and thus cause an overflow, while 2147483583 will still be rounded down to 2147483520 (see below).
- Highest altitude you can teleport to with an SLurl - 2147483520
- Highest z-value of an SLurl, that will still teleport you to a positive altitude - 2147483583
, but I don't have sources to cite, as I found these values by trail and error (or rather, by manual bisection). Does the header of this article imply a no original research rule? --Boroondas Gupte 23:06, 9 September 2009 (UTC)
- Most of the stuff added to the article is original research (like testing how many characters fit into a certain window), so I think that we don't enforce NOR. A source would probably be the KB counterpart of this page, but it was derived from the Wiki version, hence it doesn't state more than the Wiki does. As long as a limit is verifyable by others, it should be added, I think.
- -- (talk|contribs) 00:42, 10 September 2009 (UTC)
- done. (I decided to start a new section for it.)
- --Boroondas Gupte 09:18, 10 September 2009 (UTC)
- To prevent funny but not-really-useful trivia from squirreling in, I've updated the disclaimer. We can make exceptions — related to the above, "What's the highest an avatar has flown?" is a historically popular question that more Residents wonder about than test. So this contribution is appreciated. :) - Torley on 2009-10-07 @ 10:52 AM PST
Textures
The page strongly recommends using the smallest textures you can due to resource limits. It should be pointed out that uploaded textures can always be scaled down automatically and delivered at whatever resolution resources will allow but those resource limits will only become less limiting in time but the texture quality can never scale up beyond the original image resolutions. In other words, there are long-term trade-offs involved in texture size choice in addition to the short-term considerations and it might be best to temper the current advice or at least call this out.
Object Contents
Is there any hard and/or practical limit to the number of items an object can have in its contents? Siann Beck 12:16, 21 November 2009 (UTC)
There are hard limits but you are unlikely to ever hit them. On the other hand you are more likely to hit the practical limits. An object with a hundered plus items in it's inventory is hard to manage (updates due to adding or removing inventory can take a long time to complete). -- Strife (talk|contribs) 22:39, 21 November 2009 (UTC)
Although it may be true that one is unlikely to ever hit a certain hard limit, it would still be useful to have it stated instead of referred to cryptically, hm? Nemesis Greatrex 13:22, 1 December 2009 (UTC)
Description Not True UTF8?
I remember playing with the description before and finding that it didn't accept/retain some characters, one of them being the pipe. Other text inputs handle it just fine. Might be something to look at. Also, I added hovertext and just used the standard formatting -- 254 bytes UTF8 string. I have no idea if it's a UTF8 string of 254 bytes, but I do know I shoved 254 characters into it and pulled them back out afterwards, even after a rerez. I recall the description losing half of its length after a rerez in the past. -Stickman 05:42, 30 March 2010 (UTC)
- Isn't the pipe ("|") part of ASCII? --Boroondas Gupte 21:59, 30 March 2010 (UTC)
- LlSetObjectDesc Footnote -> The pipe character historically has been used to separate fields in the serialized version of inventory. --Kuraiko Yoshikawa 22:23, 30 March 2010 (UTC)