"You also will find out alot of scripts are not running.. Some do need reset. this also happens normaly and took a good part of day to reset them."
Am I incorrect or isn't there an option in the viewer to "reset all scripts" within a region? I'm certain I'd seen that in the past. Even then, not sure if that would work correctly given this situation, but it's worth a try. I think maybe it's accessible through Ctrl-Alt-D (in Second Life viewer) to reveal Admin Menu function then "Enable Admin" option on that menu. Correct me if I'm wrong... - Len On Sat, Jan 30, 2010 at 6:15 AM, Master_Mirage <[email protected]>wrote: > > As i mentioned in the 1st post. This is your last chance to check things. > What that ment is i found it tobe a one way trip. Once you atcualy combine > all the regions with all the prims ect. and think well i can just switch it > back and fix it after you would be doing better than i did. When i tryed > that i ended up not able to fix the problem's and actualy eneded up > scraping > all of it and start all over again!. I did find you can do that BUT only as > long as you have no objects on the regions yet. On the next go at it i > thought to make the blank.oar. I wanted to explore the problem a bit to see > if there may be away to still recover a region after the fact. So the > blank.oar is ment for that. When uncombined again i could load the blank > oar > for the offending region that makes shure whatever was on it it actualy > gone. But in all honesty that is a last resort and depending on whats wrong > you may not beable to recover it anyway. The clone in my case after i got > it > in my head this is a one way trip, came out tobe around 95% exact. I felt > that good enough considering the amount of total content. The remaining 5% > were mostly missing prims. As this is a clone and the orginal region was > just a tp away. It was a simple matter of getting the missing bits and > tping > back w. them fixing it. At 1st it will seem quite bad in performance and > thats mostly due to flotsum caching catching up to this mass of stuff. It > seems to take it a day or so to catch up. I allready knew this as the same > thing happens normaly. It will improve on its own. Its tempting at 1st to > think ohh i need to fiddle with ini settings to make it better, and found > that isant a good idea. Let the caching do what it was designed todo time > to > do it b4 you mess w. any settings! In my case it took it a few days to > fully > recreate the new cache data and things improved alot. I thought about > copying the cache from the orginal to the mega insatance, why thats sounds > ok in theroy i decided not to try that to be safe. > You also will find out alot of scripts are not running.. Some do need > reset. > this also happens normaly and took a good part of day to reset them. I did > that after i fixed any missing prims and why the caching is catching up > anyway. If i had the insite w. the orgianal regions to add in a reset on > rez > to the scripts in the 1st place i probably woulent have had to manualy do > that now but who knew if this was going to work at all. > Now the regions i cloned are the oldest part of my normal grid and being > that are the most developed. Some are more than a year old. I layed them > out > with roads and waterways homes, a small city and so on. The roadways go > thru > all of the regions and was done for the day when boarder crossing's work. > On > a megaregion this is not a problem, So that was also part of trying to > clone > what was allready done. > IF it worked i would also will have the rest in place at the same time. > Now after a a few days of letting it bake and fixing the minor stuff, i can > drive from the sw cornor of the mega to my home w. no problems. Quite fun > to > do the 1st time after wishing all this time :). > There are a few things to consider in all of this though and the main one > is > anyone tping there has to start from the sw region. I found some problems > where it is supose to force an incomming avie there but thats not allways > true and would look broken to ppl that no knowlage of it. So i used MRM > Tele-hub script to enshure this would happen, in fact i found it to be the > best way at this point. Its fast and has taken care of the few cases where > it woulent send them to the proper starting place. This ppl may find a bit > anoying becuase from there thay have to allways tp drive or walk to there > home or shop eachtime so you may want to consider that in your layout and > size. Given that user can now have the benifit of using cars and worn > scripts dont blow up on them ,made the having to start out in the same spot > each time worth it. > I had left the the SW region blank, it was the only one i dident restore an > oar to btw. That was the resion as it would be the spawn point for the > whole > thing and as i had nothing really made for it i left it empty for now. You > would want to make something like a welcome area or parking lot anyway. > I will be turning my eye on the settings, there are some settings that will > give you better perfornace in the case of a mega-region but are BAD for > normal region's! As this is a oneway trip with this instance, i will update > this with what i find in the way of ini tweeks as related to this test. > Some > settings i allready know help. But i strongly suggest not to asume there is > a one size fits all with them. > > -- > View this message in context: > http://n2.nabble.com/Making-A-30region-clone-to-a-30-sector-Mega-region-tp4478270p4485077.html > Sent from the opensim-users mailing list archive at Nabble.com. > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users >
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