Sorry for the second replay. Forgot to update my tag lines at the
bottom. I set this up this way in 7.3.1, and it ran fine. Plus, I am
saving money for a monster machine. I am one third of the way there. I
want a duel CPU AMD 3+ Bulldozer set up. Each CPU with 16 cores. This
will total 32 cores and 192 GB of ram running on Windows 7 64bit
Ultimate. and a half a terabyte SSD Sata III, The mobo runs all this
with hyperthreading. But for now, I am running this old thing listed at
the bottom of my emails.
Even on this old computer no change since 7.3.1 it wasn't horrible. I
am set up using Robust in grid mode now. Not connected to other grid,
this is the grid. My regions are split into 8 other directories running
about 8 or less regions of opensim each. I say 8 or less because most
run 8, but in the middle I have one two region mega region in the
center. I plan to build Okinawa's Shuri Castle and didn't want people
falling into a region border while crossing the courtyard.
I may have to take that out, because it seems I do have issues walking
from a normal sim to the megaregion at times. But the rest of my 56
regions seems to do fine for now. I can build very well and get the
objects done, and take them into inventory now and again until I get my
monster system and can put it all out at once and more permanently placed.
At the moment I have landscaping, and a small growing Ryukyu Kingdom
late 17th century village. This was all working in 7.3.1, I upgraded
and suddenly, my doors went wonky. In SL and 7.3.1 the same script
would move the doors, while the sound set off at the same moment. The
sound file is short and sounds like a sort of large wooden sliding barn
door. The inside has thin washi paper doors, and a sound from a sliding
paper door I had. Those doors also timed correctly in SL and 7.3.1 of
Opensim.
After the upgrade, and copying the info from the 7.3.1 and typing it in
by hand, clicking the door, results in, the sound starting imidiately,
then my AV has time to stop showing a beam from the hand, and puts his
arm at his side, wait a bit more then the door using the lsl while to
slide the door starts and slides to where it should go. It seems the
reaction time varies. And the door don't slide smooth like it used to.
It was and is, supposed to use the WHILE to use a counter to slide the
door, nice and smooth, but it seems to move a bit, pause a couple of
random times and spaces while sliding, and eventually move into place.
This is the entire problem. I dicovered that since the sound starts
nearly at clicking that is must not be the click event that is slow.
Because the sound does start on clicking. Only the door no longer
starts slidinging for what is nearly 2 seconds after hearing the sound.
At least it seems that long. Like I said, I might have missed something
someplace. I am legally blind with only one eye with a retina
detachment in the one good eye. I definatly could have. But where to
look for something like that? All my other scripts seem to be ok.
Korean black conon fires, paper lantern with menu lights and extinguish,
and ower user controls, are all working. But the lights don't have a
sound associated with them.
Sorry this mesage was so long, but I guess I wanted to clean up any
confusion.
Thanks so much for your time and interest.
InuYasha.
On 11/16/2012 12:39 AM, Justin Clark-Casey wrote:
I suspect this is probably unrelated. InuYusha, you may want to check
your ScriptDelayFactor in the [XEngine] config section and MinThreads,
MaxThreads, etc. settings. There may be a particular problem if you
have updated by copying over 0.7.3.1 config files - hence we recommend
manually updating from fresh 0.7.4 files even though that can be a pain.
Beyond that, I don't have any immediate idea why event firing would
suddenly be delayed if the content of the regions and the hardware is
exactly the same. I will probably try and add a script event debug
switch so we can see when the event is actually being fired. However,
that would require updating to bleeding edge to use and would likely
only be the first diagnostic step. You can see some XEngine
information per region with the command "xengine status", though I'm
not sure how much that would tell us. Still, it would be worth seeing.
I'm also going to make the same point that InuYasha is probably sick
of - 56 regions on a standalone (I'm a bit confused by "standalone
grid") is a very unusual configuration - most people don't run more
than a couple on a simulator (and many people run 1, preferring to
start separate OpenSim.exe instances instead!. So the basic things
would be to try is seeing if reducing the number of regions (hence
reducing other script load, etc.) makes a difference.
On 15/11/12 12:40, Fleep Tuque wrote:
Hi InuYasha,
There was a long thread on the listserv recently about other reports
of similar behavior in 0.7.4, which I believe is
being investigated. If you didn't see that thread, it might have
more information that would be helpful for you.
http://opensim-users.2152040.n2.nabble.com/A-bit-confused-td7578881.html
I continue to use 0.7.4 on both grids with no symptoms like this, as
far as I can tell. I even did some fairly extended
building over the weekend and touch events, content loading, etc all
seemed pretty snappy. Both grids are running on
Windows (XP and Server 2008), not sure if that makes any difference.
- Chris/Fleep
Chris M. Collins (SL/OS: Fleep Tuque)
Center for Simulations & Virtual Environments Research (UCSIM)
UCIT Instructional & Research Computing
University of Cincinnati
406A Zimmer Hall
315 College Drive
PO BOX 210088
Cincinnati, OH 45221-0088
[email protected] <mailto:[email protected]>
(513) 556-3018
http://ucsim.uc.edu
On Wed, Nov 14, 2012 at 7:51 PM, InuYasha Meiji
<[email protected] <mailto:[email protected]>> wrote:
Making sure it isn't only me, noticing, after upgrading from
Opensim 7.3.1 to Opensim 7.4 my touch to run scripts
slowing down. Specifically sliding doors that used to react when
clicked to start sliding. Now, my Avatar appears
to raise a hand to click the door, the particle beam starts, then
stops, and with enough time to move my arm back
down, a total of two seconds and then the door finally moves. It
was almost instant in version 7.3.1.
Could I have made a bad setting to slow it down to start the
click event to start sliding so late, or is this
something other people see in their touch to start scripts. My
sliding door sound used to start and seemed to be
perfectly timed so the door would slide at the same time as the
door would move. Now I hear the sound many seconds
before the door moves and finishes way before the door stops
moving because it started so late.
Anything I can do? Or should I start a mantis? I used the same
script in SL, and in 7.3.1 that acted the same, but
not anymore.
Thanks for any time on this, you friend and big fan, InuYasha.
--
________________________________________________________________________
Opensim User: Standalone Grid on Version 0.7.4 with 56 Regions
on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard
Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0, Apache
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Offline Messages all working. (Not yet Public, 6 users allowed Now).
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Opensim User: Gridmode on Version 0.7.4 with 56 Regions
on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard
Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition. Groups, Profiles, Voice and
Offline Messages all working. (Not yet Public, 10 users allowed Now).
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