[Opensim-users] Map V2 and hypergrid

2014-09-11 Thread Jeff Kelley

It took me some time to understand that we have two distinct map systems.

Map V1 stores maptiles in the asset server. Map 
V2 uploads them in a directory using 
MapImageServerURI internally, and serves them to 
the viewer through MapTileURL GIVEN DURING LOGIN.


And that's the whole problem because V2 viewers 
won't see the map in hypergrid since (I suppose) 
their map is bound to their login grid.


On June, 2011, Diva Canto wrote :

Note that, for the time being, V2 map will get 
considerably confused on HG teleports. The first 
step was to make the map work. The next step is 
fixing the map for the Hypergrid. There's a 
brute-force way of doing it, and there's an 
elegant way of doing it. The elegant way of doing 
it requires collaboration with viewer developers. 
Let's see what we can do togetherŠ


(end quote)

This is not implemented in the latest Firestorm, 
when the old and venerable Imprudence displays 
the map perfectly in hypergrid.


So my question : is there any way to force V2 viewers to use V1 map?


-- Jeff
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Map V2 and hypergrid

2014-09-11 Thread Shaun T. Erickson
Diva and lkalif got together at one point and did something that made it 
so that (with Singularity [and I suppose Replex, now]) the local grid's 
map tiles would display after you made an HG TP. I even vaguely recall 
setting up my grid to provide the map tiles for that, so that visitors 
could see my map, but I don't recall what exactly they and I did, 
anymore. I don't know how many other grids might have made the grid-side 
change, as I did. But with it, I think the only tile you couldn't see 
was when you search for the remote region in your map.


Maybe if we can dredge up what it was they did, and what the grid-die 
change was again, we could get the change in Firestorm and get grids to 
make the change they need to, too.


-ste

On 9/11/14, 9:24 AM, Jeff Kelley wrote:

It took me some time to understand that we have two distinct map systems.

Map V1 stores maptiles in the asset server. Map V2 uploads them in a 
directory using MapImageServerURI internally, and serves them to the 
viewer through MapTileURL GIVEN DURING LOGIN.


And that's the whole problem because V2 viewers won't see the map in 
hypergrid since (I suppose) their map is bound to their login grid.


On June, 2011, Diva Canto wrote :

Note that, for the time being, V2 map will get considerably confused 
on HG teleports. The first step was to make the map work. The next 
step is fixing the map for the Hypergrid. There's a brute-force way of 
doing it, and there's an elegant way of doing it. The elegant way of 
doing it requires collaboration with viewer developers. Let's see what 
we can do togetherŠ


(end quote)

This is not implemented in the latest Firestorm, when the old and 
venerable Imprudence displays the map perfectly in hypergrid.


So my question : is there any way to force V2 viewers to use V1 map?


-- Jeff
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


[Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread Dr Ramesh Ramloll
Hello,
As I recorded this clip
http://youtu.be/7qYYj709RCA
I was wondering how much more NPCs can be created in one region, I did not
experience any slow down whatsoever. Or may be the question is not relevant
because it just depends on the CPU resources and memory available. In any
case, let me know.
Ramesh

-- 
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
208-240-0040
LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
profile https://plus.google.com/103652369558830540272/about
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread Dr Ramesh Ramloll
Hello,
Forgot to mention that the environment associated with the NPC clip was
running on kitely.
Ramesh

On Thu, Sep 11, 2014 at 5:11 PM, Dr Ramesh Ramloll r.raml...@gmail.com
wrote:

 Hello,
 As I recorded this clip
 http://youtu.be/7qYYj709RCA
 I was wondering how much more NPCs can be created in one region, I did not
 experience any slow down whatsoever. Or may be the question is not relevant
 because it just depends on the CPU resources and memory available. In any
 case, let me know.
 Ramesh

 --
 'Consider how the lilies grow. They do not labor or spin.'
 *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
 Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
 208-240-0040
 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
 http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
 profile https://plus.google.com/103652369558830540272/about




-- 
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
208-240-0040
LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
profile https://plus.google.com/103652369558830540272/about
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread Michael Emory Cerquoni
The biggest bottleneck for NPCs will be the Viewer and its ability to
render them, I have had 1000+ very basic almost near ruth like NPCs running
around no problem, however as you will see in this video 
https://www.youtube.com/watch?v=ljLlbF0mzwQ  that 40 of my alien avatars
which is aproximately 150,000 prims moving around really does a number on
the viewer, just make sure your avatars are as optimized as possible and
you can easily have 100's of NPCs no problem.

On Thu, Sep 11, 2014 at 6:49 PM, Dahlia Trimble dahliatrim...@gmail.com
wrote:

 Scripted NPCs have much less overhead than normal avatars and are probably
 not much more load than any other scripted physical object as they don't
 have any networking overhead or require remote scene state synchronization
 as normal avatars/viewers do. What would matter is how many normal viewers
 are sharing the region, as any NPC appearances and actions would need to be
 sent to all viewers. So, having a few hundred NPCs might work when only one
 normal avatar is present but would likely bog down and fail as more normal
 avatars are added.

 On Thu, Sep 11, 2014 at 2:14 PM, Dr Ramesh Ramloll r.raml...@gmail.com
 wrote:

 Hello,
 Forgot to mention that the environment associated with the NPC clip was
 running on kitely.
 Ramesh

 On Thu, Sep 11, 2014 at 5:11 PM, Dr Ramesh Ramloll r.raml...@gmail.com
 wrote:

 Hello,
 As I recorded this clip
 http://youtu.be/7qYYj709RCA
 I was wondering how much more NPCs can be created in one region, I did
 not experience any slow down whatsoever. Or may be the question is not
 relevant because it just depends on the CPU resources and memory available.
 In any case, let me know.
 Ramesh

 --
 'Consider how the lilies grow. They do not labor or spin.'
 *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
 Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
 208-240-0040
 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
 http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
 profile https://plus.google.com/103652369558830540272/about




 --
 'Consider how the lilies grow. They do not labor or spin.'
 *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
 Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
 208-240-0040
 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
 http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
 profile https://plus.google.com/103652369558830540272/about

 ___
 Opensim-users mailing list
 Opensim-users@opensimulator.org
 http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users



 ___
 Opensim-users mailing list
 Opensim-users@opensimulator.org
 http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users




-- 
Michael Emory Cerquoni
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread dz
 From: Dr Ramesh Ramloll r.raml...@gmail.com
 ...
 I was wondering how much more NPCs can be created in one region, I did not
 experience any slow down whatsoever. Or may be the question is not relevant
 because it just depends on the CPU resources and memory available. In any
 case, let me know.
 Ramesh


I have been doing NPC development and testing on the MOSES grid for almost
a year now.
My NPCs are 1/2 scale rigged mesh with prim and mesh objects attached to
them.  They are also all equipped with an AO attached as a HUD object.  I
cannot say that I am aware of any theoretical limit on the number that can
be placed in a region, but there are practical limits when you start
generating large numbers.

One of the load tests I designed used 24 synchronized NPC generators to put
2800 NPC avatars into a regular 0.7.6 OpenSim region.  Each of the
avatars was seated on a scripted bench, which cycled through a series of
animations.  Subsets (40-200) of the NPCs were directed to walk/run/fly
between predetermined destinations and then return to their benches.  All
2800 of the NPC's were then logged out.   The load test was considered
successful only if all portions of the test were completed without crashing
the server.   As a practical matter, it took almost an hour to log all of
the NPCs in.  Once all the NPCs were in world, groups of 20 were
activated to move around the sim for approximately 45 minutes. As many as
300 NPCs were mobile at any single time. It then took more than an hour
to log them all back out.  Sim performance was dependent on a number of
factors, and was seemed most affected by generating the NPCs,  using
in-world scripted objects  to communicate the destinations they were to
move to, and then the process of logging them out.  If I eliminate the
walking around aspect of the tests, I have had as many as 3400 NPCs in a
region at one time.

Doug Osborn
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread Dr Ramesh Ramloll
Thanks Doug for sharing. What you are doing is indeed impressive. 3400 is
pretty high and to know that a region still functions with so many NPCs is
kind of comforting to me.
Ramesh

On Thu, Sep 11, 2014 at 11:16 PM, dz d...@bitzend.net wrote:


 From: Dr Ramesh Ramloll r.raml...@gmail.com
 ...
 I was wondering how much more NPCs can be created in one region, I did not
 experience any slow down whatsoever. Or may be the question is not
 relevant
 because it just depends on the CPU resources and memory available. In any
 case, let me know.
 Ramesh


 I have been doing NPC development and testing on the MOSES grid for almost
 a year now.
 My NPCs are 1/2 scale rigged mesh with prim and mesh objects attached to
 them.  They are also all equipped with an AO attached as a HUD object.  I
 cannot say that I am aware of any theoretical limit on the number that can
 be placed in a region, but there are practical limits when you start
 generating large numbers.

 One of the load tests I designed used 24 synchronized NPC generators to
 put 2800 NPC avatars into a regular 0.7.6 OpenSim region.  Each of the
 avatars was seated on a scripted bench, which cycled through a series of
 animations.  Subsets (40-200) of the NPCs were directed to walk/run/fly
 between predetermined destinations and then return to their benches.  All
 2800 of the NPC's were then logged out.   The load test was considered
 successful only if all portions of the test were completed without crashing
 the server.   As a practical matter, it took almost an hour to log all of
 the NPCs in.  Once all the NPCs were in world, groups of 20 were
 activated to move around the sim for approximately 45 minutes. As many as
 300 NPCs were mobile at any single time. It then took more than an hour
 to log them all back out.  Sim performance was dependent on a number of
 factors, and was seemed most affected by generating the NPCs,  using
 in-world scripted objects  to communicate the destinations they were to
 move to, and then the process of logging them out.  If I eliminate the
 walking around aspect of the tests, I have had as many as 3400 NPCs in a
 region at one time.

 Doug Osborn

 ___
 Opensim-users mailing list
 Opensim-users@opensimulator.org
 http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users




-- 
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
208-240-0040
LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
profile https://plus.google.com/103652369558830540272/about
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users