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Issue Details (XML | Word | Printable)

Key: VWR-5895
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Critical Critical
Assignee: WorkingOnIt Linden
Reporter: Tiara Calvert
Votes: 19
Watchers: 9
Operations

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1. Second Life Viewer - VWR

llTargetOmega periodically stoppping rotation

Created: 13/Sep/07 09:14 PM   Updated: 25/Jun/08 02:46 PM
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Component/s: None
Affects Version/s: None
Fix Version/s: 1.20 Release Candidate

Environment:
Windows XP 2 gig ram Nvidia 6800 video card pentium 4 proccessor
Mac OSX 10.4.10, Nvidea Geoforce 7200 GT, Quad Intel Xeon
Mac OS X 10.5.*, ATI, Intel, NVIDIA ... PPC, Intel, Dual, Quad ... all of them
Issue Links:
Relates

Linden Lab Issue ID: DEV-14693


 Description  « Hide
This use to work all the time then suddenly about 4 months ago items stopped rotating for me. Others I know can still see them rotating. I build things and often use rotation scripts in the components, now I can't see them rotating so i cannot know if they are working as intended.

 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
McCabe Maxsted added a comment - 14/Sep/07 01:51 AM
Sounds like you're using llTargetOmega to do your rotating. This is client-side, and will appear differently on different people's screens.

WarKirby Magojiro added a comment - 14/Sep/07 09:08 AM
I'm experiencing this issue too. Several objects I've set to just rotate forever, are stoppping. They restart when right clicked, but that's hardly optimall.

mathieu basiat added a comment - 27/Sep/07 01:13 PM
yes, it was 4 months ago for me too, even touching the object will start it again...

eren padar added a comment - 04/Oct/07 04:49 PM
This bug is verified, and can easily be verified by creating a simple touch-activated rotation script that changes direction each time it is touched.

When rezzed to ground, the script works properly.

When worn on an avatar, it does not. This is an easily verifyable bug in llTargetOmega, and a problem one. And like the above users, I have only started noticing this on a relatively recent basis. This needs fixed, as many avatar attachments rely on this script function to work properly.


Joscha Fuhr added a comment - 16/Nov/07 10:27 AM
I'm trying to make an object rotate. I couldn't get it to work but now I know why; The object was rotating only I could not see it. My friends could see it turn.
I don't know if this is related to this issue, because I'm not a scripter. If so, does anybody have a solution for this problem? Is there a way to make something rotate without using llTargetOmega?

Coyote Pace added a comment - 19/Dec/07 12:50 PM
This sounds like the same thing as SVC-54... maybe, maybe not. Supposedly there's a fix for that one in the world in Linden-land somewhere, but it hasn't percolated out to us. However, the SVC-54 IS supposed to be fixed in the beta grid's Havok 4 engine, so it might be useful to know whether the failures mentioned in this issue are also "fixed" in the current beta grid. (If so, that would support the notion that this issue IS a dupe of SVC-54.)

James Benedek added a comment - 10/Apr/08 06:23 AM
default
{
state_entry() { llTargetOmega(<0,0,1>,1,1); }

}

*FIXED*

Second Life 1.19.1 (4) Apr 2 2008 12:03:24 (Second Life Release)

You are at 260130.0, 248374.4, 30.7 in Hazzard County South located at sim4301.agni.lindenlab.com (63.210.157.205:13005)
Second Life Server 1.20.0.83892

CPU: Dual i386 (Unknown) (2000 MHz)
Memory: 1024 MB
OS Version: Darwin 8.11.1 Darwin Kernel Version 8.11.1: Wed Oct 10 18:23:28 PDT 2007; root:xnu-792.25.20~1/RELEASE_I386 i386
Graphics Card Vendor: Intel Inc.
Graphics Card: Intel GMA 950 OpenGL Engine
OpenGL Version: 1.2 APPLE-1.4.56
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.14319 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 54/38675 (0.1%)
Viewer Digest: 92099704-0ebc-4c6f-0916-223f535ad48f


Joshua Philgarlic added a comment - 13/Apr/08 12:58 PM - edited
I don't think that this issue is fixed. I've still some objects on my land that should rotate using llTargetOmega, but they don't!

One object I created yesterday works fine, but some older ones don't - even if I reset the scripts.

Second Life 1.19.1 (4) Apr 2 2008 12:03:24 (Second Life Release)

You are at 259780.0, 271778.0, 23.5 in Neum located at sim5048.agni.lindenlab.com (8.2.32.49:13006)
Second Life Server 1.20.0.83892

CPU: Dual i386 (Unknown) (1833 MHz)
Memory: 2048 MB
OS Version: Darwin 8.11.1 Darwin Kernel Version 8.11.1: Wed Oct 10 18:23:28 PDT 2007; root:xnu-792.25.20~1/RELEASE_I386 i386
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: ATI Radeon X1600 OpenGL Engine
OpenGL Version: 2.0 ATI-1.4.58
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.14397 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 26/132631 (0.0%)
Viewer Digest: 92099704-0ebc-4c6f-0916-223f535ad48f


Sylumm Grigorovich added a comment - 14/Apr/08 08:23 PM
my objects rotate if my camera is within 10meters of them, but not if it is further away, even after recompiling and reseting the script.

Second Life 1.19.1 (4) Apr 2 2008 11:59:37 (Second Life Release)

You are at 255521.0, 243865.4, 25.7 in Aero located at sim3747.agni.lindenlab.com (216.82.22.228:13004)
Second Life Server 1.20.0.83892

CPU: AMD (Unknown model) (2812 MHz)
Memory: 4094 MB
OS Version: Microsoft Windows Vista Service Pack 1 (Build 6001)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7600 GT/PCI/SSE2
OpenGL Version: 2.1.1
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.14429 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 678/230125 (0.3%)
Viewer Digest: bb2966f6-cf81-a0de-1e21-dcd21f05428a


Max Pitre added a comment - 15/Apr/08 01:42 PM
Reset and recompile do not work for me. Some objects rotate fine, some stop within a day. I have to duplicate object to get them to rotate again.

Kram Douglas added a comment - 25/Apr/08 05:01 AM
I too am having this issue with products I produce - but only after I installed the Viewer 1-19-1-4 (My previous viewer 1-19-0-5 worked perfectly)
This also appears for me to be distance related - as indicated above by Sylumm - if I and others are withing 15 - 20 meters - everything works fine - beyond that distance they stop rotating - but will re-start rotation if you approach the object and stand there for a few seconds.
I hope you can help - thanks !!

Nava Muni added a comment - 29/Apr/08 08:52 AM
escalated priority; added more environment info

Nava Muni added a comment - 29/Apr/08 08:56 AM
this issue does NOT duplicate SVC-1910 (http://jira.secondlife.com/browse/SVC-1910)

so I'll repeat here what I said in SVC-1910 ...

as of 29-Apr-08, llTargetOmega() continues to malfunction.
worst of all - its behavior is inconsistent.

for the purposes of this posting, "objects" refers to any/all objects that utilize llTargetOmega()

FEW objects behave the "old way" – single-prim: start/stop OK; multi-prim: start but can't stop
FEW objects work better! – single- AND multi-prim: start/stop OK
FEW objects refuse to rotate at all. NOTHING will coax them into rotating
SOME objects will not start rotating until sat upon!
MOST objects will rotate for a bit, then jitter for a short period, then stop; then can sometimes be restarted but the restart never sticks

i will say this: i see this new nastiness most often where the prim using llTargetOmega is a child.
and you want a live, repeatable example? come to http://slurl.com/secondlife/Mephilo%20Tor/29/165/701 and look at the "Galleries" banner.

all the objects i've been working with were created before Havok4 deployment

oh – i should add this: the bad behavior of llTargetOmega seems unaffected by the 'physics' status of the object

i'll post my tech details but DO NOT let that fool you. i continue to see the outlined issues on every Mac and PC system i have.

Second Life 1.19.1 (4) Apr 2 2008 12:03:24 (Second Life Release)

You are at 283171.7, 267426.4, 701.5 in Mephilo Tor located at sim2978.agni.lindenlab.com (216.82.19.221:13000)
Second Life Server 1.21.0.85745

CPU: Dual i386 (Unknown) (2400 MHz)
Memory: 2048 MB
OS Version: Darwin 9.2.2 Darwin Kernel Version 9.2.2: Tue Mar 4 21:17:34 PST 2008; root:xnu-1228.4.31~1/RELEASE_I386 i386
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: NVIDIA GeForce 8600M GT OpenGL Engine
OpenGL Version: 2.0 NVIDIA-1.5.24
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.14774 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 49/335914 (0.0%)


dan linden added a comment - 01/May/08 05:12 PM
Thanks Nava! A live, repeatable example helped tremendously.
The bug as I see it is "Slowly rotating llTargetOmega child prims stop rotating when you move ~40m away."

Marie Nakatani added a comment - 02/May/08 12:00 AM
40m??? mine don't work at all even when I'm less than 5m away. when i edit it, the object will jump to a new roation position and that's it

go here http://slurl.com/secondlife/Delilah/21/74/68 the moon is supposed to slolwy rotate and it doesn't. It is a child prim though.


Joshua Philgarlic added a comment - 02/May/08 07:07 AM - edited
This week it's okay again at the SIM I'm located at (see above).

Last week the objects didn' rotate when I loged in. I noticed the following:

  • It had nothing to do with the distance. There was no difference if I stood 1m or 50m away.
  • The affected "objects" consist of multiple UNLINKED prims - mostly concentric spheres or rings, so (in my case) it's irrelevant if the prims are child or not.

There was a workaround to restart them by shift-draging the prims, but that's no solution for an art gallery displaying ROTATING objects .


Mr Greggan added a comment - 02/May/08 08:58 AM
The llTargetOmega bug has not been squashed yet!

I have a vendor with 16 linked rotating sculptie prims, and 1 larger unlinked sculptie prim that also rotates. Here is the location: http://slurl.com/secondlife/Wallaby/232/226/54

Most of the time, when I log on, the linked prims are not rotating but the unlinked one is. Sometimes the linked prims are rotating, but they stop after a few moments, especially when I update the sculptie maps via LSL. The unlinked prim is always rotating. If I go into edit mode, and click on the non-rotating linked prims, sometimes they will start rotating. But not for long. If I shift-drag the linked & unlinked prims, they copy left behind will start rotating. Sometimes. But they stop rotating soon after that. However, the unlinked prim always rotates, never a problem.

If I go into edit mode & click on the non-rotating linked prims, they will shift their axis, as if they had rotated a step. If I click on the ground to deselect the prims, they rotate a step again. Select, deselect, they rotate one step each time. Sometimes they don't however.

This bug is driving me crazy!!!!


Nava Muni added a comment - 03/May/08 08:16 AM
dan – glad you found the hands-on example helpful. If there's ANYTHING I can do to help facilitate the troubleshooting process, please let me know.
However, i have to agree with Marie – I'm experiencing stops & stutters regardless of [physical or camera] distance from object.

Tiara Calvert added a comment - 03/May/08 09:18 AM
I just want to say this issue continues for me and has never been resolved since my reporting it. I still cannot see objects rotating with the SL viewer. Oddly enough if I use the On-Rez veiwer I can. The object created do not rotate, distance is not a factor. It simply does not work, no amount of clicking the item helps me. My ability to build waterfalls with rotating paddles directed by the water ended when this began and has been dead since. It is extremely annoying not to be able to "suddenly" without any obvious cause have this problem. Seemingly one of the new client releases did "something" and this just stopped working. I wish to god this would be addressed.

Marie Nakatani added a comment - 04/May/08 05:48 PM - edited
on this page http://wiki.secondlife.com/wiki/LlTargetOmega

i found this "Set the gain to zero to disable and remove the rotation behavior, eg llTargetOmega(ZERO_VECTOR, 0, 0);
A spinrate of 0 with a nonzero gain causes the object to try to stop all spin, rather than simply clearing a previous llTargetOmega() call. "

So I went inworld and found my script had this llTargetOmega(<0.0, 0.0, 0.04>, 0.1, 1.0);

so i incrementally changed the spinrate and gain and it began to work when i had 0.7, 7.0.. then i managed to incrementally drop it down to 0.3, 3.0 but could go no lower.

to get it to start again i had to up the numbers to around 10 to get it to start and then drop it again.

after around 20 minutes it stopped working all together and went back to the jerkiness when you click edit.
because it stopped/started working at different levels, i don't think it's completely the fault of the spin/gain numbers.. and it does look like the calls/reads/writes (whatever they are) are not being processed in a timely manner. are they timing out at the server/client but not being closed? for some of my saves it did take a up to 15 seconds between the save completing and the spin commencing.

Of course it could have something to do with the spin/gain - certainly changing those triggered the rotation. whereas changing the vectors didn't.

the object is here: http://slurl.com/secondlife/Delilah/21/74/68 the target omega script is in a child prim.

Hopefully there's something to go on in this that means you may be able to pinpoint and fix the problem.

*edit* last night (8/5) i got all excited as it started to work again. my sim was being griefed and the lag was terrible, yet my rotation began to work. it was spinning quite maniacally though- certainly faster than it is supposed to. of course the griefer attack has gone and it's stopped rotating for me again..

i can see the rotation with a no longer supported laptop running 1.19.1 (4) with an ATi 9700 card with OpenGL Version: 2.0.6388, I can see it on a pc running 1.19.0 using a GeForce4 MX 440/AGP/SSE/3DNOW! but can't see it on 1.19.1 (4) with Graphics Card: GeForce 7300 LE/PCI/SSE2/3DNOW! with OpenGL Version: 2.1.2


Han Sontse added a comment - 08/May/08 01:46 PM
I see this problem in 1.19.1.4

Model Name: iMac
Model Identifier: iMac4,1
Processor Name: Intel Core Duo
Processor Speed: 2 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache (per processor): 2 MB
Memory: 1.5 GB
Bus Speed: 667 MHz
Chipset Model: ATY,RadeonX1600
Type: Display
Bus: PCIe
PCIe Lane Width: x16
VRAM (Total): 128 MB
Vendor: ATI (0x1002)
Device ID: 0x71c5
Revision ID: 0x0000
EFI Driver Version: 01.00.068

the scripts in the object are very straightforward:

state_entry()
{
llTargetOmega(<0.0,0.0,0.0>,0.0,0.0);
llTargetOmega(<0.0,0.0,1.0, 0.012, 1.0);
}

under 1.19.0.5 this works fine. under 1.19.1.4 they stop turning and snap back to 0 rotation occasionally...
Sometimes recompiling the script will cause them to start rotating for a few seconds.... but they stop after a short time

TPing into the area they wont move at all.


Bubba Biberman added a comment - 25/May/08 09:39 AM - edited
Same here. Works in 1.19.0, no go in 1.19.1. Some items rotate, some do not. Distance is not affecting start or stop.

CPU: 4 x PowerPC 970 (2500 MHz)
Memory: 2560 MB
OS Version: Darwin 8.11.0 Darwin Kernel Version 8.11.0: Wed Oct 10 18:26:00 PDT 2007; root:xnu-792.24.17~1/RELEASE_PPC Power Macintosh
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: ATI Radeon X1900 OpenGL Engine
OpenGL Version: 1.5 ATI-1.4.19
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000)


jill linden added a comment - 20/Jun/08 09:23 AM
pending rev 1.20.11 (89660)

Bridie Linden added a comment - 25/Jun/08 02:46 PM
Fixed in 1.20 RC11