Chat log from the meeting on 2008-06-17

[10:50] Neas Bade: http://dague.net/2008/06/17/lightning-is-not-your-friend/

[10:50] Neas Bade: did my clothes just show up for you now?

[10:50] You: hey

[10:50] You: no

[10:50] You: your grey

[10:51] You: am i?

[10:51] Neas Bade: you are too

[10:51] Neas Bade: the textures are taking a long time to spool in

[10:51] You: yea its been like this since we changed UUIDs

[10:51] Charles Krinkeb: Gracious. I need to restart my laptop. back in 3 minutes.

[10:51] You: thats the 1st complaint i got

[10:51] You: everyone is grey now

[10:51] You: hehe

[10:51] Teravus Ousley is Online

[10:51] Neas Bade: your clothses just showedd up for me

[10:51] You: yea

[10:51] You: i rebaked

[10:51] Neas Bade: I think it just takes a bit

[10:51] Charles Krinkeb is Offline

[10:51] You: no

[10:51] Neas Bade: well, the rebake thing was always an issue

[10:52] You: it never happens now unless you rebake

[10:52] You: you wont even see yourself now

[10:52] You: this all started after the migration

[10:52] You: almost immediatly everyone noticed

[10:52] Neas Bade: well, it may have made a timing problem slightly worse, but I'm really doubting it is anything other than that

[10:52] You: yea

[10:53] You: i didnt think it that major

[10:53] You: hehe

[10:53] You: did you rebake Ter?

[10:53] You: or was that automatic?

[10:53] Teravus Ousley: I figured everyone was talking about rebaking.. so I might as well

[10:53] You: ah yea

[10:53] You: it doesnt happen now

[10:53] You: unless you do

[10:53] You: otherwise everyones always grey now

[10:54] Neas Bade: its a feature :)

[10:54] You: hehe

[10:54] Neas Bade: less complexity for the viewer

[10:54] You: Attack of The "Greys"

[10:54] Neas Bade: it's better than no pants

[10:54] You: we need aluminum foil hats

[10:54] Justin Clark-Casey is Online

[10:54] Charles Krinkeb is Online

[10:54] You: on another note

[10:55] You: i just erased about 60 prims that had negative location here

[10:55] You: and over in the 0,0,0 corner

[10:55] You: there is a fox tail under ground

[10:55] You: that if you touch it you crash

[10:55] Neas Bade: so, we did the first integration of content with patches from the IBM side, which is this handshake

[10:55] Justin Clark-Casey: woooooooo, creepy

[10:55] You: i had to delete the prims with negative locations from the DB

[10:55] You: cause if you touch them

[10:55] Teravus Ousley watches the map load :D yay

[10:55] You: viewer crashes

[10:55] Charles Krinkeb: I was thinking that a little grotto over there so we could admire things like that would be fun.

[10:56] You: where too?

[10:56] Charles Krinkeb: Maybe a little underwater sight-seeing spot near 0,0,0 so we can see things like appear and study them?

[10:57] Justin Clark-Casey: with a big sign saying - "Under no circumstances touch the fox tail of death!"

[10:57] You: yea map is working good

[10:57] You: hehe yea

[10:57] You: dont touch the fox tail

[10:57] Neas Bade: make it a big red button

[10:57] Charles Krinkeb: I bet many of our sims have stuff at 0,0,0

[10:57] Justin Clark-Casey: I excevated some stuff from the bottom of sdague's sim once

[10:57] You: i wonder if we can do a check

[10:57] Justin Clark-Casey: it was this weird big shiny thing

[10:57] You: and just purge anything thats negative

[10:57] You: casue the prims are untouchable

[10:58] You: theres no way to delete or move them in world

[10:58] Justin Clark-Casey: all that stuff might be historical detritus

[10:58] Justin Clark-Casey: probably the result of bugs

[10:58] Teravus Ousley: well, also make sure that they're not part of a linkset

[10:58] Neas Bade: I just want trees to not be grey :)

[10:58] Charles Krinkeb: problem with purging stuff that negative is it might be a negative offset from a root prim in a group perhaps?

[10:58] Neas Bade: ter, where is the map code?

[10:58] You: no this is in relation to the sim

[10:58] Neas Bade: I might take a look at the tree stuff

[10:58] You: there are 2 location feilds

[10:58] You: one is in location to sim

[10:58] Teravus Ousley: linksets have prim that are a wide variety locations

[10:59] You: the other is in location to prims

[10:59] Charles Krinkeb: Nebadon. I cant get to the console for WP and LP right now. Should we shut down LP for the meeting?

[10:59] You: oh sure

[10:59] Teravus Ousley: Sean: Scene.CreateTerrainTexture

[10:59] You: hang on i'll shut it down

[10:59] Charles Krinkeb: thanks. vnc is acting up.

[10:59] You: done

[11:00] Chris D is Online

[11:00] You: so sdague did i hear you say Trees are grey for you?

[11:00] Neas Bade: on the map

[11:00] You: ahh

[11:00] Teravus Ousley: on the map

[11:00] You: ok

[11:00] You: hehe

[11:00] Charles Krinkeb: Is the tone of our meeting today the 0.6 release and how to get there?

[11:00] Neas Bade: my test sim is mostly trees

[11:00] Teravus Ousley: you could just check for trees via their pcode

[11:01] Neas Bade: I like the outdoors

[11:01] Neas Bade: so the mapp looks wierd

[11:01] Charles Krinkeb: lots of lightning outdoors.

[11:01] You: hehe

[11:01] Neas Bade: yeh, I think we said this would be 0.6 focus

[11:01] Hiro Protagonist is Online

[11:02] Teravus Ousley: Sean I've commented the CreateTerrainTexture routine pretty highly

[11:02] Hiro Protagonist: 'sup y'all

[11:02] You: hello

[11:02] Charles Krinkeb: I also suspect Nebadon and I would appreciate a 64bit Linux conversation during this meeting for a short while.

[11:02] Charles Krinkeb: and Hiro as well.

[11:03] Hiro Protagonist: yeah, a little background is really all we need I think

[11:03] You: does anyone here have experience with 64 bit systems?

[11:03] Hiro Protagonist: I used one briefly when I first got this box - had numerous small troubles

[11:04] Hiro Protagonist: never really got opensim going on it though

[11:04] BlueWall Slade is Online

[11:04] Chris D: I run 64bit linux but I run opensim as a 32bit application

[11:04] You: yea

[11:04] You: i think most do

[11:04] Neas Bade: oh, I can't build any more

[11:04] Hiro Protagonist: everyone warned me off it

[11:04] You: there

[11:04] Hiro Protagonist: thats when Harrisona got me started on sidux

[11:04] You: i turned it on Sean

[11:04] Neas Bade: did someone take me out of Estate Managers?

[11:04] Neas Bade: ah cool

[11:04] You: build away

[11:04] You: no

[11:04] You: you have to enable admin

[11:05] You: or you cant make changes

[11:05] You: even if your estate manager

[11:05] Teravus Ousley sees neas on the estate manager list

[11:06] You: yea

[11:06] You: but unless you enable admin

[11:06] Hiro Protagonist: Neas, any insights into what's up with running opensim servers on 64bit linux?

[11:06] You: on the advanced tab

[11:06] You: you cant do estate functions

[11:06] You: unless you own the region

[11:06] Teravus Ousley: hmm, odd, I'm able to. Just not 'request godmode'

[11:06] You: yea

[11:06] You: i never have been

[11:06] BlueWall Slade is Offline

[11:06] You: on sims i dont own

[11:06] You: even if im estate manager

[11:07] Teravus Ousley disables physics

[11:07] You: lol

[11:07] You: thats probably going to crash here

[11:07] BlueWall Slade is Online

[11:07] Teravus Ousley: yep, works without me .having to be sim owner.. and without faking admin status.

[11:08] Teravus Ousley turns physics back on

[11:08] You: no

[11:08] You: not those estate

[11:08] You: land manager

[11:08] You: sorry

[11:08] You: land options

[11:08] Neas Bade is Offline

[11:08] You: i dont know about estate manager

[11:08] Teravus Ousley: ahh, yes. I never liked that

[11:08] Neas Bade is Online

[11:08] Dahlia Trimble: can I prevent others from building on my sims? do those flags work?

[11:08] Teravus Ousley: ... that Land wasn't done within the perms

[11:08] Teravus Ousley: Neas, the sim didn't crash.. did you?

[11:09] You: maybe he thought he was stuck

[11:09] You: lol

[11:09] Teravus Ousley: hehe, well, I specifically said 'Teravus turns off physics'

[11:09] Charles Krinkeb: I believe permissions are partly implemented and will be one of our big pushes for 0.7 right after we get 0.6 released.

[11:09] Charles Krinkeb: So, other then cleaning up some Mantisi, what else is needed to get 0.6 outa here?

[11:10] Neas Bade: man, the fonts suck more here

[11:10] Hiro Protagonist checks teh roadmap

[11:10] You: eh

[11:10] You: heh

[11:10] Charles Krinkeb: how come?

[11:10] You: what are you trying to do?

[11:11] You: ah note board?

[11:11] Neas Bade: I get way better fonts on my environment

[11:11] You: hmm this server is real basic

[11:11] Hiro Protagonist: the two biggies I think are nHibernate and LSL completion

[11:11] Teravus Ousley: I spy a Maa

[11:11] Hiro Protagonist: yep

[11:12] Hiro Protagonist: he snuck up on us

[11:12] Tedd Maa: mahn, I am sexy now or what?

[11:12] You: ok not to drasticly change subject

[11:12] You: but on the topic of this noteboard

[11:12] You: and osDynamicImage

[11:12] You: or whatever the funciton is

[11:12] You: 2 problems i see

[11:12] You: we cant do Full bright

[11:12] Neas Bade: osSetDynamicTextureData

[11:12] You: and the texture should be 24 bit

[11:12] You: not 32 bit

[11:13] Neas Bade: that's probably easily solvable

[11:13] Neas Bade: I might dig at that this week

[11:13] You: thats why you can see through it

[11:13] Neas Bade: yeh

[11:13] You: ok that is all

[11:13] You: lol

[11:13] Hiro Protagonist: question in re: teh roadmap

[11:13] Hiro Protagonist: what do we consider 'LSL completion'?

[11:13] You: for .6 you mean?

[11:13] Hiro Protagonist: yippers

[11:14] You: i think it was just laying out the basic functions

[11:14] You: not fully functionality of the functions

[11:14] Neas Bade: other suggestions from folks?

[11:14] Hiro Protagonist: well, the roadmap is a lil vague

[11:14] Hiro Protagonist: it just says Complete LSL functions

[11:14] You: yes in the common file

[11:14] Teravus Ousley: :D

[11:14] Hiro Protagonist: mebbe it's that way on purpose lols

[11:15] You: i think the goal was to just get the functions responding in some way

[11:15] You: not 100% functional though

[11:16] Hiro Protagonist: as in, stubs for all them, so any script will compile

[11:16] You: yea

[11:16] You: exactly

[11:16] Neas Bade: so what are the drop dead needs for LSL?

[11:16] Hiro Protagonist: kk

[11:16] Hiro Protagonist: templates for unimplemented functions I guess

[11:16] You: it might compile, but it may not function as it does in LL still

[11:16] Teravus Ousley: llSquishObject!

[11:16] Hiro Protagonist: lols

[11:16] Hiro Protagonist: go TER!

[11:16] You: hehe

[11:17] Hiro Protagonist: how are we doing with nHibernate progress Neas?

[11:17] Hiro Protagonist: btw, if you havent yet, you should drop by Bade Plaza sometime

[11:17] Teravus Ousley: nHyberst00gle

[11:17] Dahlia Trimble: ewww

[11:17] Neas Bade: well, if I managed to get to spend time on it this week, I think I'll get most of the stores over to it in the next 2 weeks

[11:17] Charles Krinkeb: We have templates. They all have nonimplemented calls.

[11:17] Neas Bade: honestly, nhibernate shouldn't be a blocker for 0.6

[11:18] Neas Bade: especially because Ter hates it ;)

[11:18] Hiro Protagonist: Just working of our wiki, for lack of any other guideline

[11:18] Teravus Ousley: nah, I'm just joking about it.

[11:18] You: so maybe the nhibernate completion should just be migration module completion?

[11:18] Neas Bade: Getting the migrations in was the only thing I would have tried to hold up 0.6 for

[11:18] You: yea

[11:18] Teravus Ousley: It's got a funny name.. and funny names deserve to be sarcassed a few times.

[11:18] Hiro Protagonist: cool, so that's doneish

[11:18] Charles Krinkeb: Is it fair to aim for July 4th for 0.6 and strive for stability improvements and whatever can be done by then?

[11:18] Neas Bade: as I didn't want another big release that didn't give us a way to move forward

[11:19] Neas Bade: yeh, migrations are looking good

[11:19] Neas Bade: Ter, absolutely :)

[11:19] Hiro Protagonist: most everything else is pretty well there, even if a few things need work

[11:19] Hiro Protagonist: avatar presence could use a bit more lovin'

[11:19] You: the suspense of that update took about 2 weeks off my life though

[11:19] Neas Bade: it managed to get osgrid assets migrated with no data loss

[11:19] You: lol

[11:19] You: i was pacing

[11:19] Neas Bade: heheh

[11:19] You: like cmooon

[11:19] Teravus Ousley: hehe

[11:20] Neas Bade: honestly, if something works for osgrid, I consider it working :)

[11:20] Neas Bade: this is the most brutal environment we have

[11:20] Hiro Protagonist: :D

[11:20] Neas Bade: which is awesome

[11:20] You: hehe yea

[11:20] Charles Krinkeb: we try

[11:20] You: i assume everyone has seen the new map?

[11:20] You: http://osgrid.org/gridmap/map.php

[11:20] Hiro Protagonist: in re: avatar persistence, I see about 50% of the avs as they should be right now

[11:20] Neas Bade: the map rocks

[11:20] Teravus Ousley: a billion map requests!

[11:20] You: doo it

[11:20] You: lol

[11:20] Hiro Protagonist: some are all or partially grey, including my own

[11:21] You: wow

[11:21] You: map works in the viewer browser

[11:21] You: amazing

[11:21] Dahlia Trimble: nice :)

[11:21] Neas Bade: I think grey goo avatars is a good thing to add to a 0.6 resolution

[11:21] Hiro Protagonist: inventory, btw, has gotten very reliable and predictable, I dont want to let that go unnoticed

[11:22] Teravus Ousley: the only thing that needs work is requesting 600 map images when opening it.

[11:22] Hiro Protagonist: kudos to all who busted their asses and heads on that

[11:22] Charles Krinkeb: The mainmap is working quite well and teleporting is 75% reliable using it now.

[11:22] Neas Bade: Ter, is there any work on the texture quality version stuff?

[11:22] Hiro Protagonist: yes, we are seeing *major* improvements there

[11:22] Teravus Ousley: texture quality?

[11:22] Dahlia Trimble: can we scroll further on the main map now?

[11:22] Hiro Protagonist: thanks, Teravus, for getting one more trick into your retinue

[11:22] Neas Bade: where it won't request a higher quality texture later

[11:23] Teravus Ousley: are we talking about map or texture assets in general?

[11:23] Neas Bade: I find I need to regen text boards quite a bit when new people join, as they get 1 low quality version and don't get the higher ones

[11:23] Hiro Protagonist: map, methinks

[11:23] Neas Bade: textures in general

[11:23] You: thats comm lag Sean

[11:23] Hiro Protagonist: ahhh, mah bad

[11:23] Neas Bade: neb, it never comes through though

[11:23] Hiro Protagonist: speaking of lag

[11:24] Teravus Ousley: oh. not yet. That's actually somewhat tricky... because the logic is already insane.

[11:24] Neas Bade: ok, just thought I'd bring it up

[11:24] You: yea i think its timing out

[11:24] Hiro Protagonist: I found out what it is that completely blocks the region periodically

[11:24] You: Sean i had question

[11:24] You: that timeout period

[11:24] You: we had to use for migration

[11:24] Neas Bade: Hiro, what's that?

[11:24] You: could that be used for other areas that are timing out

[11:24] You: maybe thats why we see such variations from system to system

[11:25] Hiro Protagonist: it's when mono does a System.GC.collect

[11:25] Neas Bade: Neb, yes, but more importantly now that I understand that the driver has a 30 second kill switch, I want people to point out those places

[11:25] Hiro Protagonist: the mono VM completely stops everything while the system wide GC happens

[11:25] Hiro Protagonist: they call it 'stop the world'

[11:25] You: ok good to know

[11:25] Neas Bade: because with migrations, we can probably add indexes to speed up those queries a lot

[11:25] Teravus Ousley: hehe

[11:25] Teravus Ousley: 'stop the world'

[11:25] You: heh yea

[11:25] You: gotta love that

[11:25] Hiro Protagonist: funneh huh lols

[11:25] Neas Bade: yeh, we shouldn't be calling the GC directly

[11:26] Justin Clark-Casey: do we ever do that?

[11:26] You: i think mono does it automaticlly

[11:26] You: why its random

[11:26] Neas Bade: Hiro, which mono?

[11:26] Hiro Protagonist: well, I think we were forcing a system wide GC in order to get accurate memory stats

[11:26] Teravus Ousley: hmm, well, I have to for ODE.. I have to pin the vertex and index list, and then release them manually

[11:26] Neas Bade: yes, we were

[11:26] Hiro Protagonist: all of them as far as I know Neas

[11:26] Justin Clark-Casey: hiro: no, that only happened for 1 revision

[11:26] Neas Bade: ok, good

[11:27] Hiro Protagonist: ok then we shouldnt see any more of it

[11:27] Charles Krinkeb: But, is ODE calling it?

[11:27] Hiro Protagonist: well

[11:27] Hiro Protagonist: most of the time

[11:27] Teravus Ousley: pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);

[11:27] Hiro Protagonist: the system will do a System.GC.collect if memory gets tight

[11:27] Teravus Ousley: pinnedIndex.Free;

[11:27] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro

LSL Drop Dead Needs - ?

[11:27] Justin Clark-Casey: I think it's too early to really be worrying about that kind of thing

[11:28] Neas Bade: there, so it is easy to text capture

[11:28] Hiro Protagonist: what kind of thing Justin?

[11:28] Neas Bade: ok, so what else?

[11:28] Teravus Ousley: .. well, ODE requires it.

[11:28] Justin Clark-Casey: hmm, we do GC.Collect in some places

[11:28] Neas Bade: yeh, that's find for now

[11:28] Justin Clark-Casey: like the GroupsModule and LLClientView. How bizarre

[11:28] Neas Bade: we'll work on that down the roade

[11:28] Teravus Ousley: it won't work without pinning the vertex and index list in memory

[11:28] Hiro Protagonist: sorry, you guys lost meh lols

[11:28] Neas Bade: if there are places we can get rid of it cool, otherwise, let it hang around

[11:29] Hiro Protagonist: anyway, didnt mean to derail our discussion

[11:29] Neas Bade: I think just being mindful not to use it except when really required would be good

[11:29] Hiro Protagonist: it was just something I recently learned I thought I'd pass on

[11:29] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls

LSL Drop Dead Needs - ?

[11:29] Charles Krinkeb: I think the key question is "What are the minimum necessary conditions to get 0.6 outa here?"

[11:30] Neas Bade: yep

[11:30] BlueWall Slade: how about llGiveInventory?

[11:30] Teravus Ousley: reverting to revision 1 in SVN?

[11:30] BlueWall Slade: is that one hard to do?

[11:30] Neas Bade: heh

[11:30] Justin Clark-Casey: probably not all that hard

[11:30] Charles Krinkeb: Perhaps one minimum is to get the number of open Mantis to below 300. Its currently about 375

[11:30] Hiro Protagonist: I kinda thought it was working for some reason

[11:30] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

[11:30] Hiro Protagonist: certainly a good mantis reduction wouldnt hurt

[11:31] Neas Bade: I just realized there is one more place I need to add in migrations before the release

[11:31] Hiro Protagonist: perhaps Neas

[11:31] Hiro Protagonist: we should consider as drop dead lsl needs

[11:31] Hiro Protagonist: for Tedd/Charles/Melanie to get their architecture concerns addressed to their mutual satisfaction

[11:31] Teravus Ousley: um, how about content library minimums?

[11:31] Charles Krinkeb: Ooops. Actually, its at 413 open right now. I think getting it down is of some importance.

[11:31] Neas Bade: Good point Ter

[11:32] Teravus Ousley: someone was doing sounds..

[11:32] You: that was me

[11:32] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

Content Requirements - ?

[11:32] Teravus Ousley: are those going to get includd?

[11:32] You: if we want

[11:32] You: i have the sounds read

[11:32] You: but not the xml

[11:32] You: i can work on that

[11:32] Neas Bade: It would be really nice to have some stock clothes

[11:32] You: they wont work

[11:33] You: and im not sure my sounds should be included in inventory

[11:33] You: they are viewer sounds

[11:33] You: which wont work

[11:33] Teravus Ousley: after which we can implement the sound items.

[11:33] You: if we insert them

[11:33] BlueWall Slade: sean, did you get qavimator to build?

[11:33] Neas Bade: I haven't tried recently

[11:33] You: i dont think they should be inventory items

[11:33] You: to be honest

[11:33] Neas Bade: I need to do that again

[11:33] You: just assets

[11:33] Teravus Ousley: they should be assets at the very least

[11:33] You: yes

[11:33] You: i'll wrap that up

[11:33] You: and make a mantis

[11:33] Neas Bade: honestly, there is nothing wrong with having an extensive stock inventory tree

[11:33] Teravus Ousley: snappy good.

[11:33] BlueWall Slade: i saw a note about the compile file in svn

[11:34] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - ?

[11:34] Teravus Ousley: Gestures? Anyone feel like taking that on?

[11:34] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - Clothes? - ?

[11:34] Teravus Ousley: Groups.. anyone feel like expanding my skellital code?

[11:35] Neas Bade: Ter, ideas on what kind of gestures you want?

[11:35] Justin Clark-Casey: hmm, any chance of not pushing the board contents to llSay?

[11:35] You: do gestures work now?

[11:35] Teravus Ousley: no.

[11:35] Teravus Ousley: gestures are not implemented

[11:35] You: ok just a note too

[11:35] You: about my sounds

[11:35] Neas Bade: just, sure, I wanted to push it on llsay so that it can be copied

[11:35] Neas Bade: maybe I'll make that on touch

[11:35] You: inserting them into DB wont do anything, does anyone know what is needed to engage the viewer sounds?

[11:35] Justin Clark-Casey: okay np :) I just lose the conversation when I look away (and then have to move the mouse, etc, etc)

[11:36] Teravus Ousley: we probably have to send them to the client

[11:36] Teravus Ousley: .. that's probably it

[11:36] You: theres a region packet

[11:36] You: or something

[11:36] You: becasue most of the sounds are spatial

[11:36] You: ie typing

[11:36] You: bumping

[11:36] You: everyone hears em

[11:36] You: like 90% of them

[11:37] Hiro Protagonist: there are various packets for sound

[11:37] Justin Clark-Casey: wow, hardy heron appears to get loads of updates every day atm

[11:37] You: im sure getting them in the asset database will help flush all that out

[11:37] Hiro Protagonist: Neas, did you get my last suggestion in re: LSL drop dead needs?

[11:38] Rip Oxbar: WOW

[11:38] You: hehe hello Rip

[11:38] Rip Oxbar: ive never seen so many folks here at one time

[11:38] Neas Bade: Hiro, I think I missed it, sorry

[11:39] You: hmm

[11:39] Hiro Protagonist: I was saying perhaps we should accept as a requirement that Tedd/Charles/Melanie to get their script engine architecture concerns addressed to their mutual satisfaction

[11:39] You: script break?

[11:39] Neas Bade: I think that might be too much of a gate on 0.6

[11:39] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - Clothes? - ?

[11:39] Neas Bade: there we go

[11:39] Teravus Ousley modified it a little bit..

[11:39] Rip Oxbar: is this a offical meeting?

[11:40] Hiro Protagonist: as near as we get yup

[11:40] Neas Bade: Rip, yeh, this is our weekly meeting

[11:40] Neas Bade: welcome

[11:40] You: well i think what they are Doing Hiro is not in relation to .6 really

[11:40] Rip Oxbar: Well then its a first for me :)

[11:40] Charles Krinkeb: yes, Rip. We meet here each week from 1900-2000UTC and this is called "Office Hour" for OpenSim.

[11:40] You: thats more beyond .6 i would think

[11:40] Charles Krinkeb: All are welcome, Rip.

[11:40] Hiro Protagonist: I just thought it might be good to include, as from what I understand, it isnt going to take long and will represent something of a fwd stride

[11:40] Rip Oxbar: thanks ill just listen :)

[11:41] You: is Tedd here?

[11:41] You: hehe

[11:41] You: maybe he can comment

[11:41] Hiro Protagonist: I keep hoping he would speak up

[11:41] Teravus Ousley: Paging Mr. Maa

[11:42] Hiro Protagonist: I dont want to sign him up for nothing while he aint lookin lols

[11:42] Neas Bade: oh, interesting bug

[11:42] Neas Bade: presense doesn't seem to work

[11:42] Neas Bade: my contact list only shows kurt there

[11:42] You: yea

[11:42] You: thats never really worked 100%

[11:43] Hiro Protagonist: yeah, that's something else that could use a bit o lovin'

[11:43] Teravus Ousley: the reason is it's coming in too early

[11:43] Neas Bade: it used to work

[11:43] You: it sort of works

[11:43] Hiro Protagonist: mostly works

[11:43] Neas Bade: did someone file a mantis for that yet?

[11:43] Hiro Protagonist: I get notifications that seem accurate

[11:43] Hiro Protagonist: burt the list doesnt seem to track them

[11:43] Teravus Ousley: .. there needs to be an event that signifies the client is ready to receive data

[11:43] You: i see alot of people come online

[11:43] You: but they dont show on friends

[11:43] You: i get the blue popup notice

[11:43] You: but not friends list

[11:43] BlueWall Slade: did the UUID migratino affect that?

[11:43] You: no

[11:44] Hiro Protagonist: didnt seem to

[11:44] Neas Bade: no

[11:44] You: that was happening before that

[11:44] Neas Bade: the UUID migration would only have had the effect of slowing a couple of things down

[11:44] Neas Bade: it couldn't have effected anything else

[11:44] Rip Oxbar: thanks guys

[11:44] Teravus Ousley: the problem is the friend events happen before the client is ready to receive them.

[11:44] Teravus Ousley: .. when logging in.

[11:44] Kurt Stringer: hey all, I've been here, but I am actually "here" now ;-)

[11:45] Neas Bade: what's causing the issue after logged in

[11:45] Teravus Ousley: .. there needs to be an event that signifies the client is ready to receive data

[11:45] Neas Bade: right, but isn't it more than that?

[11:45] Teravus Ousley: no

[11:45] Justin Clark-Casey: interesting. If you create a prim and make it physical before it persists for the first time, it doesn't appear to be reloaded on sim restart

[11:45] Digi Fly: lol

[11:45] Neas Bade: because peopel that come in after I've been here for a while don't show up in my friends lit

[11:45] Rip Oxbar: that looks fun Neb :)

[11:45] Dahlia Trimble: lol @nebadon

[11:45] Neas Bade: justin yep

[11:45] Neas Bade: physical prims aren't saved

[11:45] Teravus Ousley: .. well, I attribute that to restarting the Messaging Server currently

[11:46] Teravus Ousley: .. since when you restart the messaging server.. it takes a while for it to get up to speed

[11:46] Justin Clark-Casey: ah oh ee

[11:46] BlueWall Slade: i have run into some issues when teleporting a long distance away...

[11:46] BlueWall Slade: still gathering info & will file a report

[11:46] Justin Clark-Casey: sdague: is there a good reason for that?

[11:46] Neas Bade: BlueWall great

[11:46] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - LSL Completion - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - Clothes? - ?

[11:47] You: JustinCC i think best reason is so sim restartes

[11:47] You: hehe

[11:47] Neas Bade: it hammers the db too much

[11:47] Justin Clark-Casey: hmm, okay

[11:47] Hiro Protagonist: heh, distance doesnt really affect teleport quality, unless you mean distance across networks; i.e., fron somewhere in the states to somewhere in europe or asia

[11:47] Neas Bade: saving physical prims is brutal on the system

[11:47] Teravus Ousley: well, it isn't anymore

[11:47] You: Teleporting long distance does seem to have issue

[11:47] You: im not sure why

[11:47] Teravus Ousley: .. so I'd say test it saving physical prim now

[11:47] Neas Bade: ok, perhaps we put back in the stopped check then?

[11:47] BlueWall Slade: the TP works, but the scene is empty

[11:48] Dahlia Trimble: grrrr my computer wont stop swapping :( need to close this viewer ... bye all :)

[11:48] Hiro Protagonist: sorry guys

[11:48] Neas Bade: previously I set it so that physical prims were only saved if they came to rest

[11:48] Teravus Ousley: yes. Since it's threaded now, I don't anticipate it being a problem

[11:48] Hiro Protagonist: havent seen that one

[11:48] Neas Bade: based on the assumption that in motion prims being saved may cause very odd restart issues

[11:48] Teravus Ousley: Well, they should be saved if they've come to a rest.

[11:48] You: i can say on my regions that the use of physical prims has decreased alot

[11:48] Justin Clark-Casey: yeah, they don't seem to be saving at rest - at least not if they are initially at rest

[11:48] Teravus Ousley: currently, they are not saved at all.

[11:49] You: i cant nearly put out as many as i could before

[11:49] Justin Clark-Casey: teravus: okay, that makes sense with what I'm seeing

[11:49] You: seems to generate a tremendous amount of lag now

[11:49] You: i have trouble with even 20-30 prims

[11:49] Hiro Protagonist: you mean phys prims?

[11:49] You: io used to be able to get 100s out

[11:49] You: yes

[11:49] Hiro Protagonist nods

[11:49] Digi Fly: this ones working hiro.

[11:50] Hiro Protagonist: heh

[11:50] You: also i did some testing on Mac

[11:50] You: with ODE

[11:50] You: its unuseable

[11:50] Teravus Ousley shrugs, the system hasn't changed from when you tested 100's so.. *shrugs*

[11:50] You: yea

[11:50] You: well

[11:50] You: what has changed

[11:50] You: is i have more prims out now

[11:50] You: and more scripts

[11:50] You: here in Wright Plaza though

[11:50] Teravus Ousley: well, Mac users need to tweak the OpenSim.ini settings and let us know what the proper ones are.

[11:50] You: 1 physical prims can bring this region down

[11:50] Teravus Ousley: I don't have a mac to test against

[11:50] You: yea ok

[11:51] You: i will let Ming know

[11:51] You: he was willing to do what it takes

[11:51] You: but he didnt know what to do

[11:51] Neas Bade: yeh the word "unusable" doesn't really help :)

[11:51] You: your squatting

[11:51] You: on your knees

[11:51] You: major bounce

[11:51] You: like 50+m

[11:51] You: prims fly off

[11:51] You: at the slightest touch

[11:51] Teravus Ousley: right, it's the avatar 'standup' tensor

[11:51] You: like at light speed

[11:51] You: lots of crashing

[11:51] You: like 20 prims brought down a brand new MBP

[11:51] Teravus Ousley: .. hehe.. and parhaps other things.

[11:52] Neas Bade: neb, I'd try to get it consolidated in a mantis

[11:52] You: yea its Mings server

[11:52] Teravus Ousley: like I said.. I don't have a mac to test against. :D

[11:52] Neas Bade: Mac just sucks, face it ;)

[11:52] You: lol

[11:52] Hiro Protagonist: probably best thing is have him tweak settings first

[11:52] Justin Clark-Casey: sad macs

[11:52] You: yea

[11:52] You: i really didnt know what to say

[11:52] You: im just relaying

[11:52] You: hehe

[11:52] You: someone else brought it up

[11:52] You: and i contacted ming

[11:52] You: we did some testing

[11:52] Teravus Ousley: [ODEPhysics] section

[11:53] You: ok

[11:53] Teravus Ousley: has those options

[11:53] You: i'll let him know

[11:53] Tedd Maa: ah, sorry, phone called and away I went :)

[11:53] Hiro Protagonist: wb Tedd

[11:53] Teravus Ousley: Wb Mr. Maa

[11:53] You: thats alright, we decided to transfer all the mantis tickets to you while you were gone

[11:53] Rip Oxbar: Neb r u dizzle yet :)?

[11:53] Rip Oxbar: Dixxy

[11:53] Rip Oxbar: Dizzy

[11:53] You: hehe

[11:53] Charles Krinkeb: he has been "dizzle" a looooong time

[11:54] BlueWall Slade: lol

[11:54] Hiro Protagonist: rofl

[11:54] Charles Krinkeb: as am i

[11:54] Rip Oxbar: hes making me Dizzle or Dizzy now :)

[11:54] Neas Bade: heh

[11:54] Neas Bade: WP acting much better today

[11:54] Tedd Maa: I dizzle, therefore I am... or I dizzle, therefore scripts work.

[11:54] You: yea not too bad

[11:54] Charles Krinkeb: Tedd. Can you share your vision of LSL going forward a little bit?

[11:54] You: wonder if erasing all those negative prims did anything

[11:54] You: and also

[11:54] You: just as a note

[11:54] You: all the negative prims

[11:55] You: were -0.2

[11:55] You: they were not part of link sets

[11:55] You: i actually saw everything that erased

[11:55] Neas Bade: Can I get a volunteer to make some Mantis issues for the items up on the text board?

[11:55] Tedd Maa: Yeah... LSL implementation has been going really good. We continue with that like before..

[11:55] You: they were all at 0,0,0 and negative to that

[11:55] Tedd Maa: Within a few days hopefully a new script engine wills tart to emerge

[11:55] Neas Bade: I've got to drop in a minute to go do far pickup

[11:55] Neas Bade: Tedd, cool

[11:55] Teravus Ousley: I need to drop now actually

[11:55] Rip Oxbar: Will there be any other script languages available Tedd?

[11:56] Tedd Maa: New one will be much cooler and will hopefully bring everyone into the ScriptEngine arena

[11:56] Tedd Maa: no, it will be same engine with new architecture

[11:56] Teravus Ousley: tc, see yas in da chats

[11:56] You: later Ter

[11:56] Hiro Protagonist: TC Ter

[11:56] Teravus Ousley is Offline

[11:56] Charles Krinkeb: How should we solicit patches from new folks to the LSL subroutines file. As before?

[11:56] Tedd Maa: But it will make it possible for anyone to safely donate their own languages, compilers, command sets, modifications, etc.

[11:57] Neas Bade: very cool

[11:57] Neas Bade: looking forward to it

[11:57] Rip Oxbar: ummm

[11:57] Hiro Protagonist: ++ Tedd

[11:57] Rip Oxbar: hummm

[11:57] You: do you think LSL can be wrapped up in 2 weeks?

[11:57] paulie Femto is Online

[11:57] You: that seems a tall order

[11:58] You: hey paulie

[11:58] Tedd Maa: ck: Yeah, just insert patches as before. We will do cleanup between engines, and with som SVN history log we should be able to do that easily

[11:58] paulie Flomar: Howdeh. :)

[11:58] Justin Clark-Casey: huh, if physical prims don't persist that must mean all the balls I've lost in the deep tardis creek must also dissappear

[11:58] Tedd Maa: LSL will not be done in 2 weeks... first we need to get all commands in, then endless bugfixing and tweaking :)

[11:58] You: ok

[11:59] Rip Oxbar: im dizzy now boy o boy....i got go..have a good one guys

[11:59] Neas Bade: justin, unless them come to rest :)

[11:59] You: so should that be stricened from the .6 release?

[11:59] Tedd Maa: has anyone thought about any interprim communication?

[11:59] You: make lsl a .7 thing

[11:59] You: the release mark was 2 weeks

[11:59] You: why i ask

[11:59] Justin Clark-Casey: neas: from what teravus said, not even then

[11:59] You: and it was initially part of the roadmap

[11:59] Neas Bade: ok

[11:59] Tedd Maa: is FULL LSL support part of .6? I don't know exactly how much work remains in those files...

[11:59] You: well

[12:00] Tedd Maa: ck is probably the man to answer that

[12:00] Justin Clark-Casey: I hought there already was some interprim communictation

[12:00] Neas Bade: alright, volunteers to file some mantis issues?

[12:00] You: getting the functions layed out

[12:00] You: not 100%

[12:00] Hiro Protagonist: I got the grey goo thing Neas

[12:00] You: CTRL+ALT+R

[12:00] You: fixed the greys

[12:00] Tedd Maa: I don't know if there is interprim comm yet, might be... I was thinking of adding support for shared objects/shared memory

[12:00] Kurt Stringer: there is prob about 20% left on LSL

[12:00] Hiro Protagonist: not for me, NEb

[12:00] You: hmm try rebakle from menu

[12:01] You: does alt work in linux on viewer?

[12:01] You: i dont think it does

[12:01] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store - Save resting physical prims

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - Clothes? - ?

[12:01] Hiro Protagonist: it has for me in the past

[12:01] Hiro Protagonist: rebaking from menu helped some

[12:01] Chris D is Offline

[12:01] You: yea i think it depends on your flavor

[12:01] Hiro Protagonist: kurt is still grey, as is charles

[12:01] Hiro Protagonist: and justin

[12:01] You: yea i see you now

[12:01] Justin Clark-Casey: I prefer to be grey

[12:01] You: hehe

[12:01] Neas Bade: ok, I'm dorpping

[12:02] Neas Bade: catch you all on IRC

[12:02] Justin Clark-Casey: if I'm not greay I'm just black anyway - makes a nice change

[12:02] You: later

[12:02] Justin Clark-Casey: bye neas

[12:02] Neas Bade is Offline

[12:02] paulie Flomar: bye neas

[12:02] You: ok well i guess that mark for 2 weeks to get out .6

[12:02] You: i wonder if thats more pressure than charles needs

[12:02] Justin Clark-Casey: hee hee

[12:02] You: to get the LSL all layed out

[12:02] Hiro Protagonist: I think I just orbited digifly lol

[12:03] Hiro Protagonist: I deleted the loveseat

[12:03] You: lol

[12:03] Tedd Maa: sounds a bit much, I'd guess the remaining functions were the hardest ones (like OpenSim not supporting them yet)

[12:03] You: yea im just thinking

[12:03] Digi Fly shouts: No, im at 0,0,0

[12:03] You: took over a year to get what we have

[12:03] You: and were gonna wrap it up in 2 weeks

[12:03] You: that seems crazy

[12:03] Justin Clark-Casey: digifly: show off!

[12:03] You: unless im missing something

[12:03] Justin Clark-Casey: I think whether it's realistic or not is for individuals to judge

[12:04] You: yea

[12:04] You: well for charles mostly

[12:04] You: i dont know anyone else working on it

[12:04] Digi Fly: cant move

[12:04] You: all the people who were working on it seem to be MIA

[12:04] Hiro Protagonist: Tedd, I think as far as actual functionality, we were just looking for stubs unless it's just low hanging fruit or something

[12:04] You: yea

[12:04] Justin Clark-Casey: yes. Personally I'm not a great fan of roadmaps, though I guess they do help in some circumstances

[12:04] Primitive: Suggestions for Feature Gates - Grey goo avatars - Hiro - Remove unneeded GC calls - Migrations for MySQL Grid Store - Save resting physical prims

LSL Drop Dead Needs - ?

Content Requirements - Sounds from nebandon - Clothes? - ?

[12:04] Justin Clark-Casey: we shall see :)

[12:04] You: yea i dont think he means 100% functional

[12:05] You: i mean if we can do it thats great

[12:05] You: im just thinking sounds like alot of pressure on charles

[12:05] Hiro Protagonist: they're kind of a necesary evil if we're stamping releases Justin

[12:05] You: hes putting on himself

[12:05] Tedd Maa: We already have empty stubs sort of, commands are there but throws not implemented exception :)

[12:05] Justin Clark-Casey: well, releases are kind of stable points in time

[12:05] You: yea

[12:05] You: lsl wont change stability

[12:05] Justin Clark-Casey: rather than goalposts per se, at least up till now

[12:05] Justin Clark-Casey: tedd: yep, lots of that stuff

[12:06] Hiro Protagonist: we're still real loose justin ;)

[12:06] Justin Clark-Casey: loose about the hoose!

[12:06] You: heh if anything LSL functions might cause less stability

[12:06] Hiro Protagonist: hahahah

[12:06] Hiro Protagonist: !!

[12:06] Justin Clark-Casey: there's a moose loose about the hoose!

[12:06] Hiro Protagonist: loose, FTW

[12:06] Digi Fly: hiro, not sky. 0,0,0 wher ethe coordinates

[12:06] You: heh

[12:06] Hiro Protagonist: there you are DF

[12:06] You: i better check to see if theres a couch over there

[12:06] Justin Clark-Casey: well, I'm still waiting for massive llRezObject griefing

[12:06] Hiro Protagonist: nah

[12:06] Hiro Protagonist: I deleted it

[12:06] You: ig

[12:06] Justin Clark-Casey: but I appear to have been confounded in that expectation

[12:06] You: oh

[12:06] Digi Fly: needed to relog could move

[12:06] You: you missed that Justin

[12:07] You: its happened

[12:07] Hiro Protagonist: yup

[12:07] Justin Clark-Casey: did I? Oh cool!

[12:07] Digi Fly: np hiro

[12:07] You: yep

[12:07] Hiro Protagonist: Assembly Wizard

[12:07] You: i have the scripts

[12:07] You: if you want them

[12:07] You: privately of course

[12:07] You: i made that offer for all core devs only

[12:07] Justin Clark-Casey: yes, I might take you up on that

[12:07] You: ok let me know

[12:07] Hiro Protagonist: it's pretty stock stuff really

[12:08] Justin Clark-Casey: we'll need a defense at some point, though I think we'll only shift our asses when it becomes more common - and then some desparate grid owner may submit the patch anway

[12:08] Hiro Protagonist: any sufficiently motivated and skilled lsl scripter could do it

[12:08] You: yea

[12:08] Justin Clark-Casey: yeah, I just can't be bothered to write it myself :)

[12:08] You: some grey goo to slow the crazy rezzing

[12:08] You: although that doesnt seem to work all well for lindens

[12:08] You: heh

[12:08] Justin Clark-Casey: yes, it always sound liek a balance between protection and functionality for people who want to use scripts to rez whole builds

[12:08] You: yea

[12:09] You: doesnt have to stop it either really

[12:09] You: just slow it down

[12:09] Justin Clark-Casey: still, at least with OpenSim we can let people write their own grey goo fence modular implementations :)

[12:09] Hiro Protagonist: this was easily defeatbale by setting parcel options to owner-rez

[12:10] You: yea indeed

[12:10] You: or adjust its settings

[12:10] You: to what they need

[12:10] Hiro Protagonist: he just happened to do it in free-build zones

[12:10] Hiro Protagonist: yang, WP...

[12:11] You: oh Paulie

[12:11] Hiro Protagonist: a couple over on one of my regions....

[12:11] paulie Flomar: neb?

[12:11] You: there is a foxtail

[12:11] You: under the ground in the corner here

[12:11] You: i think its yours

[12:11] You: but its unhighlightable

[12:11] You: and if you touch it you crash

[12:11] You: i suspect its not in this region

[12:11] paulie Flomar: neb: lol. i dont think its mine, but I'll look...

[12:11] Hiro Protagonist: that is a powerful piece of tail rofl

[12:11] paulie Flomar: hawhaw!

[12:11] Digi Fly: Like prim hair on your head. don edit it.

[12:11] Justin Clark-Casey: that foxtail - it's so fricking cool!

[12:11] Digi Fly: then you crash too

[12:12] You: yea i think

[12:12] Justin Clark-Casey: is that a client crash?

[12:12] You: that prim is an attachment

[12:12] paulie Flomar: should I try and remove it or will I crash?

[12:12] You: from a border crossing gone wrong

[12:12] You: and its now stuck

[12:12] paulie Flomar: where is it, neb?

[12:12] You: 0,0,0

[12:12] Hiro Protagonist: I rememebr when stuff like that used to happen on the linden grid

[12:12] You: under the ground

[12:12] paulie Flomar: ah

[12:12] You: disable camera constratings

[12:12] You: constraints

[12:12] paulie Flomar: i got sent to 0/0/0 once.

[12:12] paulie Flomar: here

[12:12] paulie Flomar: that was scary.

[12:13] paulie Flomar: theres things down there...at 0/0/0...

[12:13] You: what i was getting at though

[12:13] You: is check that regions db

[12:13] You: for prims that are beyond 255

[12:13] You: or also negative numbers

[12:13] You: see if you find anything odd

[12:13] BlueWall Slade: ahhh

[12:13] Hiro Protagonist: heh

[12:13] Hiro Protagonist: which corner is 0,0,0?

[12:13] You: infact i recommend everyone here check their databases

[12:13] You: Yang

[12:13] paulie Flomar: is it on the cameo side, neb?

[12:13] You: Yang / Cameo / Taokie

[12:13] You: that corner

[12:14] BlueWall Slade: well, beyond 255 in the x/y position

[12:14] You: yes

[12:14] You: dont over react if you see them

[12:14] BlueWall Slade: and 4096 in the z?

[12:14] You: but check it out

[12:14] You: actually

[12:14] You: its 768 here i think still

[12:14] You: we arent havok

[12:14] You: i havent tested it though

[12:14] You: to be honest

[12:14] BlueWall Slade: i have been on a prim at that height

[12:14] You: not sure how high we can go with ODE

[12:14] You: ok

[12:15] You: yea maybe that was just a client limit to keep Havok 1 from dieing

[12:15] BlueWall Slade: haven't attempted to build there though

[12:15] Hiro Protagonist is Offline

[12:15] You: they removed the limit

[12:15] You: i bet Hiro touched the tail

[12:15] paulie Flomar: I'll check cameo laters.

[12:15] You: i told him

[12:15] Hiro Protagonist is Online

[12:15] You: dont even cam on it

[12:15] You: or you crash

[12:15] paulie Flomar: wow

[12:15] You: yea

[12:15] You: very odd

[12:15] You: hehe

[12:15] BlueWall Slade: i setup a local grid here for testing

[12:16] You: welcome back he who hath touched the tail

[12:16] Hiro Protagonist: l

[12:16] Hiro Protagonist: lols

[12:16] Justin Clark-Casey: so that's a hard client crash?

[12:16] BlueWall Slade: hiro - blown away by a piece of tail

[12:16] You: yea

[12:16] You: it just kills the client

[12:16] Justin Clark-Casey: doesn't look like anything happens on the OpenSim server from the logs

[12:16] You: yea its definatly client side

[12:16] Justin Clark-Casey: wow - that means we're sending data to it that the client isn't expecting

[12:16] paulie Flomar: I'm going to go try it! hehehe

[12:16] You: im guessing its sending the client some crazy #

[12:16] You: that it can not handle

[12:16] BlueWall Slade: i had that on one of my regions

[12:16] Justin Clark-Casey: kind of a client bug in a way since it shoud deal with unexpected data

[12:17] You: yea

[12:17] You: i would say the viewer should handle it better for sure

[12:17] Justin Clark-Casey: though it also needs to be fixed our end so we don't send that data either

[12:17] Justin Clark-Casey: yes

[12:17] BlueWall Slade: kept returning the prims, and they dissapeared

[12:17] You: but my question is how do we contain the tail

[12:17] You: lol

[12:17] Justin Clark-Casey: ideally you should never simply trust the data you're given from an external source

[12:17] Hiro Protagonist: ok

[12:17] Hiro Protagonist: I have a little piece of it selected

[12:17] Hiro Protagonist: it belongs to Paulie Femto

[12:17] Digi Fly: wich corner ?

[12:17] You: yea

[12:18] Hiro Protagonist: yang

[12:18] You: every so often i can get a piece

[12:18] BlueWall Slade: jcc - is that like my border crossings throwing an out of range coord?

[12:18] You: but if i delete it

[12:18] You: it comes back

[12:18] Hiro Protagonist: it's a little tiny cube

[12:18] You: its pure evil

[12:18] You: yea

[12:18] You: i deleted that cube 10 times

[12:18] Hiro Protagonist: any way to return it?

[12:18] You: not sure

[12:18] You: i just hit elete

[12:18] You: delete

[12:18] You: and it would go away

[12:19] You: but a region restart

[12:19] You: it comes back

[12:20] You: I think what we really need

[12:20] You: is a Furry Priest

[12:20] You: to cleanse the region

[12:20] Justin Clark-Casey: ha ha

[12:20] You: hehe

[12:20] BlueWall Slade: lol

[12:20] Hiro Protagonist: rofl

[12:20] Hiro Protagonist: papa bear and the all-jug band?

[12:20] Justin Clark-Casey: sounds like seedy strip joint entertainment

[12:21] UUID Speaker: Nebadon Izumi, your key is 7b2022f0-5f19-488c-b7e5-829d8f96b448

[12:21] Hiro Protagonist: heh

[12:21] Hiro Protagonist: I'm gonna try to return it

[12:21] You: k

[12:21] Hiro Protagonist: I finally got the camera insode the tail prim the cube sits in

[12:21] You: yea the cube doesnt crash you

[12:21] You: i dont know why

[12:21] You: but if you even cam on that tail

[12:21] You: its over

[12:22] Hiro Protagonist: yeah, that's what I did the first time

[12:22] You: the oddest part

[12:22] You: i found about 30 prims in that exact spot that belonged to paulie in the DB

[12:22] You: and i erased them

[12:22] You: yet it remains

[12:22] You: im thinking maybe another region has it too

[12:22] You: in the same exact spot

[12:22] Hiro Protagonist: mebbe so

[12:23] You: but at 256 or something

[12:23] You: 1m over the limit

[12:23] Hiro Protagonist: so yang, cameo and taoki vixen need to check for it or something

[12:23] You: Taoki is clean

[12:23] You: so is here

[12:23] You: i think

[12:23] You: just need Yang and Cameo

[12:23] Hiro Protagonist: the cube returned, or appeared to

[12:23] You: Taoki brought it to my attention

[12:23] Hiro Protagonist: but the tail remains

[12:23] You: there was alot more down there too

[12:24] You: a vending machine

[12:24] Hiro Protagonist: heh

[12:24] You: all kinds of stuff that if you touched it

[12:24] You: you crashed

[12:24] Hiro Protagonist: no kidding

[12:24] You: i got everything but that damn tail

[12:24] You: yea

[12:24] Hiro Protagonist: ok guys

[12:24] Hiro Protagonist: I gotta git

[12:24] You: according to the database though out to 5,5,5 has no prims

[12:24] You: ok

[12:24] Hiro Protagonist: catch ya in the channels

[12:24] You: later

[12:24] Hiro Protagonist is Offline

[12:25] BlueWall Slade: hey, i gotta run too - good work everyone! this are a lot better since a couple of weeks ago

[12:25] You: ok guys i'll post the log on website

[12:25] Justin Clark-Casey: yep, I'm going too

[12:25] You: see you in the IRC

[12:25] Justin Clark-Casey: see you around

[12:25] Justin Clark-Casey is Offline