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