Chat log from the meeting on 2012-07-30

[2012/07/31 10:54] Nebadon Izumi: hello [2012/07/31 10:54] Mike Kayaker: Hello [2012/07/31 10:55] Richardus Raymaker: hi nebadon [2012/07/31 10:55] You decline Sound Pattern in combi with NPCs from Taarna Welles. [2012/07/31 10:56] BlueWall.Slade @gateway.bluewallvirtual.net: Hello everybody [2012/07/31 10:56] Mike Kayaker: Hello! [2012/07/31 10:56] Richardus Raymaker: hello mike [2012/07/31 10:56] Taarna Welles: hello [2012/07/31 10:57] Robert Adams: Hello all [2012/07/31 10:57] Master Dubrovna: Hello everyone [2012/07/31 10:57] Nebadon Izumi: hello BlueWall [2012/07/31 10:57] Richardus Raymaker: hi bluewall [2012/07/31 10:58] BlueWall.Slade @gateway.bluewallvirtual.net: I have been running my dev regions on mono-sgen for several days now w/o issue [2012/07/31 10:58] Nebadon Izumi: cool [2012/07/31 10:58] Nebadon Izumi: what kind of script load? [2012/07/31 10:58] BlueWall.Slade @gateway.bluewallvirtual.net: not really much [2012/07/31 10:59] Richardus Raymaker: i have seen some intressting. on windows when your low on ram and the GC is gettinbg active (i think, becausde memory usage drop) opensim show red messages with time-out warnings [2012/07/31 10:59] BlueWall.Slade @gateway.bluewallvirtual.net: we can't slow down [2012/07/31 10:59] BlueWall.Slade @gateway.bluewallvirtual.net: so running out of VM fro us sux [2012/07/31 10:59] Richardus Raymaker: what your doing han ? [2012/07/31 11:00] Han Held: Demonstrating the bug I just filed :D [2012/07/31 11:00] Robert Adams: that's the thread watchdog timers.... swapping takes way to long [2012/07/31 11:00] Nebadon Izumi: what is the bug Han? [2012/07/31 11:01] Han Held: Teleport routing doesn't work as expected; brb, finding the mantis number [2012/07/31 11:01] Richardus Raymaker: ok, robert iots only short that am on low memory. but its intressting [2012/07/31 11:01] BlueWall.Slade @gateway.bluewallvirtual.net: http://opensimulator.org/mantis/view.php?id=6119 [2012/07/31 11:01] Han Held: Yep [2012/07/31 11:01] Han Held: thanks [2012/07/31 11:01] BlueWall.Slade @gateway.bluewallvirtual.net: teleporting into megaregions is realy bad [2012/07/31 11:02] BlueWall.Slade @gateway.bluewallvirtual.net: maybe I dont' have something set right, but it's terrible for me [2012/07/31 11:02]  Han Held: What's weird is that teleport working SORTA works in lbsa; I've no idea why [2012/07/31 11:02] Richardus Raymaker: hmm, seems to work ok for me [2012/07/31 11:02]  Nebadon Izumi: we have a telehub [2012/07/31 11:02] Nebadon Izumi: in Lbsa [2012/07/31 11:03] Richardus Raymaker: does it need some script ? [2012/07/31 11:03] Nebadon Izumi: it basically over rides all teleport requests [2012/07/31 11:03] Han Held: That's probably the difference? In lbsa it works properly when you're in the middle, but if you double-click TP behind the couches or whatever, it doesn't work. [2012/07/31 11:03] BlueWall.Slade @gateway.bluewallvirtual.net: Han - you should upgrade mono [2012/07/31 11:03] Richardus Raymaker: Han, it worked fine last time. when i clicked in corner of sim [2012/07/31 11:03] Richardus Raymaker: still started in center [2012/07/31 11:03] Han Held: I was clicking all over lbsa this morning testing [2012/07/31 11:04] Taarna Welles: Heya Justin [2012/07/31 11:04] Justin Clark-Casey: hello taarna, folks [2012/07/31 11:04] Nebadon Izumi: hello Justin [2012/07/31 11:04] Han Held: I'm on debian so I was afraid to upgrade anything; but I'll look and read up on backports [2012/07/31 11:04] Richardus Raymaker: i think it works only when you come from other sim han [2012/07/31 11:04] Han Held: Hi, Justin [2012/07/31 11:04] BlueWall.Slade @gateway.bluewallvirtual.net: Hi Justin [2012/07/31 11:04] Richardus Raymaker: hi justin [2012/07/31 11:04] logger sewell: hey Justin [2012/07/31 11:04] stiven wycliffe: alguien habla espaÃ±ol???? [2012/07/31 11:05] Taarna Welles: I have a question about using NPC's in combination with sounds. May I rez an image about it? [2012/07/31 11:05] Andrew Hellershanks: Hey, everyone [2012/07/31 11:05] Richardus Raymaker: hi andrew [2012/07/31 11:05] Nebadon Izumi: heh man, is 19.049 MB/s bad for object churn Justin? [2012/07/31 11:05] logger sewell: hey Andrew [2012/07/31 11:05] Han Held: Hi Sarah [2012/07/31 11:05] Sarah Kline: hi all [2012/07/31 11:05] Justin Clark-Casey: It strikes me as a lot of memory to be getting through every second [2012/07/31 11:05] Andrew Hellershanks: Power just came back after about a 15 or so minute outage due to a thunderstorm we are still having. [2012/07/31 11:05] Richardus Raymaker: eeuw, that jams the network [2012/07/31 11:06] Tiffany Magic: Hello Justin and Andrew... and everyone else [2012/07/31 11:06] Nebadon Izumi: thats what this region is hitting right now [2012/07/31 11:06] Nebadon Izumi: its not network Richardus [2012/07/31 11:06] Nebadon Izumi: its machine memory [2012/07/31 11:06] Justin Clark-Casey: taarna: I think you would need build permissio nfor that? [2012/07/31 11:06] Taarna Welles: I shall give you the image Justing [2012/07/31 11:06] Richardus Raymaker: or give it to nebadon [2012/07/31 11:06] Andrew Hellershanks still needs to go after a different viewer so he can see the trees in the planter. [2012/07/31 11:07] BlueWall.Slade @gateway.bluewallvirtual.net: Hi Sarah, Andrew, Tiffany [2012/07/31 11:07] Sarah Kline: hiBlue [2012/07/31 11:07] Nebadon Izumi: try Zen viewer Andrew [2012/07/31 11:07] Nebadon Izumi: thats what I am using [2012/07/31 11:07] Nebadon Izumi: your on Windows right? [2012/07/31 11:07] Andrew Hellershanks: Zen? [2012/07/31 11:07] Richardus Raymaker: what version you have ? still .2 ? [2012/07/31 11:08] Andrew Hellershanks: Bit your tongue. I'm on Linux. :-) [2012/07/31 11:08] Dahlia Trimble: hi [2012/07/31 11:08]  Nebadon Izumi: oh then nevermind [2012/07/31 11:08]  Nebadon Izumi: Zen is windows only [2012/07/31 11:08]  Nebadon Izumi: heh [2012/07/31 11:08]  Andrew Hellershanks: ok. [2012/07/31 11:08]  BlueWall.Slade @gateway.bluewallvirtual.net: Hey Dahlia [2012/07/31 11:08]  Robert Adams: Firestorm is good, too.... a V3 viewer with V1ish UI [2012/07/31 11:08]  Andrew Hellershanks: I see other people here using Firestorm or Singularity [2012/07/31 11:08]  Nebadon Izumi: I guess maybe Tea Pot or Firestorm then [2012/07/31 11:08]  Justin Clark-Casey: tarna: so what is this a picture of? [2012/07/31 11:08]  Andrew Hellershanks: Robert, Sounds worth a look. [2012/07/31 11:09]  Richardus Raymaker: make it cubic nebadon. then it can be watched from all sides [2012/07/31 11:09]  Taarna Welles: @Justin: Well when you use NPC's you get a kind of fall off with sounds [2012/07/31 11:09] Han Held: Coolviewer is getting the V3 internals; the next release or so should be based on the 3.3 engine [2012/07/31 11:09] Robert Adams: the best feature is V1 formatted chat [2012/07/31 11:09] Taarna Welles: so no sound you can hear in a proper way [2012/07/31 11:09] Justin Clark-Casey: a fall off with sounds? [2012/07/31 11:09] Taarna Welles: if you delete the NPC's the issue is gone [2012/07/31 11:09] Justin Clark-Casey: what sounds? [2012/07/31 11:09] Taarna Welles: inworld sounds [2012/07/31 11:09] Justin Clark-Casey: you're saying NPCs are somehow intefering with completely unrelated sounds? [2012/07/31 11:09] Richardus Raymaker: just inworld sound justin [2012/07/31 11:09] Nebadon Izumi: what script function are you using? [2012/07/31 11:09] Richardus Raymaker: or sound prim you wear [2012/07/31 11:10] Taarna Welles: so if you have a piano for example with sounds you hardly can hear them [2012/07/31 11:10] Taarna Welles: if you wear them you have the same [2012/07/31 11:10] Taarna Welles: if you delete the NPC's the sounds are back [2012/07/31 11:10] Taarna Welles: I have tested this on different estates and regions [2012/07/31 11:10] Taarna Welles: no clue why this is [2012/07/31 11:10]  Nebadon Izumi: odd [2012/07/31 11:10] Richardus Raymaker: i have test it to. if you wear a sound prim simple touch_start with llPlaysound then the sound is softer or gone at places on the sim [2012/07/31 11:10] Justin Clark-Casey: so this is a fixed sound source? [2012/07/31 11:10] Sarah Kline: Isn't there a 16m limit anyway? [2012/07/31 11:11] Taarna Welles: I have no idea [2012/07/31 11:11] Sarah Kline: to worn sounds [2012/07/31 11:11] Richardus Raymaker: some places its normal. but the camera distance keep the same from prim to your camera [2012/07/31 11:11] Nebadon Izumi: so what your saying is that when the NPCs are present [2012/07/31 11:11] Nebadon Izumi: the sound diminishes? [2012/07/31 11:11] Taarna Welles: I put boxes on the region to visualize the sound pattern [2012/07/31 11:11] Richardus Raymaker: also a static onworld object have weird problems like no sound or soft at all, depends on place [2012/07/31 11:11] Taarna Welles: kind of Neb [2012/07/31 11:11] Justin Clark-Casey: and what does these boxes mean? [2012/07/31 11:11] Justin Clark-Casey: do [2012/07/31 11:11]  Taarna Welles: the boxes are the sound pattern [2012/07/31 11:11] Taarna Welles: blue is poor [2012/07/31 11:12] Taarna Welles: red is strong [2012/07/31 11:12] Sarah Kline: weird [2012/07/31 11:12] Taarna Welles: orange is middle sound volume [2012/07/31 11:12] Andrew Hellershanks: Richardus, did you have different parcels on the land? [2012/07/31 11:12] Justin Clark-Casey: and where are the objects that are generating these? [2012/07/31 11:12] Nebadon Izumi: hmm that is really odd [2012/07/31 11:12] Nebadon Izumi: could it be the viewer is maybe being confused [2012/07/31 11:12] Taarna Welles: the boxes are to visualize otherwise I can't explain what happens [2012/07/31 11:12] Nebadon Izumi: it thinks maybe you are the NPC [2012/07/31 11:12] Nebadon Izumi: and its sending sounds to wrong location [2012/07/31 11:12] Taarna Welles: in 3 different viewers I had the same [2012/07/31 11:13] Richardus Raymaker: nebadon i have the same problem with singulairty. as soon you kill npc's its gone [2012/07/31 11:13] Justin Clark-Casey: where are the objects?? [2012/07/31 11:13] Richardus Raymaker: andrew no that sim have only 1 parcel [2012/07/31 11:13] Taarna Welles: The objects Justin are boxes to visualise the sound pattern in volume [2012/07/31 11:13] Justin Clark-Casey sighs [2012/07/31 11:13] Justin Clark-Casey: where are these sounds originating from? [2012/07/31 11:13] Justin Clark-Casey: sorry, I'm a little overstressed atm [2012/07/31 11:13] Justin Clark-Casey: need a holiday [2012/07/31 11:13] Taarna Welles: they are sounds you record [2012/07/31 11:13] Richardus Raymaker: Justin you mean the NPC or the sound ? the sound you wear on your avatar with testing. that shows the result the best [2012/07/31 11:13] Sarah Kline: presumably the things saying npc [2012/07/31 11:14] Sarah Kline: the text lol [2012/07/31 11:14] Justin Clark-Casey: but taarna, what is the point origin of the sounds? [2012/07/31 11:14] Justin Clark-Casey: what is generating them? [2012/07/31 11:14] Justin Clark-Casey: what are the sounds? [2012/07/31 11:14] Richardus Raymaker: piano or sound prim you wear [2012/07/31 11:14] Taarna Welles: the point is you can't use an object with sounds if there is a NPC around [2012/07/31 11:14] Richardus Raymaker: otherwise taarna let them see the maptile [2012/07/31 11:14] Taarna Welles: so there is a kind of collision [2012/07/31 11:14] Nebadon Izumi: let me rez the NPC here [2012/07/31 11:14] Nebadon Izumi: and see if sounds stop [2012/07/31 11:14] Nebadon Izumi: 1 sec [2012/07/31 11:15] Taarna Welles: Nebadon you have to rez the NPC, then the sound [2012/07/31 11:15] Richardus Raymaker: oh, note the effect most start after you relog [2012/07/31 11:15] Nebadon Izumi: there are already sounds here Taarna [2012/07/31 11:15] Taarna Welles: then you need to fly around or better is to wear the sound [2012/07/31 11:15] Richardus Raymaker: not when you activate npc and listen [2012/07/31 11:15] Nebadon Izumi: like the fountain outside [2012/07/31 11:15] NPC Rezzer v2.3 #0: Removing this NPCs from this scene! [2012/07/31 11:15] Taarna Welles: and you have to fly around [2012/07/31 11:15] NPC Mover v2.3 #0: attach: 7ca79c92-b57b-430a-ad12-96d4148eefdb [2012/07/31 11:15] Nebadon Izumi: ok [2012/07/31 11:15]  Taarna Welles: also there is a different on the south side or north side of a region [2012/07/31 11:15] Nebadon Izumi: the NPC is moving around [2012/07/31 11:16] Nebadon Izumi: he is downstairs [2012/07/31 11:16] Nebadon Izumi: let me get more sounds out here [2012/07/31 11:16] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev          6ee17f5: 2012-07-26 21:39:53 -0400 (Unix/Mono) [2012/07/31 11:16] Sarah Kline: i hear the fountain [2012/07/31 11:16] Richardus Raymaker: i hear it to, but as soon npc is active i relog [2012/07/31 11:17] Taarna Welles: yes if you relog you will notice you get the pattern [2012/07/31 11:17] Richardus Raymaker: curiopus what a moveing npc is doing with sound [2012/07/31 11:17] Richardus Raymaker: brb [2012/07/31 11:17] Taarna Welles: kk [2012/07/31 11:18]  Taarna Welles: I'll relog and come back [2012/07/31 11:18] Richardus Raymaker: hi dahlia [2012/07/31 11:18] Taarna Welles: because then it happens or you can measure [2012/07/31 11:18] Nebadon Izumi: i can still hear the fountain [2012/07/31 11:18] Nebadon Izumi: as the NPC walks by it [2012/07/31 11:19]  Richardus Raymaker: for now only hear the fountain [2012/07/31 11:19] Richardus Raymaker: but let it rezz [2012/07/31 11:19] Richardus Raymaker: and you did not relog nebadon [2012/07/31 11:19] Richardus Raymaker: or this sound prims working ? [2012/07/31 11:19] Nebadon Izumi: yes [2012/07/31 11:19] Nebadon Izumi: i hear all the sound orbs [2012/07/31 11:19] Richardus Raymaker: not for me [2012/07/31 11:19]  Nebadon Izumi: 2 birds and ocean waves [2012/07/31 11:19] Richardus Raymaker: then relog nebadon [2012/07/31 11:20] Dahlia Trimble: hi richardus [2012/07/31 11:20] Nebadon Izumi: ok brb [2012/07/31 11:20] Richardus Raymaker: and you lose it [2012/07/31 11:20]  Dahlia Trimble: I hear birds [2012/07/31 11:20] Richardus Raymaker: andrew can you rebake [2012/07/31 11:21] Richardus Raymaker: very very soft now [2012/07/31 11:21] Nebadon Izumi: hrmm ya it is lower now [2012/07/31 11:21] Nebadon Izumi: the fountain is not though [2012/07/31 11:21] Richardus Raymaker: sometimes its gone. other corners its fine [2012/07/31 11:21] Richardus Raymaker: yes fountain is fine [2012/07/31 11:21] Nebadon Izumi: how strange [2012/07/31 11:22] Andrew Hellershanks: I can hear seagulls [2012/07/31 11:22] Nebadon Izumi: actually [2012/07/31 11:22] Nebadon Izumi: hrmm [2012/07/31 11:22] Taarna Welles: so I invite you Nebanon another day to show you what I exactly mean [2012/07/31 11:22] hippie balbozar: i hear fine? [2012/07/31 11:22] Sarah Kline: giggles [2012/07/31 11:22] Richardus Raymaker: hippi, it only start after relog [2012/07/31 11:22] Richardus Raymaker: hi sarah [2012/07/31 11:22] Sarah Kline: removes seagulls from pocket [2012/07/31 11:22] hippie balbozar: i just relogged [2012/07/31 11:22] Taarna Welles: so it might be a combination with the viewer [2012/07/31 11:22] Tiffany Magic: Ooooo... where can we find those seagull sounds? [2012/07/31 11:23] Justin Clark-Casey: well, from the viewer's pov, NPCs are just like normal vatars [2012/07/31 11:23] Nebadon Izumi: ok [2012/07/31 11:23]  Nebadon Izumi: i think i see why [2012/07/31 11:23] Justin Clark-Casey: so one would expect any issue there to also be seen with ordinary avatars [2012/07/31 11:23] Richardus Raymaker: yes. but then its not logic the interfere with inworld sounds [2012/07/31 11:23] Nebadon Izumi: the fountain is using llLoopSound [2012/07/31 11:23] Nebadon Izumi: the orbs are using llPlaySound [2012/07/31 11:23] Richardus Raymaker: btw i have seen it once with avatar to [2012/07/31 11:23]  Nebadon Izumi: llLoopSound seems to not be effected [2012/07/31 11:23] Nebadon Izumi: but llPLaySound is [2012/07/31 11:23]  Taarna Welles: it also happens with no loop sound scripts [2012/07/31 11:24] Richardus Raymaker: aha. only tested playsound [2012/07/31 11:24] Nebadon Izumi: yep [2012/07/31 11:24] Taarna Welles: yes Richard we only tested playsound [2012/07/31 11:24] Nebadon Izumi: can you hear the ocean now? [2012/07/31 11:24] Justin Clark-Casey: I think this is going to be a viwer issue t obe frank [2012/07/31 11:24] Richardus Raymaker: there's the sund normal back [2012/07/31 11:24] Justin Clark-Casey: oops [2012/07/31 11:24] Sarah Kline: are we flooding? [2012/07/31 11:24] Taarna Welles: yes I can hear the ocean [2012/07/31 11:24] Nebadon Izumi: i changed the ocean water to llLoopSound [2012/07/31 11:24] Nebadon Izumi: and now its loud [2012/07/31 11:24] Taarna Welles: lol [2012/07/31 11:24] Richardus Raymaker: its normal now [2012/07/31 11:24] Nebadon Izumi: ya [2012/07/31 11:24]  Justin Clark-Casey: there's no obvious mechanism server side that would adjust volume after the viewer has been notified of a sound location [2012/07/31 11:24] Nebadon Izumi: only llPlaySound is effected by NPC's it seems [2012/07/31 11:25] Nebadon Izumi: how odd [2012/07/31 11:25] Taarna Welles: thank you Nebadon pffff [2012/07/31 11:25] Taarna Welles: :) [2012/07/31 11:25]  Taarna Welles: Well I have no clue and I also don't know how to solve it. This is beyond my knowlegde [2012/07/31 11:26]  Nebadon Izumi: very bizzaro [2012/07/31 11:26]  Richardus Raymaker: well, its a bad side effect from npc [2012/07/31 11:26]  Justin Clark-Casey: llLoopSound and llPlaySound look like they're being handled different [2012/07/31 11:26]  Justin Clark-Casey: ly [2012/07/31 11:26]  Richardus Raymaker: and cant explain it how the code of npc can change sound [2012/07/31 11:26]  Nebadon Izumi: it must have something to do with location [2012/07/31 11:27]  Nebadon Izumi: the NPC is some how screwing up the sound locatiojn [2012/07/31 11:27]  Richardus Raymaker: yes. [2012/07/31 11:27]  Nebadon Izumi: only thing I can think [2012/07/31 11:27]  Taarna Welles: It effect the whole region if you have an NPC around [2012/07/31 11:27]  Taarna Welles: it happens also with one NPC [2012/07/31 11:27] Nebadon Izumi: that makes sense Taarna [2012/07/31 11:27] Nebadon Izumi: it would make less sense if it didnt effect the whole sim [2012/07/31 11:28] Justin Clark-Casey: ahhh, I think I see it [2012/07/31 11:28]  Taarna Welles: Maybe I have to write a mantis about this odd thingy? [2012/07/31 11:28] Nebadon Izumi: maybe not [2012/07/31 11:28] Nebadon Izumi: hehe [2012/07/31 11:28] Justin Clark-Casey: SoundModule.TriggerSound is changing the gain for every scene presence, when it should not [2012/07/31 11:28] Justin Clark-Casey: so the more users (including npcs) the lower the gain [2012/07/31 11:28] Richardus Raymaker: aha, there you have it [2012/07/31 11:28]  Taarna Welles: nice :) [2012/07/31 11:29]  Richardus Raymaker: also explain why it only happens with relog [2012/07/31 11:29]  NPC Rezzer v2.3 #0: Removing this NPCs from this scene! [2012/07/31 11:29]  Justin Clark-Casey: ok cool, I will fix that [2012/07/31 11:29]  Nebadon Izumi: well good thing I left the NPC setup here [2012/07/31 11:29]  Nebadon Izumi: hehe [2012/07/31 11:29]  Justin Clark-Casey: and we'll see if that helps [2012/07/31 11:29]  Taarna Welles: woot woot [2012/07/31 11:29]  Nebadon Izumi: that certainly made things easier [2012/07/31 11:29]  Nebadon Izumi: hehe [2012/07/31 11:29]  Nebadon Izumi: rut roh [2012/07/31 11:29]  Nebadon Izumi: im stuck [2012/07/31 11:29]  Nebadon Izumi: simulator is deadski [2012/07/31 11:29]  Nebadon Izumi: 0fps [2012/07/31 11:30]  Nebadon Izumi: lets see if it recovers [2012/07/31 11:30] Nebadon Izumi: seems unlikely it will [2012/07/31 11:30] Richardus Raymaker: hmm 0fps thats long time ago i have seen that one [2012/07/31 11:30] logger sewell: who has the ocean loop ? [2012/07/31 11:30] Taarna Welles: ehm don't blaim me please :) [2012/07/31 11:30]  Marcus Llewellyn: I chose the right time to TP in. :) [2012/07/31 11:30] Nebadon Izumi: its Marcus's fault [2012/07/31 11:30] Richardus Raymaker: hi marcus [2012/07/31 11:30] Nebadon Izumi: lol [2012/07/31 11:30] paulie Flomar: I didnt break it! [2012/07/31 11:31] Marcus Llewellyn: Yup. My bad. [2012/07/31 11:31] Justin Clark-Casey: yeah, looks like heartbeat and AsyncLSLCmdHandlerThread have locked together [2012/07/31 11:31] Richardus Raymaker: hee pauli [2012/07/31 11:31] Richardus Raymaker: i think that alien did it [2012/07/31 11:31]  Justin Clark-Casey: ok, I need to capture a stack trace from this [2012/07/31 11:31] Nebadon Izumi: you going to kill it? [2012/07/31 11:31] Justin Clark-Casey: yeah leave it to me [2012/07/31 11:31]  Nebadon Izumi: ok [2012/07/31 11:31]  Justin Clark-Casey: I need to start screen recording first [2012/07/31 11:31] Nebadon Izumi: kk [2012/07/31 11:32]  Nebadon Izumi: everyone prepare for be dumped [2012/07/31 11:32] Nebadon Izumi: lol [2012/07/31 11:32] Richardus Raymaker: justin throws old fashion bomb inside with long rope [2012/07/31 11:32] Nebadon Izumi: everyone please wait a few minutes before relogging [2012/07/31 11:32] Taarna Welles: kk [2012/07/31 11:32]  Sarah Kline: soundloops maybe [2012/07/31 11:32] Nebadon Izumi: otherwise you will dump to lbsa [2012/07/31 11:32] Nebadon Izumi: and then probably crash that sim too [2012/07/31 11:32] Nebadon Izumi: lol [2012/07/31 11:37] Teleport completed from http://slurl.com/secondlife/simsquare%20metaverse%20orion/154/112/26 [2012/07/31 11:37] The region you have entered is running a different simulator version. Click this message for details. [2012/07/31 11:38] Justin Clark-Casey: damn, accidentally hit the process with the wrong signal [2012/07/31 11:38] Richardus Raymaker: ai [2012/07/31 11:39]  Tiffany Magic: Uh huh... you just wanted to kick all of us in the butt, Justin. [2012/07/31 11:39] Richardus Raymaker: hi tiffany [2012/07/31 11:39] Justin Clark-Casey: ha ha [2012/07/31 11:39]  Nebadon Izumi: hehe [2012/07/31 11:39] Nebadon Izumi: ok now we have to recreate everything exactly as it was from the top of the meeting! [2012/07/31 11:39] Richardus Raymaker: we anyway got throw out of the window [2012/07/31 11:39] Nebadon Izumi: lol [2012/07/31 11:39] Tiffany Magic: When you have time, I have a question or two about the newest version. [2012/07/31 11:39] Nebadon Izumi: sure Tiffany [2012/07/31 11:39] Nebadon Izumi: shoot [2012/07/31 11:40] Richardus Raymaker: hi pauli [2012/07/31 11:40] Tiffany Magic: We are running the Git Master version on a test server. We still can't import anything and have attachment points stick. Is there a solution to that? [2012/07/31 11:40] paulie Flomar: :) [2012/07/31 11:41]  Nebadon Izumi: how are you importing them? [2012/07/31 11:41]  logger sewell: imp [2012/07/31 11:41]  Tiffany Magic: Used Imp [2012/07/31 11:41]  Nebadon Izumi: that doesnt preserve anything [2012/07/31 11:41]  Nebadon Izumi: it doesnt even preserve linkset order [2012/07/31 11:41]  Richardus Raymaker: only the cubes.. [2012/07/31 11:41]  Nebadon Izumi: you need to use IAR [2012/07/31 11:41]  Richardus Raymaker: yes [2012/07/31 11:41]  Nebadon Izumi: or Second Inventory [2012/07/31 11:41]  Richardus Raymaker: or oar [2012/07/31 11:41]  Richardus Raymaker: but load it on sandbox [2012/07/31 11:41]  Nebadon Izumi: OAR doesnt make sense for attachments [2012/07/31 11:42]  Richardus Raymaker: ok. right [2012/07/31 11:42]  Tiffany Magic: Well... Second Inventory didn't import the attachments points in 7.1... will it in 7.4? [2012/07/31 11:42]  Nebadon Izumi: its always worked for me Tiffany [2012/07/31 11:42] Nebadon Izumi: but [2012/07/31 11:42] Richardus Raymaker: but justin, you know the NPC sound problem. [2012/07/31 11:42] Nebadon Izumi: you need to make sure the area your in [2012/07/31 11:42]  Nebadon Izumi: has scripts enabled [2012/07/31 11:42] Nebadon Izumi: otherwsie attach points will not work [2012/07/31 11:42] Justin Clark-Casey: richardus: yes, I will be putting a fix for it later today [2012/07/31 11:42] Nebadon Izumi: they are restored via a script I think [2012/07/31 11:43] NPC Rezzer v2.3 #0: Removing this NPCs from this scene! [2012/07/31 11:43] Nebadon Izumi: hrmm guess what Justin [2012/07/31 11:43] Nebadon Izumi: i killed the sim again [2012/07/31 11:43] Marcus Llewellyn is using LL's HTTP project viewer. :) [2012/07/31 11:43] Andrew Hellershanks: yes. SI creates a script that sets some properties. [2012/07/31 11:43]  Nebadon Izumi: i know what is doing it [2012/07/31 11:43]  Tiffany Magic: Damselfly used Second Inventory and can't get the attachment points to hold. [2012/07/31 11:43]  Richardus Raymaker: Good boy :) [2012/07/31 11:43] Nebadon Izumi: its the NPC [2012/07/31 11:43] Nebadon Izumi: when i removed the NPC the sim died [2012/07/31 11:43] Andrew Hellershanks: Usually we can't talk as soon as the sim dies [2012/07/31 11:43] Justin Clark-Casey: alright, well we can wait til l the end of the meeting before I kill this thing again [2012/07/31 11:43] Nebadon Izumi: thats exactly what happened last time [2012/07/31 11:44] Nebadon Izumi: ok [2012/07/31 11:44]  Nebadon Izumi: ya we only have a few more minutes [2012/07/31 11:44] Justin Clark-Casey: yeah, in this case, it's the scene and lsl threads that have stopped, everything else (such as in and out udp packet thrads) are fine [2012/07/31 11:44] Richardus Raymaker: hope justin press the right keys this time [2012/07/31 11:44] Justin Clark-Casey: which suggests a deadlock [2012/07/31 11:44] Tiffany Magic: Melanie has come up with a solution in Avination for attachment points.... has that been shared anywhere? [2012/07/31 11:44] Nebadon Izumi: ya wierd as soon as i hit the prim to derez the npc it croaked [2012/07/31 11:44] Andrew Hellershanks: Tiffany, you could ask about the estate issue while you are at it. [2012/07/31 11:44] Richardus Raymaker: but static npc's seems to work fine [2012/07/31 11:44] Nebadon Izumi: which is exactly what happened last time too [2012/07/31 11:45] Nebadon Izumi: everyone down at the landing point, sim is frozen [2012/07/31 11:45] Nebadon Izumi: were going to ride out meeting like this though [2012/07/31 11:45] Marcus Llewellyn: You hear anything about avatar physics, Neb? [2012/07/31 11:45]  Richardus Raymaker: nah, like to crash from high alltitude [2012/07/31 11:45] Justin Clark-Casey: well, actually maybe I will kill it now [2012/07/31 11:45] Nebadon Izumi: no didnt follow up today about it [2012/07/31 11:45]  Justin Clark-Casey: before other stuff clouds the picture [2012/07/31 11:45] Marcus Llewellyn nods amiably. [2012/07/31 11:46] Richardus Raymaker: ok justin [2012/07/31 11:46] Richardus Raymaker: fire at will [2012/07/31 11:46] Nebadon Izumi: i'll try to contact melanie in a bit [2012/07/31 11:46] BlueWall.Slade @gateway.bluewallvirtual.net: laterz [2012/07/31 11:46] Nebadon Izumi: actually [2012/07/31 11:46] Nebadon Izumi: we can stay [2012/07/31 11:46] Nebadon Izumi: kill -3 didnt kill the sim [2012/07/31 11:46] Tiffany Magic: Thank you Nebadon! [2012/07/31 11:46] Marcus Llewellyn: No problem. It isn't exactly apriority to me.. just a curiosity. But I'm sure other people would like it working. [2012/07/31 11:46] Nebadon Izumi: and we still got the dump [2012/07/31 11:46] Justin Clark-Casey: yeah, looks like it's staying up [2012/07/31 11:46]  Nebadon Izumi: ya sometimes it stays running [2012/07/31 11:46] Nebadon Izumi: depends on how bad its frozen [2012/07/31 11:46] Richardus Raymaker: working what marcus. its a bit blurred now [2012/07/31 11:46] stiven wycliffe: is working [2012/07/31 11:47] Marcus Llewellyn: Avatar physics... jiggles breats, belly, and butt. [2012/07/31 11:47] Tiffany Magic: One other thing... in the new versions of opensim, when we create a new sim, it doesn't make an estate for it. It used to in the older versions. [2012/07/31 11:47] Richardus Raymaker: and bounceing [2012/07/31 11:47] Richardus Raymaker: ohh no thats something that need to get removed [2012/07/31 11:47] Marcus Llewellyn: Yes... there's a number of parameters for them. [2012/07/31 11:47] Andrew Hellershanks: My local storm is back for round 3 [2012/07/31 11:48] Marcus Llewellyn: I think some people will disagree. ;) It is in a lot of demand. [2012/07/31 11:48] Richardus Raymaker: box some for here andrew [2012/07/31 11:48]  stiven wycliffe: spanish plis [2012/07/31 11:48]  Justin Clark-Casey: tiffany: that should not have changed [2012/07/31 11:48]  Richardus Raymaker: well avatar phyics is not so important. there bigger problems to fix [2012/07/31 11:48]  Justin Clark-Casey: stiven: this meeting is in English [2012/07/31 11:48]  Tiffany Magic: It did, Justin. [2012/07/31 11:49]  Tiffany Magic: 7.1 added the estate. 7.3 and 7.4 don't. [2012/07/31 11:49]  Justin Clark-Casey: how do you know an estate it not created? [2012/07/31 11:49]  Nebadon Izumi: stiven http://translate.google.com [2012/07/31 11:49]  Justin Clark-Casey: 7.3 is old [2012/07/31 11:49]  BlueWall.Slade @gateway.bluewallvirtual.net: Han, I do 't see the TP issue on my dev grid [2012/07/31 11:49]  Tiffany Magic: We are running 7.4 on the Git Master version. [2012/07/31 11:50] Andrew Hellershanks: Tiffany, it is just git master you are using. [2012/07/31 11:50] Marcus Llewellyn: Can anyone tell me if the PRIM_SLICE constant is implemented for llSetPrimitiveParams (and it's Link and Fast cousins)? [2012/07/31 11:50] Justin Clark-Casey: it is not [2012/07/31 11:50] Marcus Llewellyn: Thanks. :) [2012/07/31 11:50] Tiffany Magic: Ok... would you please ask the question, Andrew? [2012/07/31 11:51]  Richardus Raymaker: hmm marcus. tests fail ? [2012/07/31 11:51]  Han Held: Hm, ok, I'll try to download the latest opensim from git and make a grid this afternoon. I have the behavoir on the osgrid distribution but I haven't tried "stock" opensim or the diva distro. [2012/07/31 11:51]  Andrew Hellershanks: Tiffany, you already asked. I was just clarifying the version of code. [2012/07/31 11:51]  Nebadon Izumi: OSgrid is stock [2012/07/31 11:51]  Nebadon Izumi: its like 99.9% stock [2012/07/31 11:51]  Marcus Llewellyn: I tried using it Sunday without success, yes. I worked around it by exploiting other prim properties, but wanted to be certain. [2012/07/31 11:51]  Han Held: That's what I thought [2012/07/31 11:51]  Nebadon Izumi: we add 2 dlls [2012/07/31 11:51]  Nebadon Izumi: and change the ini's slightly [2012/07/31 11:51] BlueWall.Slade @gateway.bluewallvirtual.net: I will see what my estate/region settings are [2012/07/31 11:51] Nebadon Izumi: otherwise its stock [2012/07/31 11:51] Andrew Hellershanks: Tiffany, I haven't tested that part of the system to have seen what it is doing or not doing. [2012/07/31 11:51] Justin Clark-Casey: han: what behaviour is that? [2012/07/31 11:52] Han Held: So if I have that behavoir here, it should be in what I'd download from git, wouldn't it? [2012/07/31 11:52] Richardus Raymaker: wich dll's nebadon ? [2012/07/31 11:52] Nebadon Izumi: ossearch and osprofile [2012/07/31 11:52] Richardus Raymaker: and what version ? [2012/07/31 11:52] BlueWall.Slade @gateway.bluewallvirtual.net: it depends on the estate, parcel and region settings [2012/07/31 11:52] Richardus Raymaker: ok. thats pretty old with dll's [2012/07/31 11:52] Han Held: Justin: teleport routing isn't working as expected: http://opensimulator.org/mantis/view.php?id=6119 [2012/07/31 11:52] Nebadon Izumi: i dont think teleport routing has ever worked 100% [2012/07/31 11:52] Han Held: let me demonstrate.... [2012/07/31 11:52] Nebadon Izumi: not that I recall [2012/07/31 11:52] Nebadon Izumi: Han [2012/07/31 11:53] Nebadon Izumi: the sim is frozen remember [2012/07/31 11:53] Nebadon Izumi: hehe [2012/07/31 11:53] Nebadon Izumi: wow you can teleport [2012/07/31 11:53] Nebadon Izumi: interesting [2012/07/31 11:53] Richardus Raymaker: well still seems to work nebadon [2012/07/31 11:53] Han Held: Yep [2012/07/31 11:53] Han Held: Sorry, I hope I didn't mess anything up [2012/07/31 11:53]  Nebadon Izumi: this is the wierdest freeze up of all time [2012/07/31 11:53] Nebadon Izumi: lol [2012/07/31 11:53] Andrew Hellershanks: :-) [2012/07/31 11:53]  Nebadon Izumi: can you guys see me animating? [2012/07/31 11:53]  Taarna Welles: :) [2012/07/31 11:53] Han Held: Yes [2012/07/31 11:53] Richardus Raymaker: yes [2012/07/31 11:53] Nebadon Izumi: lol [2012/07/31 11:53] paulie Flomar: yes [2012/07/31 11:53] Taarna Welles: Are you drunk? [2012/07/31 11:53] Marcus Llewellyn: Is it just like one thread or something that's runaway? [2012/07/31 11:53] Justin Clark-Casey: initial analysis suggests some 3 way deadlock when the npc going away triiggers sensor removal [2012/07/31 11:53] hippie balbozar: yes [2012/07/31 11:53] paulie Flomar: and TP does still work! [2012/07/31 11:54] Justin Clark-Casey: nebadon: your NPCs have attachment scripts with sensors? [2012/07/31 11:54] Han Held: I just tp'd o.o [2012/07/31 11:54]  Nebadon Izumi: it has attachments [2012/07/31 11:54] Nebadon Izumi: no sensor [2012/07/31 11:54] Robert Adams: Nebadon forgot to take his drugs this morning [2012/07/31 11:54] Nebadon Izumi: it has llListens though [2012/07/31 12:00] Han Held: nope, given all the scripts it's probably gonna take a while, I would guess [2012/07/31 12:01] Teleport completed from http://slurl.com/secondlife/Zaius%20Plaza/112/129/30 [2012/07/31 12:03] Nebadon Izumi: well [2012/07/31 12:03] Nebadon Izumi: atleast we were able to identify a few bugs today [2012/07/31 12:03] Nebadon Izumi: hehe [2012/07/31 12:04] Andrew Hellershanks: Great. [2012/07/31 12:04] Andrew Hellershanks: All you have to do next is fix them. :-) [2012/07/31 12:05] Nebadon Izumi: hopefully we can get some fixes in soon [2012/07/31 12:05]  Nebadon Izumi: ya [2012/07/31 12:05]  Han Held: Well, I saved the log from the last crash, but not the one before that [2012/07/31 12:05]  Nebadon Izumi: lol [2012/07/31 12:05]  Han Held: the chat log, I mean. [2012/07/31 12:05]  Richardus Raymaker: i think its good that the are found before finlay 0.7.4 [2012/07/31 12:05]  Nebadon Izumi: hrm ya let me see if i have the whole thing here [2012/07/31 12:06]  Nebadon Izumi: i have it [2012/07/31 12:06]  Nebadon Izumi: unfortunately no time stamps [2012/07/31 12:06]  Marcus Llewellyn: I turned on Bullet last week, just for giggles. It actually almost feels like it's to the point where I might want to switch to it. [2012/07/31 12:06]  Nebadon Izumi: that makes it dificult to post in the wiki [2012/07/31 12:07]  Nebadon Izumi: I did not have the same feeling Marcus [2012/07/31 12:07] Nebadon Izumi: hehe [2012/07/31 12:07] Richardus Raymaker: i have one with time stamps. i think but you need to remove maby soem stuff [2012/07/31 12:07] Han Held: can you remove it and the submit it? [2012/07/31 12:07] Marcus Llewellyn: I understand... but I don't do much with physics in my regions. I just wanted to see how well it worked for non-physical builds and walking or flying about.