Chat log from the meeting on 2012-03-20
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Latest revision as of 15:37, 24 October 2015
[11:02] Marybelle LavendelMarybelle Lavendelhi all [11:02] dan bannerdan bannerhey bluewall [11:02] BlueWall Slade: Hello [11:02] Richardus Raymaker: it seems ready for firect inmventory or so [11:02] Sarah Kline: hi Mary [11:02] Richardus Raymaker: hi blue [11:02] Richardus Raymaker: hi justin [11:02] BlueWall Slade: Hi RiRa [11:02] Sarah Kline: Justin [11:02] Nebadon Izumi: hello [11:02] Taarna Welles: uhu [11:02] Taarna Welles: ok I'll check later [11:02] dan banner: hey justin [11:03] Richardus Raymaker: not sure if am happy with the nieuw inventory recieve system [11:03] Justin Clark-Casey: hi folks [11:03] Justin Clark-Casey: voice-tastic [11:03] BlueWall Slade: Hi JCC [11:04] Richardus Raymaker: so useless to put it to 10000 also for sl [11:04] Taarna Welles: Hi Justing [11:04] Taarna Welles: _h=g [11:04] Taarna Welles: oh well [11:04] Sarah Kline: hi Viv [11:04] VivK Lowlag: hi Sarah [11:04] Julianus Nightfire: Hmmm. I seem to be a red cloud again. [11:04] Richardus Raymaker: hi andrew, viv [11:04] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev 8550a4a: 2012-03-16 01:46:21 +0000 (Unix/Mono) [11:04] dan banner: hi vivian [11:04] VivK Lowlag: hello Rich [11:05] VivK Lowlag: hi dan [11:05] Nebadon Izumi: still on conference call here for another minute [11:05] Justin Clark-Casey: ahhhhh [11:05] Taarna Welles: who is typing? [11:05] Richardus Raymaker: we hear... [11:05] Justin Clark-Casey: and you're piping that into the world, eh? [11:05] Andrew Hellershanks: Hey, Richardus [11:05] Richardus Raymaker: point to nebbadon, taarna [11:05] Taarna Welles: it's a nice voice chat :) [11:05] Taarna Welles: nice voice too he he he [11:05] Andrew Hellershanks: bbiab... cat is calling [11:06] Eliopod Beaumont: hi all\ [11:06] Marybelle Lavendel: hi [11:07] Richardus Raymaker: hi elio [11:07] Richardus Raymaker: hi mary [11:07] Nebadon Izumi: ok finally off conference call here [11:07] Justin Clark-Casey: you rezalize your mic was open, right? [11:07] Nebadon Izumi: me? [11:07] Justin Clark-Casey: yep [11:07] Nebadon Izumi: wtf really [11:07] Justin Clark-Casey: could hear all of that [11:07] Justin Clark-Casey: lol [11:07] Marybelle Lavendel: hahaha [11:07] Eliopod Beaumont: got the time straight this week:) [11:07] Nebadon Izumi: oh jeez [11:08] Justin Clark-Casey: it still is in fact, can hear you typing [11:08] Nebadon Izumi: the odd part is its not locked open [11:08] Nebadon Izumi: ok let me disable voice then [11:08] Justin Clark-Casey: there we go [11:08] Nebadon Izumi: cause i don't know why you can hear me [11:08] Nebadon Izumi: grr [11:08] Nebadon Izumi: im just disable voice [11:08] Taarna Welles: it was nice to hear you Neb [11:08] Sarah Kline: lol [11:08] Taarna Welles: interesting too [11:09] Marybelle Lavendel: nothing inbarrasing [11:09] Taarna Welles: nope [11:09] Nebadon Izumi: hehe [11:09] Eliopod Beaumont: just didnt him enough time:) [11:09] Nebadon Izumi: what also is wierd is i saw no indication above my head i was talking [11:09] Nebadon Izumi: not a good bug [11:09] Justin Clark-Casey: I saw it [11:09] Taarna Welles: I saw it [11:09] Taarna Welles: and said hello too [11:09] Taarna Welles: :) [11:10] Nebadon Izumi: ya its so odd i actually had my sound down [11:10] Richardus Raymaker: i saw the voice. so it looked normal. only not sure with who.. [11:10] Nebadon Izumi: so i wouldnt have heard anyone else [11:10] Taarna Welles: no worries [11:10] Nebadon Izumi: ah well hehe [11:10] Taarna Welles: you have a nice voice [11:10] Richardus Raymaker: voice have so its weird corners in opensim [11:10] Marybelle Lavendel: I was wondering who else was talking and could not find anybody [11:10] Justin Clark-Casey: taarna is mitten ;) [11:10] Justin Clark-Casey: smitten ;) [11:10] Nebadon Izumi: lol [11:10] BlueWall Slade: good thing youdont' ahve a female avatar XD [11:10] Taarna Welles: :) [11:11] Nebadon Izumi: hehe [11:11] Taarna Welles: lol [11:11] Andrew Hellershanks: :-) [11:11] Nebadon Izumi: so whats going on anyone have anything they wanted to talk about opensimulator related? [11:12] Nebadon Izumi: Andrew i want to ask you about the little php app you wrote for dumping assets [11:12] VivK Lowlag: what about the jumping thing from the other night [11:12] Nebadon Izumi: for the SRAS style asset services [11:12] Andrew Hellershanks: Nebadon: sure [11:13] Nebadon Izumi: not at the moment maybe later on IRC [11:13] Nebadon Izumi: I am going to need something for SRAS specifically [11:13] Andrew Hellershanks: oh, ok. I'll be going afk for a couple hours or so after this meeting. [11:13] Nebadon Izumi: so not sure your app will work 100% for what I need [11:13] Justin Clark-Casey: vivk: jumping thing? [11:13] Nebadon Izumi: something for me to look at though [11:13] Andrew Hellershanks: nebadon, np. Might not be that big a change. [11:13] VivK Lowlag: the differences in jumping heights here vs sl [11:13] Nebadon Izumi: ya no rush Andrew, i don't even really need it today [11:14] Andrew Hellershanks: k [11:14] Justin Clark-Casey: oh [11:14] Rene Zoilin: hi all [11:14] Nebadon Izumi: ah i made a meter [11:14] Nebadon Izumi: for the jumping difference [11:14] Justin Clark-Casey: Hi rene [11:14] Andrew Hellershanks: Not to be a pest about it but any news on 0.7.3.1? I've got someone wanting to upgrade and trying to decide if I just go ahead and jump them to 0.7.3 for now or wait a bit more. [11:14] Andrew Hellershanks: Or just go with 073PF [11:15] Justin Clark-Casey: andrew: I honestly can't tell you. Unless they really need osNpcLoadAppearance() to work I would say just go ahead and do 0.7.3 [11:16] Andrew Hellershanks: k. I don't see them needing any NPC stuff. Thanks, justin. I'll go with 0.7.3 for now. [11:16] Nebadon Izumi: that meter justin [11:16] Andrew HellershanksAndrew Hellershanks wonders if someone is making a bar chart [11:16] Nebadon Izumi: is the jump difference [11:16] Nebadon Izumi: vertical jump [11:16] Nebadon Izumi: orange = OSG [11:16] Nebadon Izumi: other is SL [11:16] Taarna Welles: almost 4000 active users [11:17] Richardus Raymaker: well, different planets, difefrent size = different gravity.. [11:17] Nebadon Izumi: lol [11:17] Marybelle Lavendel: how about jumping forward [11:17] Nebadon Izumi: in terms of actualy jumping though between SL and OSG it felt pretty similar [11:17] Nebadon Izumi: though SL is probably a bit smoother on the transition of the animations [11:18] Nebadon Izumi: there does seem to be some oddities though in how we handle animation priority [11:18] Nebadon Izumi: i would say its not right at all in OpenSim [11:18] Nebadon Izumi: someone else mentioned to me that we do not seem to handle animation priority properly with OSSL and NPC [11:18] Andrew HellershanksAndrew Hellershanks sighs [11:19] Nebadon Izumi: OSSL and NPCs seem to have the same problems in how they handle the priority [11:19] Andrew Hellershanks: The cat is being a pain at the moment. I'll have to go afk and leave this window open and read the back log when I return. [11:19] Nebadon Izumi: but even LSL stuff seems and just trying to play animations in general [11:19] BlueWall Slade: be sure to take a pic and post it on G+ [11:19] Richardus Raymaker: get a virtual cat andrew :) [11:20] Nebadon Izumi: doesnt always seem like priority is handled properly [11:20] Taarna Welles: Nebadon, I heard someone saying about using another script engine? [11:20] dan banner: ya i have had this issue too [11:20] Taarna Welles: I mean for OSG? [11:20] Nebadon Izumi: not that I am aware of Taarna [11:20] Richardus Raymaker: sofar i know there's no other taarna [11:20] Taarna Welles: kk [11:20] Richardus Raymaker: only othe rphyics is maby comeing some day [11:20] Nebadon Izumi: i have not heard any talk about alternative script engines that would work on OSgrid [11:21] BlueWall Slade: is there lag between the animations? [11:21] Nebadon Izumi: no its not a lag [11:21] Nebadon Izumi: its like certain parts of the avatar dont animate [11:21] BlueWall Slade: ohhh [11:21] Nebadon Izumi: like only upper 1/2 of body animates [11:21] BlueWall Slade: overriding the priorities? [11:21] Nebadon Izumi: ya [11:22] BlueWall Slade: hmmm [11:22] Nebadon Izumi: seems like we are mishandlign animation priorites some times [11:22] BlueWall Slade: you set that when you upload the animation [11:22] Nebadon Izumi: ya [11:22] Nebadon Izumi: but sometimes no matter what you set [11:22] Justin Clark-Casey: If I was to guess, I would say one might be able to tweak line 2296 of ScenePresence to control jump height [11:22] Nebadon Izumi: it doesnt matter [11:22] BlueWall Slade: so, it must be encoded by the viewer [11:22] dan banner: bluewall: some of the poseballs with anims play fine if an avatar sits but when an npc sits if the anim is possibly a lower priority the upper half of the anim work and the npc is sitting while playing it [11:22] BlueWall Slade: ohh [11:22] Justin Clark-Casey: that 's in SP.AddNewMovement() [11:23] Nebadon Izumi: let me have a look Justin [11:23] Nebadon Izumi: i can test [11:23] dan banner: actual avatars play the anim fine when sit [11:23] BlueWall Slade: I see [11:23] Andrew Hellershanks: oh, well. too late. Cat just tossed in to the laundry room [11:23] dan banner: npc play the anim while sitting [11:23] Nebadon Izumi: lol Andrew [11:23] BlueWall Slade: so, the viewer is probably reading back the priority that was encoded on upload [11:24] Nebadon Izumi: you guys didnt get to hear my cat when i was blabering on voice here [11:24] BlueWall Slade: but, the np[c doesn't [11:24] Andrew Hellershanks: Another family member was trying to watch tv and he was just constantly meowing [11:24] dan banner: but some higher priority anims dont seem to have any trouble with either avatar or npc [11:24] Nebadon Izumi: he likes to interupt my conference calls by joining in on the conversation [11:24] Taarna Welles: lol no [11:24] Nebadon Izumi: just out of arms length [11:24] Andrew Hellershanks: nebadon :-) [11:24] BlueWall Slade: lol [11:24] Dahlia Trimble: hi :) [11:24] Justin Clark-Casey: hi dahlia [11:24] BlueWall Slade: Hi Dahlia [11:24] Richardus Raymaker: wb dahlia [11:24] Dahlia Trimble: ty [11:25] Nebadon Izumi: hrmm [11:25] Nebadon Izumi: i need to git pull I think [11:25] Nebadon Izumi: version of opensim im looking at the line number you mention in ScenePresence.cs is not what your seeing [11:25] Justin Clark-Casey: direc.Z *= 3.0f ? [11:26] Nebadon Izumi: im git pulling now [11:26] Nebadon Izumi: but i was seeing > /// <summary> [11:26] Nebadon Izumi: on that line [11:26] Justin Clark-Casey: yeah, line numbers are dodgy [11:26] Nebadon Izumi: for always run [11:26] Justin Clark-Casey: I think what hpapnes is that the viewer requests a Z movement of > 2 [11:26] Justin Clark-Casey: then opensim. for whatever reason, multiplies this by 3 [11:26] Justin Clark-Casey: it might just be a case of adjusting that fudge factor [11:26] Nebadon Izumi: hrmm [11:27] Nebadon Izumi: ok i can tinker with that if i can find it [11:27] Nebadon Izumi: hehe looking again now [11:27] Justin Clark-Casey: this is hypothesising on my part from code reading - i havent' tried this [11:27] Nebadon Izumi: ya [11:27] Andrew Hellershanks: why would OS need to apply a fudge factor? [11:27] Richardus Raymaker: hi tiffany [11:27] Justin Clark-Casey: because not all physics engines act the same [11:27] Justin Clark-Casey: there are many fudge factors used with ode [11:27] Andrew Hellershanks: oh, PHysics again :-P [11:27] Justin Clark-Casey: yep [11:28] Tiffany Magic: Hello everyone. Been told I am naked, but I can't get anything to rezz in here. lol [11:28] Nebadon Izumi: ok ya on git master line numbers match up now [11:28] Andrew Hellershanks: btw, justin, in your latest changes to iar save you changed Environment.Newline's to \n [11:28] Justin Clark-Casey: yeah, it really makes no difference and I was tired of the code clutter [11:28] Richardus Raymaker: empty inventory tiffany ? or or or.. [11:29] Taarna Welles: *grin [11:29] Andrew Hellershanks: ok. If that is the case, I will switch to \n in the parts I've added. [11:29] Justin Clark-Casey: that would be good [11:29] Nebadon Izumi: ya this bit of code makes sense this would be the problem Justin [11:29] Nebadon Izumi: i'll tinker with this later see what i can find [11:29] Nebadon Izumi: maybe come up with a number that better matches SL [11:29] Andrew Hellershanks: The changes are minor so I can fix things up easily this time. [11:29] Nebadon Izumi: either way really [11:29] Justin Clark-Casey: nebadon: yep [11:29] Nebadon Izumi: the SL and OSG vertical jump heights are absurd [11:30] Justin Clark-Casey: lol [11:30] Nebadon Izumi: no human can jump 3m vertical [11:30] Nebadon Izumi: lol [11:30] Justin Clark-Casey: perhaps they're like that so people can get over things [11:30] Nebadon Izumi: ya probably [11:30] Taarna Welles: OMG are we human? [11:30] Justin Clark-Casey: one could even make that number config adjustable in the end [11:30] Justin Clark-Casey: maybe it's like bullets - all bullets in computer games go far slower than in real life [11:30] Dahlia Trimble: humans cant fly either [11:30] Andrew Hellershanks: 3m? That's pretty high. Inuit have a sport where they can hit something pretty high up but I'm sure that stil isn't 9mm [11:30] Justin Clark-Casey: dahlia: good poitn [11:30] Andrew Hellershanks: um... 9mm -> 9m [11:30] Nebadon Izumi: hehe ya [11:31] Nebadon Izumi: most people arent 7 foot + either [11:31] Nebadon Izumi: like the average in SL [11:31] Andrew Hellershanks: I set my height to be more realistic and I build houses similarly [11:31] Richardus Raymaker: in sl you dont get stuck on stairs. depedns on direction you walk on the prim. never tried if it still exist [11:32] Nebadon Izumi: ya that is still very much a problem here [11:32] Justin Clark-Casey: there is a physics capsule being used in ode [11:32] Nebadon Izumi: what it seems like to me [11:32] Nebadon Izumi: is the physica capsule is tilted or something [11:32] Nebadon Izumi: but doesnt pivot with avatar [11:32] Dahlia Trimble: SL uses a capsule too [11:32] Nebadon Izumi: so when you face certain directions you get smooth movent over terrain and prims [11:32] Nebadon Izumi: but if you turn 180 [11:32] Andrew HellershanksAndrew Hellershanks wonders if default avatar height is set via a .ini setting or just something in code. [11:33] Nebadon Izumi: its like trying to walk forward while having jamming a stick into the ground [11:33] Justin Clark-Casey: in fact, there's a whole method we should in principle tilt it [11:33] Justin Clark-Casey: ODECharacter.AlignAvatarTiltWithCurrentDirectionOfMovement() [11:33] Nebadon Izumi: ya tilting makes sense [11:33] dan banner: that must not work [11:33] Nebadon Izumi: but not when the tilted capsule doesnt turn with your avatar [11:33] Justin Clark-Casey: yeah, maybe there's some kind of bug [11:33] Nebadon Izumi: ya [11:34] BlueWall Slade: can the capsule be viewed with some debug setting? [11:34] Richardus Raymaker: ramps always work fine [11:34] Justin Clark-Casey: I don't think so - it's server side only [11:34] Richardus Raymaker: its more normal stairs where i have seen it [11:34] dan banner: not always rich [11:34] Dahlia Trimble: probably can be viewed with the "drawstuff" thing [11:34] dan banner: needs 22 degrees neb [11:35] Justin Clark-Casey: was that working at some point? [11:35] Richardus Raymaker: the stair problem is a very old one [11:36] BlueWall Slade: you can climb one side of the structure at Lbsa [11:36] Nebadon Izumi: hmm seems ok here [11:36] Nebadon Izumi: which is odd [11:37] Nebadon Izumi: ah here goes [11:37] Andrew Hellershanks: Does lbsa use an invisible ramp for the staircase or just a set of prims? [11:37] Nebadon Izumi: walk up this one [11:37] Nebadon Izumi: see [11:37] Nebadon Izumi: feels like your digging in [11:37] Justin Clark-Casey: mmmm [11:37] Nebadon Izumi: very odd [11:38] Richardus Raymaker: its not smooth [11:38] Nebadon Izumi: does same thing on regular terrain as well [11:38] Nebadon Izumi: its not just prims [11:38] Justin Clark-Casey: that seems rather different from being able to walk up a ramp in one directio nbut not he other [11:38] dan banner: walking over a prim one way doesnt mean you can walk back across the other direction [11:38] Richardus Raymaker: what happens if you make a norm stair form 3 cubues neb ? [11:38] Nebadon Izumi: same thing [11:39] Nebadon Izumi: one direction its ok [11:39] Nebadon Izumi: other its sticky [11:39] Richardus Raymaker: ok. the good old stair problem [11:39] Nebadon Izumi: ya [11:39] Richardus Raymaker: why do i get a hamster cage flash :) [11:39] dan banner: in sl if something like a wall or terrain has any angle at all you can walk up it [11:40] Richardus Raymaker: yes [11:40] Andrew Hellershanks: I can't say I notice much difference forward or backward across any of these ramsp [11:40] Dahlia Trimble: seem like they all work to me [11:40] Nebadon Izumi: its mostly just this one [11:40] Richardus Raymaker: can yoi walk the other direction up to ? [11:40] Andrew Hellershanks: oh. The slight jerkiness to the movement [11:40] Nebadon Izumi: walking west [11:40] Nebadon Izumi: ya [11:40] Nebadon Izumi: notice none of the others do that [11:41] Richardus Raymaker: the bad one looks from here slower to when you walk [11:41] Nebadon Izumi: it actually lags the sim [11:41] Nebadon Izumi: very odd [11:41] Richardus Raymaker: its like you slowdown becausde you need to climb a mountain for the bad one [11:41] Andrew Hellershanks: If it lags the sim something really odd is going on [11:42] Nebadon Izumi: I think its S / W [11:42] Nebadon Izumi: that mostly do it [11:42] Nebadon Izumi: N / E are very fast [11:42] Nebadon Izumi: West has most pronounced effect [11:42] Taarna Welles: ?? [11:43] Nebadon Izumi: walking up ramps facing those directions [11:43] Richardus Raymaker: you see quick wich one is the good side with a cube. i think 0.5 heigh gives already problems to step up [11:43] Richardus Raymaker: make it square [11:43] Richardus Raymaker: aha [11:43] Richardus Raymaker: ok [11:44] Nebadon Izumi: same thing [11:44] Richardus Raymaker: big difference [11:44] Justin Clark-Casey: hm [11:45] Nebadon Izumi: ya very strange for sure [11:45] Dahlia Trimble: cant tell lol [11:45] Nebadon Izumi: i think avatar height has a factor [11:45] Richardus Raymaker: not sure what side effects this can have on the sim [11:45] Nebadon Izumi: make your avatar taller [11:45] Nebadon Izumi: im 100% height [11:46] Dahlia Trimble: cant, not using LL viewer [11:46] Nebadon Izumi: ah [11:46] Nebadon Izumi: though richardus is pretty small [11:46] Nebadon Izumi: it may be anything not the default height [11:46] Nebadon Izumi: has wierdness [11:47] Nebadon Izumi: no height has no effect [11:47] Nebadon Izumi: hrmm [11:47] Richardus Raymaker: i did not really see difference. [11:48] Sarah Kline: if you get a staircase made in SL you find its different [11:48] Andrew Hellershanks: This is the most fun we've had at a meeting in a while. [11:48] Nebadon Izumi: right Sarah [11:48] Andrew HellershanksAndrew Hellershanks grins [11:48] Nebadon Izumi: one thing that does help a little with stairs [11:48] Tiffany Magic: Hey Logger... what are these people drinking? And, where do we get some? [11:48] Dahlia Trimble: now we need weapons [11:48] Nebadon Izumi: is setting av_density = 3 [11:48] Nebadon Izumi: in OpenSim.ini [11:48] Nebadon Izumi: which is set here [11:48] logger sewell: lolo [11:48] Nebadon Izumi: but its still not 100% the same as SL [11:49] Taarna Welles: lol [11:49] dan banner: let just make capsules 5m wide [11:50] Sarah Kline: could they be made smaller? [11:50] BlueWall Slade: you can get some pretty unexpected results messing with that stuff. [11:50] dan banner: yup [11:50] Dahlia Trimble: many games dont let you climb anything > 45 degrees [11:50] Sarah Kline: at the moment you walk by close to somebody and they go flying [11:50] Sarah Kline: ) [11:51] Richardus Raymaker: how does the capsule look ? like a sphere shape ? a bit flat offcorse [11:51] Nebadon Izumi: capsule is like a tylenol shape [11:51] Nebadon Izumi: cylinder with speherical ends [11:51] Dahlia Trimble: its a cylinder with half spheres on the ends [11:51] Andrew HellershanksAndrew Hellershanks sees "capsule" and thinks Apollo [11:51] Justin Clark-Casey: I think a VE is more optimized for navigating than gaming [11:51] Dahlia Trimble: VE? [11:51] Andrew Hellershanks: virtual environment [11:52] Justin Clark-Casey: but there's no reason such values can't be changed in config, if you know what to actually tweak [11:52] Justin Clark-Casey: yes [11:52] Nebadon Izumi: ya i think in this case though, the strange thing is its exhibiting clearly different behavior depending on direction your facing [11:52] Justin Clark-Casey: I'm find it quite hard to detect the difference, though I think I can see it [11:53] Justin Clark-Casey: there's no obvious issue in the code like a reversed sign or obviously wrong parameter [11:53] Nebadon Izumi: ya its subtle but noticeable [11:53] Andrew Hellershanks: brb [11:53] Dahlia Trimble: well just put an invisible slanted prim under it. SL may have better steps, but they dont have unlimited prims [11:53] dan banner: make the ramps steeper [11:53] Justin Clark-Casey: but I'm just scanning, not looking that hard [11:53] Nebadon Izumi: ya it doesnt surprise me its not someting obvios [11:54] Taarna Welles: Neb, you can do it! [11:54] Nebadon Izumi: it shoots me over so fast on that side [11:54] Nebadon Izumi: i cant even stop at the top [11:55] Richardus Raymaker: yup, wind push me to fast up :O [11:56] Justin Clark-Casey: well anyway, I just wanted to ask quickly - you don't use enable_adapative_throttles on the osgrid distro, neb? [11:56] Nebadon Izumi: no [11:56] Justin Clark-Casey: or rather you reset it to tfalse? [11:56] Nebadon Izumi: unless its enabled by default [11:56] Justin Clark-Casey: it is enabled by default [11:56] Marybelle Lavendel: lalala [11:56] Nebadon Izumi: is it enabled by default? [11:56] Nebadon Izumi: ok then ya i guess we are then [11:56] Justin Clark-Casey: ok [11:56] Nebadon Izumi: i never really looked at the default for that [11:56] Justin Clark-Casey: it wasn't default until about 3 months ago [11:56] Nebadon Izumi: ah ok [11:57] Justin Clark-Casey: maybe 5 now [11:57] Marybelle Lavendel: I am a great climber [11:57] Nebadon Izumi: that makes more sense then [11:57] Nebadon Izumi: i just knew we wernt specifically enabling it [11:57] Justin Clark-Casey: it reduces packet loss (e.g. no terrain holes) but it does make connections 'slower' [11:57] Justin Clark-Casey: since it backs off if packets are being lost [11:57] Richardus Raymaker: its set deafil;t in defaults or opensim.in ? [11:57] Nebadon Izumi: we are setting hard limts though [11:57] Justin Clark-Casey: OpenSimDefaults.ini [11:57] Richardus Raymaker: defaults.ini or opensim.ini [11:57] Nebadon Izumi: scene_throttle_max_bps = 2500000 client_throttle_max_bps = 175000 [11:58] Richardus Raymaker: aha, thats why i dont see it [11:58] Richardus Raymaker: 250000 thts 2.5Mbit ? [11:58] Justin Clark-Casey: yeah, I'm not sure you would even hit those limits with adaptive throttles [11:58] Nebadon Izumi: yes Richardus [11:58] Justin Clark-Casey: or whether they are really a problem [11:58] Richardus Raymaker: thats for whole simulator right ? [11:58] Nebadon Izumi: ya its hard to say [11:58] Dahlia Trimble: ok I see, with LL based viewer it seems I climb slower going west [11:58] Nebadon Izumi: we only set the hard limits because some viewers let you drag it up to 10mbit [11:58] Nebadon Izumi: or higher even [11:58] Justin Clark-Casey: espeically now that textures re handled via http - which isn't touched by those limits at all [11:59] Justin Clark-Casey: and with inventory being http, there isn't so much data to push through that udp pipe any more [11:59] Nebadon Izumi: ya [11:59] Richardus Raymaker: yes 10Mbit, complete nuts also for sl. you only get more packetlooss. and then people scream about slow loading.. and increase the bandwidth slider ? [11:59] Nebadon Izumi: it still might be good to set an upper limit though [11:59] Richardus Raymaker: agree with nebadon [12:00] Nebadon Izumi: or even add some limits to the HTTP [12:00] Nebadon Izumi: something that we can configure [12:00] Nebadon Izumi: maybe thats one reason logins are so harsh [12:01] BlueWall Slade: you get inventory on logins [12:01] Nebadon Izumi: ya [12:01] Nebadon Izumi: im sure that doesnt help [12:01] BlueWall Slade: that is probably one of the biggest hits [12:01] Justin Clark-Casey: I don't think you get all inventory [12:01] Nebadon Izumi: it depends [12:01] Richardus Raymaker: then with a few 20Mbit connections login start to jam [12:01] Nebadon Izumi: on if you have ti cached or not [12:01] BlueWall Slade: I shoudl check us - in SL you do [12:01] Justin Clark-Casey: well, the builtin c# webserver is not the greatest [12:01] Justin Clark-Casey: the biggest data hit on login is probably texture fetching [12:01] Dahlia Trimble: http inventory in SL is pretty borked too [12:01] Nebadon Izumi: ya :( [12:02] Richardus Raymaker: there's so many things weird there [12:02] Justin Clark-Casey: ok, I need to pop off [12:02] BlueWall Slade: bye Justin [12:02] Richardus Raymaker: bye justin [12:02] Taarna Welles: bye Justin [12:02] Nebadon Izumi: ok thanks Justin [12:02] Dahlia Trimble: bye jcc :) [12:02] dan banner: later justin [12:02] Nebadon Izumi: i'll let you know how the jump testing goes [12:03] Justin Clark-Casey: for those ppl who have had the meeting times changes for the last two weeks, they will be backl to what they were prviously next week [12:03] Dahlia Trimble: me too I need to do afternoon stuffs. bye all :) [12:03] Nebadon Izumi: ya so everyone showing up early [12:03] Justin Clark-Casey: We will move from 1900 UTC to 1800 UTC which will compensate for most people moving to summer time [12:03] Nebadon Izumi: your gonna be late next week :P [12:03] Justin Clark-Casey: heh [12:03] Taarna Welles: :) [12:04] Marybelle Lavendel: bye justin [12:04] Justin Clark-Casey: bye [12:04] Richardus Raymaker: brb, viewer update