Chat log from the meeting on 2011-09-27

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[10:17] Richardus Raymaker: still flexigravity error
[10:18] Justin Clark-Casey: on old items?
[10:18] Richardus Raymaker: hard to say , i see the errors now on consoel. and the viewer dont have uuid search funtion
[10:18] Justin Clark-Casey: anything old will stay corrupted. There's nothing to do except delete those items
[10:18] Sarah Kline: Hi Dave
[10:18] Richardus Raymaker: yes, the are older. and i where in mind it where fixt.
[10:19] Nebadon Izumi: does the backup fail Richardus?
[10:19] Nebadon Izumi: or just complain
[10:19] Nebadon Izumi: ?
[10:19] Richardus Raymaker: aha, did you not made code that change comma to a dot ?
[10:19] Richardus Raymaker: backup still running
[10:19] Dave.Coyle @onefish.coyled.com: 8002: hi sarah
[10:19] Dahlia Trimble: hi
[10:19] Richardus Raymaker: only spew errors
[10:19] Richardus Raymaker: hi sarsah
[10:19] Nebadon Izumi: as long as it doesnt crash the backup your fine
[10:19] Sarah Kline: hi rich
[10:19] Richardus Raymaker: ok. its just old error i see again. NP
[10:19] Justin Clark-Casey: yes of course, but that doesn't change old data
[10:19] Justin Clark-Casey: your old data is lost. delet eit
[10:20] Justin Clark-Casey: or just put up with the errors. sorry.
[10:20] Richardus Raymaker: NP, justin. you already see more errors then you want last time
[10:20] Gennifer Eros: Ok that worked thanks neb but the website does not say you need to clear cache
[10:21] Justin Clark-Casey: hi dahlia
[10:21] Richardus Raymaker: hi dahlia
[10:21] Nebadon Izumi: ok i can add that
[10:21] Richardus Raymaker: hi dave
[10:21] Nebadon Izumi: normally just a relog fixes it
[10:21] Spike Miles: hiya dahlia :)
[10:23] Nebadon IzumiNebadon Izumiheh
[10:24] Dahlia Trimble: must mean no bugs left :)
[10:24] Nebadon Izumi: anyone have any other issues they have seen in the lastest releases?
[10:24] Justin Clark-Casey: viewer crashed. I really nee dto remember not to switch screens
[10:24] Nebadon Izumi: heh
[10:24] Dahlia Trimble: wb
[10:24] Dutchy Daredevil: nope
[10:24] Richardus Raymaker: i just run it since yesterday. sofar so good
[10:24] Nebadon Izumi: cool
[10:24] Dutchy Daredevil: only it let me no make a iar
[10:25] Dutchy Daredevil: it say
[10:25] Gennifer Eros: It seems to have fixed the problem with tp'ing between sims on the same server neb
[10:25] Dutchy Daredevil: wrong pasword
[10:25] Richardus Raymaker: strange. it works fine here the iar
[10:25] Nebadon Izumi: that is strange Dutchy
[10:25] Nebadon Izumi: you sure you have the order of things correct?
[10:25] Richardus Raymaker: sure you did not made some type ?
[10:25] Dutchy Daredevil: yeap
[10:25] Dutchy Daredevil: i had help from tinted by that
[10:25] Dave.Coyle @onefish.coyled.com:8002: oh, cross-HG friends works. cool. i hadn't noticed.
[10:26] Dutchy Daredevil: it ended by pasword
[10:26] Tainted Heathen666: dont blame me :P
[10:26] Nebadon Izumi: ya thats been working for a bit Dave
[10:26] Dave.Coyle @onefish.coyled.com:8002: i've been in hibernation
[10:26] Dutchy Daredevil: no laydy
[10:26] Justin Clark-Casey: any idea why some people are complaining about hg issues?
[10:26] Nebadon Izumi: you should be able to IM and send HG Tps too
[10:26] Dutchy Daredevil: you did help[ a lot with that
[10:26] Dutchy Daredevil: ty
[10:26] Dahlia Trimble: hg groups?
[10:26] Tainted Heathen666: yw
[10:26] Richardus Raymaker: Dahlia, thats a scary word. HG groups :O
[10:26] Dahlia Trimble: lol
[10:26] Sarah Kline: people like to complain?
[10:27] Mimetic.Core @odosys.dyndns.org:8002: yeah, the HG messaging and friends works great
[10:27] Nebadon Izumi: heh ya no HG groups
[10:27] Sarah Kline: lol
[10:27] Nebadon Izumi: i imagine that would get pretty messy
[10:27] Nebadon Izumi: groups really needs to be redone
[10:27] Dahlia Trimble: ooou I need to try it, I havent used HG for ages
[10:27] Richardus Raymaker: hehe, yup
[10:27] Justin Clark-Casey: normal groups don't even work properly yet
[10:27] Dahlia Trimble: lol
[10:27] Richardus Raymaker: can groups not made on nntp bases ?
[10:28] Richardus Raymaker: or simple newsserver protocol
[10:28] Nalates Urriah: Neb, did you see Twitter released their new real time data procssing to open source?
[10:28] Dahlia Trimble: usenet? lol
[10:28] Richardus Raymaker: yes
[10:29] Richardus Raymaker: long time ago i used it
[10:29] Dahlia Trimble: I used to use it
[10:29] Dahlia Trimble: was a great productivity killer ;)
[10:29] Richardus Raymaker: yes, all the thread to dig in
[10:29] Dave.Coyle @onefish.coyled.com:8002: we should use fingerd for presence status
[10:29] Justin Clark-Casey: nebadon: have you seen any ode physics issues recently
[10:30] Justin Clark-Casey: any crashes in the collision area? Seems to be a problem for some people but never occurs for others
[10:30] Dahlia Trimble: collision crashes?
[10:30] Dahlia TrimbleDahlia Trimble hides...
[10:30] Justin Clark-Casey: that's what's commonly in the ode stack traces
[10:30] Dutchy Daredevil: i only has a old error
[10:31] Dutchy Daredevil: it keeps coming back in al versions off servers
[10:31] Dutchy Daredevil: may i copie it in here ???
[10:31] Justin Clark-Casey: depends
[10:31] Justin Clark-Casey: what is it related to?
[10:32] Dutchy Daredevil: its the one i gave you justin
[10:32] Tainted Heathen666: the socket error ?
[10:32] Justin Clark-Casey: I don't have the time to deal with private IMs
[10:32] Andrew Hellershanks: Howdy, folks. So, what have I missed?
[10:32] Allen Kerensky: there seems to be an ODE collision error between the point of a cone and terrain, or many types of prims
[10:32] Justin Clark-Casey: andrew: not a lost :)
[10:32] Andrew Hellershanks: Justin, :-)
[10:32] Justin Clark-Casey: er, a lot
[10:32] Spike Miles: hiya Andrew :)
[10:32] Justin Clark-Casey: allen: you've sen this?
[10:33] Allen Kerensky: any time my daughter puts on her squid avatar using cones for feet
[10:33] Justin Clark-Casey: allen: a hard opensim crash due to an ode error?
[10:33] Allen Kerensky: yeah - stack trace or native exception in ODE
[10:33] Nebadon Izumi: attachments are not physical
[10:33] Nebadon Izumi: they should not really effect physics
[10:34] Justin Clark-Casey: non-phantom stuff is still represented in ode
[10:34] Allen Kerensky: ODE 11.1 and whatever comes standard in Fedora 15 X86_64
[10:34] Nebadon Izumi: we do not use that ODE
[10:34] Nebadon Izumi: ODE is included with OpenSimulator
[10:34] Justin Clark-Casey: allen: any chance you could send me the avatar? I'd love to be able to reproduce (and fix) that bug
[10:34] Nebadon Izumi: it could be infact that installing ODE could create issues for OpenSimulator
[10:34] Richardus Raymaker: hi ruben
[10:34] Allen Kerensky: i can try, JCC, sure
[10:34] Nebadon Izumi: i suggest uninstalling ODE
[10:35] Allen Kerensky: not sure I did install ODE on this new server
[10:35] Justin Clark-Casey: I don't think opensim would touch that ode anyway
[10:35] Ruben Haan: hi
[10:35] Nebadon Izumi: ya probably not Justin
[10:35] Justin Clark-Casey: it always refers to the dlls in its base directory
[10:35] Nebadon Izumi: but why risk it
[10:35] Justin Clark-Casey: true
[10:35] Nebadon Izumi: there is no need to install it
[10:35] Allen Kerensky: which is why I said "whatever comes with" will check tho - might want to add that "don't install ODE" note to the wiki tho
[10:35] Justin Clark-Casey: hi ruben
[10:35] Justin Clark-Casey: if someone wants to add please do
[10:36] Justin Clark-Casey: allen: I would love that avatar though, because someone else I know has a physics issue but haven't been able to pin it down
[10:36] Justin Clark-Casey: I'm guessing it's somehow avatar related, though
[10:36] Allen Kerensky: yeah I will see if I can get her to export the pieces for me
[10:36] Justin Clark-Casey: thanks
[10:36] Nebadon Izumi: Allen do you get the same error if you just rez these attachments to the ground?
[10:36] Nebadon Izumi: you should
[10:36] Allen Kerensky: not sure attachment point is preserved
[10:37] Allen Kerensky: no, the error is not 100% instant
[10:37] Justin Clark-CaseyJustin Clark-Casey nods
[10:37] Allen Kerensky: she puts on the av - and starts running around and within a minute - crash
[10:37] Allen Kerensky: and I saw it happen when she jumped onto the top of a martian tripod - that was repeatable
[10:37] Allen Kerensky: so - my guess was her avatar feet - she removed the avatar - region stays up for hours
[10:37] Justin Clark-CaseyJustin Clark-Casey nods
[10:38] Justin Clark-Casey: these problems are really hard to pin down
[10:38] Nebadon Izumi: that is really odd
[10:38] Allen Kerensky: don't ask why a squid was jumping onto a martian tripod war machine
[10:38] Justin Clark-CaseyJustin Clark-Casey grins
[10:38] Andrew Hellershanks: Allen, what if she kept the avatar on but removed the feet then jumped on the tripod?
[10:38] Sarah Kline: lol
[10:38] Nebadon Izumi: i just can not really imagine how an attachment would effect physics
[10:38] Nebadon Izumi: i could see it happening instantly
[10:38] Nebadon Izumi: but not hours later
[10:38] Richardus Raymaker: to capture the world offcorse allen:)
[10:38] Nebadon Izumi: that doest make much sense
[10:38] Dahlia Trimble: a scripted attachment?
[10:38] Justin Clark-Casey: it doesn't, but not everything does
[10:38] Allen Kerensky: no, it wasn't scripted
[10:39] Justin Clark-Casey: It fits the pattern of another error I'm aware of, though
[10:39] Allen Kerensky: I don't think - she uses Scratch 4 SL a lot - so she might
[10:40] Allen Kerensky: the thing I noticed was - she uses cones down to points for the feet - so I thought the cone point might be getting into some weird mathematical region when it was intersecting with some other geometry in the mesher
[10:40] Allen Kerensky: or something completely incomprehensible to me like that
[10:40] Allen Kerensky: it disapears when I switch region to basic mesher
[10:40] Justin Clark-Casey: yeah, could be really tricky
[10:40] Dahlia Trimble: attachments dont collide
[10:40] Nebadon Izumi: ya
[10:40] Justin Clark-Casey: the attachments are prims though, not meshes?
[10:40] Nebadon Izumi: and if it was a bad mesh
[10:40] Nebadon Izumi: it would be instant
[10:40] Nebadon Izumi: as soon as you attached
[10:40] Nebadon Izumi: not hours later
[10:41] Unknown UserUnknown User~ hallo ~
[10:41] Justin Clark-Casey: nonetheless, they do get ode physics actors
[10:41] Unknown User: ♥ღ¸.•* KnUdDeLkNuTsCh *•.¸ღ♥
[10:41] Allen Kerensky: this has gone on for a long time
[10:41] Allen Kerensky: its not new with mesh
[10:41] Dahlia Trimble: only the avatar capsule sollides
[10:41] Nebadon Izumi: the only thing i can think
[10:41] Nebadon Izumi: is perhaps they have something attached to them
[10:41] Unknown User: huhu
[10:41] Allen Kerensky: only recently figured out the zeromesher/meshmerizer link tho
[10:41] Nebadon Izumi: that is 100's if not 1000's meters away from her
[10:41] Nebadon Izumi: like a prim got moved 100's of meters from her
[10:41] Nebadon Izumi: and its way off the sim
[10:41] Allen Kerensky: yeah might be
[10:41] Allen Kerensky: I know my son did that
[10:41] Allen Kerensky: was a pain to find and cleanup
[10:42] Unknown User: good evening Ladys and Gentlemen
[10:42] Nebadon Izumi: ya
[10:42] Nebadon Izumi: i suggest try creating new ones if you can
[10:42] Nebadon Izumi: and see if the new ones react the same way
[10:42] Allen Kerensky: haven't tried to see if snoopy's (?) new code for out-of-bounds detects it
[10:42] Justin Clark-Casey: hello basil
[10:42] Allen Kerensky: yeah might do that too
[10:42] Richardus Raymaker: or unlink and relink
[10:42] Nebadon Izumi: it would not
[10:42] Nebadon Izumi: with an attachment
[10:42] Nebadon Izumi: it only would if it wasnt attached to an avatar
[10:42] Allen Kerensky: anyway - has been occasional oddness for me on kids regions - mention of ODE here reminded me
[10:43] Allen Kerensky: so, a couple of things to try
[10:43] Nebadon Izumi: if you could pass me a copy of the shoes
[10:43] Nebadon Izumi: i could take a look
[10:43] Allen Kerensky: might get to that this weekend when she has time
[10:43] Allen Kerensky: and yeah will try to get her to send them to me tonight
[10:43] Nebadon Izumi: cool
[10:43] Justin Clark-Casey: allen: what is the effect if you go to zeromesher. All collisions are just bounding boxes?
[10:43] Allen Kerensky: yeah
[10:44] Nebadon Izumi: i had someone else pass me objects once while back
[10:44] Nebadon Izumi: it was hair
[10:44] Allen Kerensky: so - cut cubes can't be walked into
[10:44] Nebadon Izumi: they attach it it was fine
[10:44] Nebadon Izumi: but they rez it to the ground it never showed up
[10:44] Nebadon Izumi: they sent me a copy
[10:44] Justin Clark-Casey: and spheres just have collision boxes too?
[10:44] Nebadon Izumi: i tried rezzing same thing happened
[10:44] Nebadon Izumi: i didnt see them
[10:44] Allen Kerensky: nod JCC
[10:44] Nebadon Izumi: weeks later i was flying around my sim
[10:44] Nebadon Izumi: and up at like 250m
[10:44] Allen Kerensky: I think everything is a basic cube
[10:44] Justin Clark-CaseyJustin Clark-Casey nods
[10:44] Nebadon Izumi: i found 4 copies of the hair they sent me
[10:44] Justin Clark-Casey: nebadon: does that happen with latest code?
[10:44] Nebadon Izumi: apparantly one of the prims was 250m from the center of the item
[10:45] Nebadon Izumi: sure
[10:45] Justin Clark-Casey: ha ha
[10:45] Nebadon Izumi: what happens justin
[10:45] Mimetic.Core @odosys.dyndns.org:8002: wow
[10:45] Nebadon Izumi: is people try to adjust their hair or attachment
[10:45] Nebadon Izumi: not realizing they have select prim
[10:45] Nebadon Izumi: and they select a child prim
[10:45] Nebadon Izumi: and move it
[10:45] Allen Kerensky: yeah - usually I find when they do that because the kids complain they can't find the center move arrows
[10:45] Nebadon Izumi: and it shots off 100+m
[10:45] Nebadon Izumi: then next time they try to detach and rez that hair it rezzes funky
[10:45] Nebadon Izumi: ya exactly
[10:45] Sarah Kline: yes seen that
[10:45] Unknown User: ~ Guten Morgen ~
[10:46] Justin Clark-Casey: clearly there are bugs in that area
[10:46] Nebadon Izumi: my guess is if you have an attachment thats shooting 100's of meters off the sign of the sim
[10:46] Sarah Kline: ahh
[10:46] Nebadon Izumi: side of the sim*, that could be giving ODE grief
[10:46] Nebadon Izumi: maybe
[10:46] Nebadon Izumi: thats really the only thing i can think
[10:46] Nebadon Izumi: maybe you say get near edge of sim
[10:46] Nebadon Izumi: and boom
[10:46] Ruben Haan: ive had that problem a couple of times wen i exported xml
[10:46] Nebadon Izumi: might be why it seems like it takes a while
[10:46] Ruben Haan: wen i imported again it had a prim far away
[10:46] Justin Clark-Casey: mmm
[10:47] Dutchy Daredevil: hello basil
[10:47] Richardus Raymaker: its not possible to limit attachment move range ? other words if you move it 50 meters away from avatra it ignores the change
[10:47] Dahlia Trimble: hi basil
[10:47] Nebadon Izumi: hmm not sure Richardus
[10:47] Nebadon Izumi: that would not be easy i dont think
[10:47] Nebadon Izumi: may be possible though
[10:47] Justin Clark-Casey: yes, that's the kind of limit that should be put in. But really the important fix would be editing attachments
[10:47] Master Dubrovna: Hi basil
[10:47] Sarah Kline: yes agree
[10:47] Richardus Raymaker: hello basil
[10:47] Justin Clark-Casey: there are usually limits to these things for a good reason
[10:47] Richardus Raymaker: yes justin
[10:47] Nebadon Izumi: hehe ya
[10:50] Nebadon Izumi: one thing that really is still pretty terrible in OpenSim
[10:50] Nebadon Izumi: is edting objects you have attached
[10:50] Nebadon Izumi: editing them while its still attached to you
[10:50] Nebadon Izumi: its pretty much a recipe for problems
[10:50] Nebadon Izumi: I always recommend to people that they use a pose stand
[10:50] Allen Kerensky: editing scripts in attachments seems to be much better this year
[10:50] Nebadon Izumi: and rez the objects in world and align it up
[10:50] Nebadon Izumi: ya
[10:50] Nebadon Izumi: that probably should be ok
[10:51] Nebadon Izumi: i mean more like moving or resizing prims
[10:51] Nebadon Izumi: in a linkset your wearing
[10:51] Allen Kerensky: but attachment pos/rot can get wonky
[10:51] Nebadon Izumi: ya
[10:51] Nebadon Izumi: its probably where issues like your seeing stem from
[10:51] Dahlia Trimble: editing scripts in attachments is risky in SL lol
[10:51] Allen Kerensky: but its better - used to be that editing scripts would be lost changes
[10:51] Spike Miles: thanks for that tip Nebadon.. I have had that problem myself with editing attchments :)
[10:51] Nebadon Izumi: ya
[10:51] Justin Clark-Casey: ha. this is why we call opensim alpha :)
[10:52] Nebadon Izumi: you really need to be careful
[10:52] Allen Kerensky: yes, but OS/OSgrid does not compile to inventory - so its harder to do fast script work unless its inworld to begin with
[10:52] Dahlia Trimble: if you edit a script in an attachment and then crash, you lose your edits
[10:52] Dahlia Trimble: (in sl_
[10:52] Allen Kerensky: yeah save early, save often, save again - still faster
[10:52] Andrew Hellershanks: bbiab
[10:53] Dahlia Trimble: I usually detach and reattach after editing so it forces it to save the changes in the asset server
[10:53] Nebadon Izumi: kk Andrew
[10:53] Nebadon Izumi: ya thats probably a good idea Dahia
[10:53] Andrew Hellershanks: save to inventory script file and to prims script file
[10:53] Nebadon Izumi: Dahlia
[10:53] Nebadon Izumi: man ive seen some major disasters in SL like that too though
[10:53] Nebadon Izumi: my friend Yojne
[10:53] Nebadon Izumi: had a dance hud with 50,000L$ of dance animations in it
[10:53] Allen Kerensky: yeah I just copy the script out of attachment back to inventory folder to snapshot it
[10:54] Dahlia Trimble: ya I was talking SL
[10:54] Nebadon Izumi: they did a drop attachment
[10:54] Nebadon Izumi: so they could edit it
[10:54] Nebadon Izumi: and poof
[10:54] Allen Kerensky: ouch
[10:54] Nebadon Izumi: it was gone for ever
[10:54] Mimetic.Core @odosys.dyndns.org:8002: ow
[10:54] Nebadon Izumi: they Quit SL for like 6 months because of that
[10:54] Nebadon Izumi: lol
[10:54] Mimetic.Core @odosys.dyndns.org:8002: haha
[10:54] Dahlia Trimble: lol
[10:55] Dahlia Trimble: Ive lost a few attachments I was making in SL due to crashes and forced relogs
[10:55] Sarah Kline: i remember a long time after they found stuff to return to people that had been lost
[10:55] Dahlia Trimble: they dont get saved unless you relog or go to another region
[10:55] Allen Kerensky: well, I've had good luck in OSG developing Myriad Lite - so - since May its been better to develop here scripting right in attachment
[10:55] Dahlia Trimble: or detach and reattach
[10:56] Nebadon Izumi: ya things are always improving
[10:56] Allen Kerensky: I remember attachment scripting was less fun in November 2010
[10:56] Nebadon Izumi: but its still good to make backups often
[10:56] Nebadon Izumi: you should see my inventory
[10:56] Nebadon Izumi: lol
[10:56] Allen Kerensky: yeah
[10:56] Sarah Kline: basically it stays in the client until you send it back to inv
[10:56] Nebadon Izumi: i have things like Nebs Racer 0.01 to Nebs Racer 29.5
[10:56] Nebadon Izumi: i must have 1000 revisions
[10:56] Nebadon Izumi: lol
[10:56] Dahlia Trimble: lol
[10:56] Spike Miles: XD
[10:56] Nebadon Izumi: its like 1 edit
[10:56] Nebadon Izumi: take a copy
[10:57] Nebadon Izumi: 1 edit take a copy
[10:57] Nebadon Izumi: lol
[10:57] Richardus Raymaker: now i understand why your inventory is so full neb :))
[10:57] Nebadon Izumi: hehe
[10:57] Dahlia Trimble: neb do you have a racetrack still?
[10:57] Allen Kerensky: yep - nibbling away at the problem
[10:57] Justin Clark-Casey: not considered deleting the old versions?
[10:57] Nebadon Izumi: i do Dahlia its not up
[10:57] Nebadon Izumi: i should put it up
[10:57] Nebadon Izumi: oh i do occasionally Justin
[10:57] Dahlia Trimble: I'd like to watch some vehicles racing in my new viewer sometime
[10:57] Nebadon Izumi: but i am so paranoid about it thats why i do that
[10:57] Justin Clark-Casey: I don't blame you
[10:57] Nebadon Izumi: cause if you don't your bound to loose something
[10:58] Sarah Kline: I cut and paste to a notepad doc on the desktop
[10:58] Nebadon Izumi: OKC Sandbox has a race track Dahlia
[10:58] Dahlia Trimble: cool
[10:58] Nebadon Izumi: DeathRace2025 is not up at the moment though
[10:58] Dahlia Trimble: thats the big megaregion one?
[10:59] Marcus Llewellyn: You should redo deathrace with mesh terrain. ;)
[10:59] Nebadon Izumi: heh ya i have thought about it
[10:59] Nebadon Izumi: but man
[10:59] Nebadon Izumi: making a Mesh terrain is hard
[10:59] Richardus Raymaker: someone tried a mega. and sayed scipts dont start etc. all weird things. but cant say anything. not used it myself
[10:59] Nebadon Izumi: believe it or not
[10:59] Nebadon Izumi: i can get much better quality in terrain with Sculpty than Mesh
[10:59] Richardus Raymaker: No marcus. better wait until there's a viewer
[10:59] Marcus Llewellyn: Nah, Neb. Just made a greyscale heightmap, and use that in blender.
[11:00] Nebadon Izumi: thats easy
[11:00] Justin Clark-Casey: getting a huge amount of this in the viewer 3.0.3 log INFO: put_text: KDU Error: Illegal inclusion tag tree encountered while decoding a packet header.
[11:00] Nebadon Izumi: im talking about a real mesh terrain
[11:00] Nebadon Izumi: in Collada format
[11:00] Justin Clark-Casey: something is pretty wrong somewhere
[11:00] Nebadon Izumi: i cant get anywhere near as good a quality as I can with sculpty
[11:00] Sarah Kline: hmm strange
[11:00] Dahlia Trimble: justin. you have http textures on?
[11:00] Marcus Llewellyn: You can also export stuff out of L3DT as an OBJ, neb. That's easy to turn into collada.
[11:00] Nebadon Izumi: there is no option in 3.0 Dahlia
[11:01] Nebadon Izumi: its HTTP only
[11:01] Justin Clark-Casey: yeah
[11:01] Dahlia Trimble: I thought there was...
[11:01] Nebadon Izumi: hmm there might be a Debug setting
[11:01] Andrew Hellershanks: nebadon, you could keep the versions of your script in an off-world version control repository.
[11:01] Justin Clark-Casey: mabe in the super advanced
[11:01] Nebadon Izumi: heh ya i guess i could Andrew
[11:01] Allen Kerensky: offworld script integration is painful
[11:01] Justin Clark-Casey: dhalia: you think that's related?
[11:01] Nebadon Izumi: problem is its usaully 10 scripts
[11:01] Sarah Kline: like a notepad doc lol
[11:01] Nebadon Izumi: not just 1
[11:01] Dahlia Trimble: its in develop menu
[11:01] Allen Kerensky: would be great to have git and lsleditor embedded
[11:01] Nebadon Izumi: and its not always in 1 prim
[11:02] Sarah Kline: ah
[11:02] Nebadon Izumi: the racer is quite complex
[11:02] Allen Kerensky: but if wishes were fishes, we'd all code C++/Mono
[11:02] Marcus Llewellyn: +1
[11:02] Justin Clark-Casey: yeah
[11:02] Andrew Hellershanks: Allen, naw... Python ;-)
[11:02] Allen Kerensky: meh python - fad-a-week scripting
[11:02] Dahlia Trimble: <3 python
[11:02] Allen Kerensky: there is Bourne Shell, and pretenders.
[11:02] Andrew Hellershanks: nebadon: You could track 10 scripts with SVN
[11:03] Justin Clark-Casey: turning off http textures doesn't make any immediate difference
[11:03] Marcus Llewellyn: Just support the CLR> Then you can do C#, IronPyhton... whatever.
[11:03] Richardus Raymaker: C# is pretty nice. sofar i looked at it. not find time to proceed
[11:03] Justin Clark-Casey: anyway, I need to go
[11:03] Andrew Hellershanks: C# still seems better to me than C with gObject
[11:03] Dahlia Trimble: I just got texture decode working and I get a lot of decode failures in wright plaza
[11:03] Dahlia Trimble: but it may be something Im doing
[11:03] Justin Clark-Casey: I've seen that error evne on a completely empty standalone with a single mesh uploaded
[11:04] Dahlia Trimble: lol
[11:04] Justin Clark-Casey: but at least that means it might be more easily reproducible
[11:04] Dahlia Trimble: maybe its an avatar texture?
[11:04] Justin Clark-CaseyJustin Clark-Casey sighs heavily
[11:04] Justin Clark-Casey: could be
[11:04] Andrew Hellershanks: Dahlia, yeah, I'm more interested in Python for an OOP language than some other options.
[11:04] Allen Kerensky: Smalltalk heh
[11:04] Justin Clark-Casey: ok, I really need to go. See you folks around.
[11:04] Allen Kerensky: take care JCC
[11:04] Andrew Hellershanks: Cya, Justin
[11:04] Spike Miles: take care Justin :)
[11:04] Marcus Llewellyn: B'bye, Jcc
[11:04] Sarah Kline: bye Justin
[11:04] Dahlia Trimble: avatars have like 20 some texture entries and some of them have bogus data
[11:04] Richardus Raymaker: bye justin
[11:04] Dave.Coyle @onefish.coyled.com:8002: bye
[11:05] Justin Clark-CaseyJustin Clark-Casey waves
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