Chat log from the meeting on 2012-01-24

From OpenSimulator

(Difference between revisions)
Jump to: navigation, search
(Created page with "<pre> [2012/01/24 11:11] lol. [2012/01/24 11:11] i there's hippi [2012/01/24 11:11] hippie balbozar: sorry [2012/01/24 11:11] Andrew Hellershanks: pur -> pour [2012/01/24 11:...")
Line 437: Line 437:
[2012/01/24 12:05]  Nebadon Izumi: kk see you BlueWall, i'll let yuou know how testing goes
[2012/01/24 12:05]  Nebadon Izumi: kk see you BlueWall, i'll let yuou know how testing goes
[[Category:Office Hour Logs]]

Latest revision as of 15:35, 24 October 2015

[2012/01/24 11:11]  lol.
[2012/01/24 11:11]  i there's hippi
[2012/01/24 11:11]  hippie balbozar: sorry
[2012/01/24 11:11]  Andrew Hellershanks: pur -> pour
[2012/01/24 11:11]  Nebadon Izumi: i suppose anything is possible, but i would be really surprised if mono was a factor
[2012/01/24 11:11]  Richardus Raymaker: what about the telehub stuff. does the db change get automatic ?
[2012/01/24 11:11]  Andrew Hellershanks: I wouldn't expect mono to be afactor of ^Z issues
[2012/01/24 11:11]  Nebadon Izumi: hey there Justin
[2012/01/24 11:11]  Richardus Raymaker: hi justin
[2012/01/24 11:11]  Sarah Kline: hi Justin
[2012/01/24 11:11]  Justin Clark-Casey: hi folks. nearly forgot about the meeting
[2012/01/24 11:11]  Andrew Hellershanks: hehe
[2012/01/24 11:11]  Nebadon Izumi: i tried to message you on skype, skype says your online to me, but when i IM you it tells me your offline
[2012/01/24 11:11]  BlueWall Slade: Hi Justin
[2012/01/24 11:12]  Andrew Hellershanks: Too busy coding, justin?
[2012/01/24 11:12]  Justin Clark-Casey: odd
[2012/01/24 11:12]  Justin Clark-Casey: yeah, looking through ode c code
[2012/01/24 11:12]  Justin Clark-Casey: desparately hoping I've found the cause of the crashes - wo't know for a while yet
[2012/01/24 11:12]  Andrew Hellershanks: ah. Fun stuff. ;-)
[2012/01/24 11:12]  Richardus Raymaker: intressting
[2012/01/24 11:12]  Chris Hart: pretty :)
[2012/01/24 11:13]  Andrew Hellershanks: I've been thinking of changes to search to (mostly) eliminate the lag in the land sale data.
[2012/01/24 11:13]  Nebadon Izumi: cool Justin
[2012/01/24 11:13]  Nebadon Izumi: Justin i think we should get up to ODE SVN trunk soon too
[2012/01/24 11:13]  Nebadon Izumi: the performance seems alot better
[2012/01/24 11:13]  Justin Clark-Casey: I though you said it crashed more when you tried it
[2012/01/24 11:13]  Nebadon Izumi: atleast it did with the old-trimesh
[2012/01/24 11:13]  Andrew Hellershanks: A big grid like this one can have significant delays between a change to land sale data and when the change shows up in search results
[2012/01/24 11:13]  Nebadon Izumi: it did with new opcode
[2012/01/24 11:13]  Nebadon Izumi: but with old trimesh it was great
[2012/01/24 11:14]  Justin Clark-Casey: well, possibly if this fix works it might help
[2012/01/24 11:14]  Nebadon Izumi: we had 3 of my racers driving around for a while
[2012/01/24 11:14]  Nebadon Izumi: it did eventually crash
[2012/01/24 11:14]  Nebadon Izumi: but it ran longer than it ever did before with 3 racers
[2012/01/24 11:14]  Justin Clark-Casey: with more than one scene we may be making unsafe multiple thread access to collision setup/teardown
[2012/01/24 11:14]  Justin Clark-Casey: ode only keeps one cache for everything
[2012/01/24 11:15]  Richardus Raymaker: hmm, does that not give cache posioning ?
[2012/01/24 11:15]  Justin Clark-Casey: no, all the data is separate
[2012/01/24 11:16]  Justin Clark-Casey: but it's possible that accessing dat structures with multiple threads simultaneously is unsfae
[2012/01/24 11:16]  Justin Clark-Casey: particularly as this problem only occurs with more than one region
[2012/01/24 11:16]  Justin Clark-Casey: but I won't know for a while, since this only fails occasionally under my stress tests
[2012/01/24 11:16]  Nebadon Izumi: k sounds good
[2012/01/24 11:17]  Nebadon Izumi: ive been running into issues with llVolumeDetect acting odd
[2012/01/24 11:17]  Nebadon Izumi: going to do some more tests after the meeting, seems like were not doing something quite right with it
[2012/01/24 11:17]  Nebadon Izumi: or some kind of wierd timing issue or something
[2012/01/24 11:17]  Nebadon Izumi: it seems to fail in certain situations
[2012/01/24 11:18]  Nebadon Izumi: it works fine if you compile a script the 1st time
[2012/01/24 11:18]  Nebadon Izumi: but if you clear the scriptengine folder out or load it from an OAR
[2012/01/24 11:18]  Nebadon Izumi: it seems to not always work again until you recompile the script in world
[2012/01/24 11:18]  Richardus Raymaker: i think i stopped useing volume detect on verhicle. with more prims weird things happend
[2012/01/24 11:18]  Nebadon Izumi: and having llResetScript do it seems to fail sometimes
[2012/01/24 11:19]  Nebadon Izumi: well it doesnt make sense to use it in vehicles
[2012/01/24 11:19]  Nebadon Izumi: its for phantom prims only
[2012/01/24 11:19]  Nebadon Izumi: well should be
[2012/01/24 11:19]  Richardus Raymaker: its a while ago i looked at it
[2012/01/24 11:19]  Nebadon Izumi: thats another problem, ive run into, if i use llSetStatus to make the prim non-phantom 1st, then llVolumeDetect
[2012/01/24 11:19]  Nebadon Izumi: it detects collisions
[2012/01/24 11:19]  Nebadon Izumi: but the prim is not turning phantom
[2012/01/24 11:19]  Justin Clark-Casey: it wouldn't surprise me if those things are dodgy
[2012/01/24 11:20]  Nebadon Izumi: it seems like some kind of timing issue
[2012/01/24 11:20]  Nebadon Izumi: with how it initializes
[2012/01/24 11:20]  Nebadon Izumi: sometimes it fails
[2012/01/24 11:20]  BlueWall Slade: llSetStatus(STATUS_PHANTOM,FALSE);
  CollisionList = [];
[2012/01/24 11:20]  Richardus Raymaker: lsl and timeings. have fun ! :O
[2012/01/24 11:21]  Nebadon Izumi: what does CollisionList = []; do?
[2012/01/24 11:21]  BlueWall Slade: that is just part of the script
[2012/01/24 11:21]  Nebadon Izumi: oh ok
[2012/01/24 11:21]  Richardus Raymaker: sound like it hold a list off objects it have collisions with ?
[2012/01/24 11:21]  Nebadon Izumi: well thats exactly what i did BlueWall
[2012/01/24 11:21]  BlueWall Slade: yes
[2012/01/24 11:21]  Nebadon Izumi: and the prim is not turning phantom
[2012/01/24 11:21]  BlueWall Slade: it is a teleport
[2012/01/24 11:21]  Nebadon Izumi: it does detect collisions
[2012/01/24 11:22]  Nebadon Izumi: perhaps it needs a sleept
[2012/01/24 11:22]  BlueWall Slade: people collide with it then it give the a dialog asking where they want to go (Windows 95)
[2012/01/24 11:22]  Nebadon Izumi: in between the llSetStatus and the llVolumeDetect
[2012/01/24 11:22]  Nebadon Izumi: heh
[2012/01/24 11:22]  Richardus Raymaker: LLSleep im a bad scared to use that in opensim ....
[2012/01/24 11:22]  BlueWall Slade: 1 sce
[2012/01/24 11:22]  BlueWall Slade: ec
[2012/01/24 11:22]  BlueWall Slade: bahhh
[2012/01/24 11:22]  Nebadon Izumi: anyway, something thats driving me nuts
[2012/01/24 11:22]  Nebadon Izumi: heh
[2012/01/24 11:23]  Justin Clark-Casey: I suspect they aren't really complicated bugs
[2012/01/24 11:23]  Justin Clark-Casey: just something has gone wrong along the way
[2012/01/24 11:23]  Nebadon Izumi: probably not
[2012/01/24 11:23]  Nebadon Izumi: ya
[2012/01/24 11:23]  Nebadon Izumi: if we can pin down a solid method to recreate the issue
[2012/01/24 11:23]  Nebadon Izumi: i'll open a mantis
[2012/01/24 11:23]  Justin Clark-Casey: yes
[2012/01/24 11:23]  Nebadon Izumi: so far its been very random
[2012/01/24 11:23]  Nebadon Izumi: sometimes everything works perfectly
[2012/01/24 11:24]  Justin Clark-Casey: that does suggest timing
[2012/01/24 11:24]  BlueWall Slade: you have to make sure the phantom is off
[2012/01/24 11:24]  Nebadon Izumi: ya
[2012/01/24 11:25]  Nebadon Izumi: I did do that
[2012/01/24 11:25]  Nebadon Izumi: but like i said when i do that
[2012/01/24 11:25]  Nebadon Izumi: then llVolumeDetect is not turning phantom
[2012/01/24 11:25]  Nebadon Izumi: so i even went a step further
[2012/01/24 11:25]  Nebadon Izumi: and put another llSetStatus after the llvolumedetect to set the prim phantom
[2012/01/24 11:25]  Nebadon Izumi: that also fails
[2012/01/24 11:25]  BlueWall Slade: it has to be someting related to time
[2012/01/24 11:25]  Nebadon Izumi: ya
[2012/01/24 11:25]  BlueWall Slade: ohhh, you can't screw with it after running that
[2012/01/24 11:25]  Nebadon Izumi: well
[2012/01/24 11:25]  BlueWall Slade: maybe set a sleep
[2012/01/24 11:25]  Nebadon Izumi: i was just running a test
[2012/01/24 11:25]  BlueWall Slade: yeah
[2012/01/24 11:25]  Nebadon Izumi: to see if that would actually set it
[2012/01/24 11:26]  Nebadon Izumi: but no it doesnt
[2012/01/24 11:26]  Nebadon Izumi: next i'll try the sleep
[2012/01/24 11:26]  Nebadon Izumi: after the 1st llSetStatus
[2012/01/24 11:26]  Nebadon Izumi: using a sleep in that fashion shouldnt be to problematic
[2012/01/24 11:26]  Nebadon Izumi: question is though should we have to
[2012/01/24 11:27]  Nebadon Izumi: unfortunately this is not something easily tested in SL
[2012/01/24 11:27]  Richardus Raymaker: its possis the llvolumedetect not set itself phantom automatic ?
[2012/01/24 11:27]  Nebadon Izumi: because we cant just go clear the script binaries out and resstart a sim
[2012/01/24 11:27]  Nebadon Izumi: heh
[2012/01/24 11:28]  Andrew Hellershanks: Keep jumping to a different sandbox?
[2012/01/24 11:28]  Nebadon Izumi: if you never clear the script binaries out then its not a problem
[2012/01/24 11:28]  Nebadon Izumi: its only when you erase the scriptenegine folders out or load fresh from oar
[2012/01/24 11:28]  Nebadon Izumi: that this problem really highlights itself
[2012/01/24 11:28]  Nebadon Izumi: just restarting a sim where you compiled these scripts initially it doesnt seem to be a problem
[2012/01/24 11:28]  Richardus Raymaker: nebadon, do you have it in the root prim ?
[2012/01/24 11:28]  Nebadon Izumi: its just a single prim
[2012/01/24 11:29]  Richardus Raymaker: ok..
[2012/01/24 11:29]  Arielle.Popstar Hi Qandy
[2012/01/24 11:29]  Qandy Saw: Arielle
[2012/01/24 11:29]  Nebadon Izumi: this is the item in question
[2012/01/24 11:29]  Nebadon Izumi: its a door sensor
[2012/01/24 11:29]  Nebadon Izumi: when you walk into the prim it opens the doors
[2012/01/24 11:30]  Nebadon Izumi: as you can see the sensor prim is invisible
[2012/01/24 11:30]  Richardus Raymaker: and possible it breaks when someone Teleport in or load inventory ?
[2012/01/24 11:30]  Nebadon Izumi: so it wouldnt be real obvious to someone who loads an oar
[2012/01/24 11:30]  Nebadon Izumi: to have to go around resetting them constantly
[2012/01/24 11:30]  Andrew Hellershanks: Only thing missing is the ST door sound. ;-)
[2012/01/24 11:31]  Justin Clark-Casey: bluewall: is the telehub stuff ok now?
[2012/01/24 11:32]  BlueWall Slade: not all the way
[2012/01/24 11:32]  Chris Hart: ah yes I was going to ask about that - are you going to make migrations as normal for the MySQL part or is there a reason why people have to run sql manually? I got a little confused by the email on the list
[2012/01/24 11:32]  Chris Hart: I am happy to do MSSQL code equivalent once dust settles
[2012/01/24 11:32]  BlueWall Slade: well...
[2012/01/24 11:32]  Richardus Raymaker: same here chris
[2012/01/24 11:33]  BlueWall Slade: I didn't know that we have a policy against backwards migratinos...
[2012/01/24 11:33]  BlueWall Slade: I would like top see that reversed - somewhat
[2012/01/24 11:33]  Chris Hart: (i still have some small mssql updates I need to make into a patch too)
[2012/01/24 11:33]  Richardus Raymaker: well.i dont have the lines at all right now.
[2012/01/24 11:33]  Nebadon Izumi: isnt that because of SQlite?
[2012/01/24 11:33]  Andrew Hellershanks: Wouldn't it be better if there was a more generic way to handle db queries so you don't have to keep having to add code for MSSQL and MySQL all the time?
[2012/01/24 11:33]  BlueWall Slade: becuase in developing some complex feature it should be open
[2012/01/24 11:33]  Nebadon Izumi: i thought that policy was because its not possible in SQlite
[2012/01/24 11:33]  Nebadon Izumi: not because we chose to
[2012/01/24 11:33]  BlueWall Slade: maybe so
[2012/01/24 11:34]  Nebadon Izumi: I am pretty sure that is the reason
[2012/01/24 11:34]  Justin Clark-Casey: bluewall: what do you mean by backward migrations?
[2012/01/24 11:34]  Chris Hart: Andrew - we have chatted about it in the past, it's a lot easier these days than it used to be
[2012/01/24 11:34]  BlueWall Slade: but, if the feature is under fdevelopment, then there shoudl be no SQLite implementations
[2012/01/24 11:34]  BlueWall Slade: when the feature is stable, then we should do the other databases
[2012/01/24 11:34]  Nebadon Izumi: ya i suppose that is somewhat fair
[2012/01/24 11:35]  BlueWall Slade: here is the story...
[2012/01/24 11:35]  dan banner: makes sense
[2012/01/24 11:35]  BlueWall Slade: I started adding the telehub support
[2012/01/24 11:35]  BlueWall Slade: it is part of the estate management packets
[2012/01/24 11:35]  BlueWall Slade: those handle the telehub management
[2012/01/24 11:35]  BlueWall Slade: so, as I progressed, I added the persistance into the estate
[2012/01/24 11:35]  BlueWall Slade: I found that it shoudl actually go in regions
[2012/01/24 11:36]  BlueWall Slade: but I was dead and had to leave it
[2012/01/24 11:36]  BlueWall Slade: knowning that I cludl add a migration to straighten it out
[2012/01/24 11:36]  BlueWall Slade: then stuff happened while I was asleep
[2012/01/24 11:37]  BlueWall Slade: so, I was using the regionsettings fopr storage
[2012/01/24 11:37]  Chris Hart: aah
[2012/01/24 11:37]  BlueWall Slade: the telehub info packet was asking for a few things - so they were persisted
[2012/01/24 11:37]  BlueWall Slade: after further development, discovered that the things should not be static
[2012/01/24 11:37]  BlueWall Slade: then it was decided to drop those form the data
[2012/01/24 11:38]  BlueWall Slade: I would like to see policy changed to allow backwards migrations in development of complex features....
[2012/01/24 11:38]  BlueWall Slade: we would need a way to commiunicate that
[2012/01/24 11:38]  Richardus Raymaker: so now where stuck with more database tables then are needed ?
[2012/01/24 11:38]  Justin Clark-Casey: First of all, there's no 'policy' against backward migrations as far as I'm aware
[2012/01/24 11:39]  BlueWall Slade: but, then again we are treating master/HEAD like release code too much
[2012/01/24 11:39]  BlueWall Slade: ohh??
[2012/01/24 11:39]  Justin Clark-Casey: but I do think that changes involving the database should be in a separate branch until there's some surety that they are correct
[2012/01/24 11:39]  BlueWall Slade: that is what Melanie said
[2012/01/24 11:39]  Chris Hart: people on master need to accept rollbacks- that's always been a given
[2012/01/24 11:39]  Justin Clark-Casey: that's not my opinion
[2012/01/24 11:39]  BlueWall Slade: well, for a short timespan
[2012/01/24 11:39]  Nebadon Izumi: ya i was going to recommend the branch, but i didnt want to complicate things
[2012/01/24 11:39]  Nebadon Izumi: heh
[2012/01/24 11:39]  sim core: :-J
[2012/01/24 11:39]  Chris Hart: :)
[2012/01/24 11:39]  Justin Clark-Casey: at the same time, I don't think master should be a place where those kind of mistakes are rolled forward and back
[2012/01/24 11:40]  BlueWall Slade: the next time I do work that complex, I'll do it in a private repo
[2012/01/24 11:40]  Justin Clark-Casey: imo, a branch is far, far better when database changes are to be made
[2012/01/24 11:40]  BlueWall Slade: :)
[2012/01/24 11:40]  Chris Hart: branches are for breakages
[2012/01/24 11:40]  Justin Clark-Casey: bluewall: A public branch woul dbe even nicer :)
[2012/01/24 11:40]  Nebadon Izumi: ya you can just make a new branch on the main repo
[2012/01/24 11:40]  BlueWall Slade: yes
[2012/01/24 11:40]  Justin Clark-Casey: that's what I did with media on a prim
[2012/01/24 11:40]  BlueWall Slade: but as Melanie said about that, she wouldn't see it
[2012/01/24 11:41]  Justin Clark-Casey: so I could screw about with it without drama
[2012/01/24 11:41]  BlueWall Slade: most people wouldn't check it out
[2012/01/24 11:41]  BlueWall Slade: so, no testing on it
[2012/01/24 11:41]  Justin Clark-Casey: bluewall: well, she should take a look rather than changing things unilteratally
[2012/01/24 11:41]  Nebadon Izumi: wel I would
[2012/01/24 11:41]  Nebadon Izumi: heh
[2012/01/24 11:41]  BlueWall Slade: or cooprative development
[2012/01/24 11:41]  Justin Clark-Casey: if there is an issue one should consult with the developer rather than just changing things, unless there' s a truly urgent reason
[2012/01/24 11:41]  Arielle.Popstar depends how interesting the feature is
[2012/01/24 11:41]  Andrew Hellershanks: Blue, just make an announcement about the branch when its ready to have others test it
[2012/01/24 11:41]  Justin Clark-Casey: I think that's wrong. though you do have to poke people sometimes
[2012/01/24 11:42]  Nebadon Izumi: I think this time urgency was somewhat required
[2012/01/24 11:42]  BlueWall Slade: anyways, we'll get through it
[2012/01/24 11:42]  Nebadon Izumi: Melanie and I did discuss it before she changed anything
[2012/01/24 11:42]  Andrew Hellershanks: I ignore branches on projects unless there is something being done in them which is of direct interest to me.
[2012/01/24 11:42]  BlueWall Slade: really, another migration would have fixed it
[2012/01/24 11:42]  Justin Clark-Casey: nebadon: ok
[2012/01/24 11:42]  BlueWall Slade: the next morning
[2012/01/24 11:42]  Justin Clark-Casey: I dunno, I can see the point about not having a lot of unnecessary migrations
[2012/01/24 11:42]  Nebadon Izumi: she was hesitant to change it but thought it was urgent
[2012/01/24 11:43]  Justin Clark-Casey: but then again, there's a whole stack of existing ones when should be cleaned up if somebody is really unhappy with them
[2012/01/24 11:43]  Arielle.Popstar i will test if it is interesting and the dev is available for feedback or help if needed
[2012/01/24 11:43]  BlueWall Slade: if I ran migrations against that, it would have all been straight
[2012/01/24 11:43]  Justin Clark-Casey: people did test my moap branch though that was of high interest to some
[2012/01/24 11:43]  BlueWall Slade: but, next time I'll do it in a private repo or maby a branch
[2012/01/24 11:43]  Andrew Hellershanks: I tested a branch of Blender when it was where support for Space Navigator was being done.
[2012/01/24 11:43]  Justin Clark-Casey: bluewall: yeah, I don't think there really woujld have been a prioblem with that myself
[2012/01/24 11:43]  Nebadon Izumi: ya lots of branch testing does get done
[2012/01/24 11:44]  Nebadon Izumi: Bulletsim got tested pretty good
[2012/01/24 11:44]  Nebadon Izumi: i am certainly willing to test branches
[2012/01/24 11:44]  BlueWall Slade: I dont' think it was as big a deal as it was made out to be
[2012/01/24 11:44]  Nebadon Izumi: smxy will too
[2012/01/24 11:44]  BlueWall Slade: becuase there was only code for MySQL
[2012/01/24 11:44]  Justin Clark-Casey: bluewall: meh, not a big deal - not for me at least :)
[2012/01/24 11:44]  BlueWall Slade: but, Chris, when it is stable if you could handle the MSSQL, it would be great
[2012/01/24 11:44]  Chris Hart: sure - happy to do so
[2012/01/24 11:45]  Nebadon Izumi: and to answer the original question
[2012/01/24 11:45]  BlueWall Slade: I won't touch that becauase I have no test machines
[2012/01/24 11:45]  Nebadon Izumi: you only have to do the SQL stuff in the email
[2012/01/24 11:45]  BlueWall Slade: thanks
[2012/01/24 11:45]  Richardus Raymaker: but, in the final version the fields get added automatic to db ?
[2012/01/24 11:45]  Andrew Hellershanks: I have to check my own git survivors guide notes before testing branches as I'm likely to get git in to a confused state changing to a branch.
[2012/01/24 11:45]  Nebadon Izumi: if you updated to master git between Jan 20-23
[2012/01/24 11:45]  BlueWall Slade: RIRA, yes
[2012/01/24 11:45]  Chris Hart: np, will keep an eye out for when you're done with it :)
[2012/01/24 11:45]  Nebadon Izumi: its not required that everyone do it
[2012/01/24 11:47]  BlueWall Slade: 0 = telehub 1 = infohub
[2012/01/24 11:47]  Nebadon Izumi: what is a infohub?
[2012/01/24 11:47]  BlueWall Slade: I see no way to set it in the viewer management
[2012/01/24 11:47]  Nebadon Izumi: i am not familiar with infohubs
[2012/01/24 11:47]  Nebadon Izumi: i dont think
[2012/01/24 11:48]  BlueWall Slade: I see them in SL sometimes
[2012/01/24 11:48]  Nebadon Izumi: is that something on Lindens can set?
[2012/01/24 11:48]  Andrew Hellershanks: They are the blue dots on the map with the lower case i in them is about all I know.
[2012/01/24 11:48]  Nebadon Izumi: or can any estate owner/ manager?
[2012/01/24 11:48]  Richardus Raymaker: i only remeber from sl that the created lag. thats what i heared.
[2012/01/24 11:48]  BlueWall Slade: not sure atm
[2012/01/24 11:48]  Nebadon Izumi: ok
[2012/01/24 11:48]  Nebadon Izumi: i am not familiar with infohubs in any manner
[2012/01/24 11:48]  Taarna Welles: An Infohub (also known as a Welcome Area) is a place where Residents congregate and socialize, and where there are usually kiosks providing Second Life information. Infohubs can be fun places for new Residents to hang out and learn about the world.
[2012/01/24 11:48]  BlueWall Slade: they shoudl have no bearing on lag
[2012/01/24 11:48]  Sarah Kline: you get sent there when sims go down
[2012/01/24 11:49]  BlueWall Slade: you might woudl put one in a backup region
[2012/01/24 11:49]  Sarah Kline: also can set home there too
[2012/01/24 11:49]  Richardus Raymaker: yup. korea sim sl
[2012/01/24 11:49]  Nebadon Izumi: ah ok
[2012/01/24 11:49]  BlueWall Slade: they will "multiplex" avvagtar rezzing
[2012/01/24 11:49]  BlueWall Slade: can't type too hot today
[2012/01/24 11:49]  Nebadon Izumi: welcome back Justin
[2012/01/24 11:49]  sim core: Wb
[2012/01/24 11:49]  BlueWall Slade: so, avatars dont' pile up at the landing point
[2012/01/24 11:50]  BlueWall Slade: and you can control where they spawn
[2012/01/24 11:50]  Andrew Hellershanks: If that is all an infohub is, we only need to have the map markers show up so people can find them. We have a means to set default/fallback landing areas already
[2012/01/24 11:50]  Justin Clark-Casey: got disconnected
[2012/01/24 11:50]  BlueWall Slade: by setting spawn points around the sim
[2012/01/24 11:50]  Richardus Raymaker: lbsa could really use one
[2012/01/24 11:50]  BlueWall Slade: Andrew - it's nothing to do with that
[2012/01/24 11:50]  Sarah Kline: lbsa and wright are kind of infohubs already
[2012/01/24 11:50]  BlueWall Slade: it is a device to control teleport routing
[2012/01/24 11:50]  Richardus Raymaker: but i still end many times on top of someone
[2012/01/24 11:51]  Richardus Raymaker: at least on wright. or i where flying. och. autopilot handling is terrible
[2012/01/24 11:51]  BlueWall Slade: people will need to play with them when the're done
[2012/01/24 11:51]  BlueWall Slade: and lookup some info on the SL wiki about them
[2012/01/24 11:51]  sim core: :-J Just need an osSetTelehub, in scripts
[2012/01/24 11:52]  BlueWall Slade: I think we can do some good things with them in HG applications
[2012/01/24 11:52]  Chris Hart: gotta fly - chat later folks :)
[2012/01/24 11:52]  Justin Clark-Casey: bye chris
[2012/01/24 11:52]  BlueWall Slade: bye Chris
[2012/01/24 11:52]  Richardus Raymaker: bye chris
[2012/01/24 11:52]  BlueWall Slade: thanks
[2012/01/24 11:52]  Nebadon Izumi: see ya Chris
[2012/01/24 11:52]  Arielle.Popstar be cool to have an info hub on how to set up a sim for osgrid/opensin
[2012/01/24 11:52]  sim core: :-J Cu, Ch
[2012/01/24 11:52]  Sarah Kline: byes
[2012/01/24 11:52]  Daniel Allen: hi all
[2012/01/24 11:52]  BlueWall Slade: the idea is to possible have a hub route teleports for an entire estate
[2012/01/24 11:53]  BlueWall Slade: that will take some script/webapp support
[2012/01/24 11:53]  sim core: :-J Estate-wide telehubs, would be great for mega-regions indeed
[2012/01/24 11:53]  Richardus Raymaker: hmm, so you can enter in the hub wich regions belong to estate ? otherwise how would it kno what belongs to it ?
[2012/01/24 11:53]  Lucy Afarensis: bye all
[2012/01/24 11:53]  Richardus Raymaker: bye lucy
[2012/01/24 11:53]  BlueWall Slade: but, if a person has 20 regions and would like to define a central landing point, we shoudl have that capability
[2012/01/24 11:53]  BlueWall Slade: bye Lucy
[2012/01/24 11:53]  sim core: :-) Cu, lu
[2012/01/24 11:53]  Justin Clark-Casey: bye lucy
[2012/01/24 11:55]  Nebadon Izumi: Misterblue, ya its not perfect in v3's seems some people do have troubles
[2012/01/24 11:55]  BlueWall Slade: we can add the master region to GridInfo and pass that to the client on TP
[2012/01/24 11:55]  Nebadon Izumi: have to rewear certain attachments maybe even their entire appearance after login
[2012/01/24 11:55]  Arielle.Popstar i noticed appearance didnt work well on s/l either this morning :)
[2012/01/24 11:55]  BlueWall Slade: it would be a type of redirect
[2012/01/24 11:55]  Mimetic Core: yeah, SL is having V3 issues as well
[2012/01/24 11:55]  Arielle.Popstar with their own viewer
[2012/01/24 11:55]  Dahlia Trimble: hi
[2012/01/24 11:55]  BlueWall Slade: hello Dahlia
[2012/01/24 11:55]  Richardus Raymaker: well, its offocrse a fact i hope that the grid knows the estate name to ?
[2012/01/24 11:56]  BlueWall Slade: estates are owner controlled
[2012/01/24 11:56]  Justin Clark-Casey: misterblue: yeah, thaere's still issues with http inventory fetch
[2012/01/24 11:56]  Misterblue Waves: guess we need to wait until they work that out
[2012/01/24 11:56]  Justin Clark-Casey: I've been meaning to look at them for weeks now but keep getting waylaid
[2012/01/24 11:56]  BlueWall Slade: you have that responsibility to set those
[2012/01/24 11:56]  Richardus Raymaker: but that would be the way to make a central estate hub. only dont work if the estaes are not central stored for all regions
[2012/01/24 11:56]  BlueWall Slade: atm though it is per-region only
[2012/01/24 11:57]  BlueWall Slade: you hve control of the estate settings
[2012/01/24 11:57]  Richardus Raymaker: i have estates set, but. the are spread over 17 databases
[2012/01/24 11:57]  Richardus Raymaker: because the ecentral one gave me lots of problems in past
[2012/01/24 11:57]  Arielle.Popstar i find it cute that i see every second person here standing on astra
[2012/01/24 11:57]  BlueWall Slade: they are on your region store, or an assigned estate database
[2012/01/24 11:57]  Elif Kling: Elif Kling whispers: hey :)
[2012/01/24 11:57]  BlueWall Slade: Hi Elif
[2012/01/24 11:57]  Misterblue Waves: estates are a little odd in that they are a concept that's somewhere between region and grid
[2012/01/24 11:57]  Arielle.Popstar
[2012/01/24 11:57]  Nebadon Izumi: what is strange, I do not even see Misterblue at all
[2012/01/24 11:57]  Sarah Kline: hi Elif
[2012/01/24 11:57]  Nebadon Izumi: i dont even see your name hovering anywhere
[2012/01/24 11:58]  dan banner: hi elif
[2012/01/24 11:58]  BlueWall Slade: we have no decent management tools as of yet
[2012/01/24 11:58]  Nebadon Izumi: aha there you are
[2012/01/24 11:58]  Nebadon Izumi: lol
[2012/01/24 11:58]  Misterblue Waves: here I be
[2012/01/24 11:58]  Richardus Raymaker: yes bluewall, but a cental telehub cant know then if its stored in 17 DB's what belong to estate
[2012/01/24 11:58]  Mimetic Core: @ariele - we need our own internal support group ;)
[2012/01/24 11:58]  Nebadon Izumi: ya wierd your textures look corrupted
[2012/01/24 11:58]  BlueWall Slade: I see chucks and hair
[2012/01/24 11:58]  Arielle.Popstar hehe
[2012/01/24 11:58]  Sarah Kline: hes messed up like that guy last week
[2012/01/24 11:58]  Andrew Hellershanks: Create a list of needed tools somewhere as a start. There are some tools that may do some of the jobs but just need some polishing.
[2012/01/24 11:58]  Justin Clark-Casey: for some reason textutre data is coming down very slowly through http
[2012/01/24 11:58]  Nebadon Izumi: actually its the same guy Sarah
[2012/01/24 11:58]  Nebadon Izumi: lol
[2012/01/24 11:58]  Misterblue Waves: I see multicolored bands
[2012/01/24 11:58]  Sarah Kline: hehhe
[2012/01/24 11:58]  Sarah Kline: sorry
[2012/01/24 11:59]  Nebadon Izumi: he was using different avatar name last time
[2012/01/24 11:59]  BlueWall Slade: he's running on a Pentium and having divide by 0 issues
[2012/01/24 11:59]  BlueWall Slade: :D
[2012/01/24 11:59]  Nebadon Izumi: lol
[2012/01/24 11:59]  Misterblue Waves: I'm trying out Exodus... another V3 viewer
[2012/01/24 11:59]  BlueWall Slade: cool
[2012/01/24 11:59]  BlueWall Slade: does it work pretty good?
[2012/01/24 11:59]  Misterblue Waves: things are all better if I go back to Imprudence and do a rebake
[2012/01/24 11:59]  Nebadon Izumi: I wonder if you having some kind of driver issue Misterblue
[2012/01/24 12:00]  Justin Clark-Casey: yeah, we're at the mercy of whatever the client uploads for baked textures
[2012/01/24 12:00]  dan banner: exodus has the new deformer
[2012/01/24 12:00]  Nebadon Izumi: since you seem to have this issue in several viewers
[2012/01/24 12:00]  Richardus Raymaker: the last mistake i made is trying coolVL. big mistake if you love your ESC key
[2012/01/24 12:00]  Misterblue Waves: I really love Exodus... there are a lot of good customizations
[2012/01/24 12:00]  Arielle.Popstar no viewer ao so its out for me
[2012/01/24 12:00]  BlueWall Slade: ohhhh, nice
[2012/01/24 12:00]  Elif Kling: I love coolV^^
[2012/01/24 12:01]  Richardus Raymaker: i hate it, and the dont change shift-esc back to esc. you need thta key to much
[2012/01/24 12:01]  Misterblue Waves: but appearance leaves a little to be desired :)
[2012/01/24 12:01]  Mimetic Core: other than the fact that you have to manually shim exodus to log into OSG or other grids, it's a fast and solid viewer.
[2012/01/24 12:01]  Nebadon Izumi: heh
[2012/01/24 12:01]  Taarna Welles: Peeps I got to go. CU next week :)
[2012/01/24 12:01]  BlueWall Slade: Nebadon, that script I passed you works here 100% to reset it via llReset
[2012/01/24 12:01]  Richardus Raymaker: bye tarrna
[2012/01/24 12:01]  Arielle.Popstar waves
[2012/01/24 12:01]  BlueWall Slade: bye Taarna
[2012/01/24 12:01]  Justin Clark-Casey: bye taarna
[2012/01/24 12:01]  Andrew Hellershanks: Richardus, what happens if you hit ESC?
[2012/01/24 12:01]  Richardus Raymaker: nothing
[2012/01/24 12:01]  Sarah Kline: byes
[2012/01/24 12:01]  Andrew Hellershanks: oh
[2012/01/24 12:01]  Sarah Kline: aww
[2012/01/24 12:01]  Arielle.Popstar doesnt rest camera?
[2012/01/24 12:02]  Andrew Hellershanks: That would be annoying
[2012/01/24 12:02]  Arielle.Popstar reset^
[2012/01/24 12:02]  Nebadon Izumi: ya Justin, i suspect the amout of content in the sim plays a variable in how well things work
[2012/01/24 12:02]  Nebadon Izumi: timing issues
[2012/01/24 12:02]  Richardus Raymaker: the did that change because it seems to close windows or so in the viewer.
[2012/01/24 12:02]  Justin Clark-Casey: I'd love a ivewer that did a good first person 'mouse view' option
[2012/01/24 12:02]  BlueWall Slade: the campus?
[2012/01/24 12:02]  Nebadon Izumi: BlueWall did you clear out the scriptengines folder?
[2012/01/24 12:02]  Justin Clark-Casey: I find 1st person much more immersive than 3rd
[2012/01/24 12:02]  Richardus Raymaker: hi ruben
[2012/01/24 12:02]  Ruben Haan: hi :)
[2012/01/24 12:02]  Nebadon Izumi: ya Campus is where i noticed it
[2012/01/24 12:02]  Hiro Protagonist: me too Justin
[2012/01/24 12:02]  BlueWall Slade: ohhh, that is a killer
[2012/01/24 12:02]  BlueWall Slade: must be timing
[2012/01/24 12:02]  Nebadon Izumi: ya
[2012/01/24 12:02]  Arielle.Popstar hard to see what i am about to trip over in first person
[2012/01/24 12:03]  BlueWall Slade: maybe the llVolumeDetect is running before the llSetStatus
[2012/01/24 12:03]  Richardus Raymaker: your right justin, shame SL3.2 runes that mouselook view with some terrible text you cant turn off easy
[2012/01/24 12:03]  BlueWall Slade: try a delay in there to see
[2012/01/24 12:03]  Nebadon Izumi: possible, ya
[2012/01/24 12:03]  Justin Clark-Casey: arielle: true - doesn't work very well here really
[2012/01/24 12:03]  Nebadon Izumi: hopefully a sleep helps
[2012/01/24 12:03]  Nebadon Izumi: using a sleep like that should not be too problematic
[2012/01/24 12:03]  Justin Clark-Casey: Just loving my skyrim at the moment - I'd love to have a metaverse like that :)
[2012/01/24 12:03]  Nebadon Izumi: heh
[2012/01/24 12:03]  BlueWall Slade: it should not be neccessary either, lol
[2012/01/24 12:03]  BlueWall Slade: but
[2012/01/24 12:03]  Nebadon Izumi: hey OpenSim has dragons too :P
[2012/01/24 12:03]  Nebadon Izumi: lol
[2012/01/24 12:03]  Justin Clark-Casey: as in "here be dragons"?
[2012/01/24 12:03]  Nebadon Izumi: just not the fun kind
[2012/01/24 12:03]  BlueWall Slade: snakes, spiders
[2012/01/24 12:04]  Andrew Hellershanks: they should be marked on the map ;-)
[2012/01/24 12:04]  Justin Clark-Casey: ha
[2012/01/24 12:04]  Richardus Raymaker: mcan the dragons roast some bugs ?
[2012/01/24 12:04]  BlueWall Slade: the bugs live in their bellies
[2012/01/24 12:04]  Justin Clark-Casey: if only it were that easy
[2012/01/24 12:05]  Justin Clark-Casey: anyway, I have to go and slay some myself. See you around, folks
[2012/01/24 12:05]  Richardus Raymaker: bye justin
[2012/01/24 12:05]  BlueWall Slade: bye Justin
[2012/01/24 12:05]  Arielle.Popstar bugs or not i still find opensim better then s/l these days
[2012/01/24 12:05]  dan banner: later justin
[2012/01/24 12:05]  Sarah Kline: bye Justin
[2012/01/24 12:05]  Andrew Hellershanks: bye, justin
[2012/01/24 12:05]  Mimetic Core: bye justin
[2012/01/24 12:05]  Nebadon Izumi: see ya Justin
[2012/01/24 12:05]  BlueWall Slade: I gotta go too
[2012/01/24 12:05]  Justin Clark-Casey: Justin Clark-Casey waves
[2012/01/24 12:05]  Arielle.Popstar waves
[2012/01/24 12:05]  Nebadon Izumi: kk see you BlueWall, i'll let yuou know how testing goes
Personal tools
About This Wiki