Chat log from the meeting on 2012-03-06

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[12:01] Taarna Welles: Bey bye
 
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[[Category:Office Hour Logs]]

Latest revision as of 15:37, 24 October 2015

[11:03] hello : )
[11:03] Second Life: try hitting ctrl R and see if that stops it
[11:03] Juicy Babii: nope. the default walk anim. is a run :)
[11:03] Linda Kellie: oh funny
[11:03] Juicy Babii: Makes you look ... eager :)
[11:04] Linda Kellie: high energy avatar
[11:04] Linda Kellie: lol
[11:04] Linda Kellie: too much coffee
[11:06] sim core: :-)
[11:06] Sarah Kline: hi Justin
[11:06] Justin Clark-Casey: hi sarah, folks
[11:06] Andrew Hellershanks: Hey, justin
[11:06] dan banner: hey justin
[11:07] BlueWall Slade: Hi
[11:07] Mimetic Core: hello all
[11:07] Jalen Optera: hi Core
[11:07] Mimetic Core: hey jalen :)
[11:07] dan banner: hey core
[11:07] Mimetic Core: dan
[11:07] Sarah Kline: hi
[11:08] Nebadon Izumi: hows everyone doing? I dont really have anything specific today
[11:08] Richardus Raymaker: hi mime, jalen
[11:08] Richardus Raymaker: hi justin
[11:08] Mimetic Core: sarah, rira
[11:08] Mimetic Core: john
[11:08] Justin Clark-Casey: I might put out a quick 0.7.3.1 on Friday
[11:09] Nebadon Izumi: k cool
[11:09] Justin Clark-Casey: that would be 0.7.3 plus a few bug fixes
[11:09] Richardus Raymaker: whats wrong justin ?
[11:09] Justin Clark-Casey: nothing much but a few small issues, like problems loading attachements when loading different npc apeparances
[11:09] Nebadon Izumi: I need to try your patch today see if i can get sim to go bonkers again
[11:09] Justin Clark-Casey: and mssql support should match mysql, etc.
[11:09] Richardus Raymaker: aha.
[11:09] Andrew Hellershanks: Isn't 0.7.3-post-fixes the one with bug fixes?
[11:09] sim coresim core thought we were at 0.7.4 already
[11:10] Nebadon Izumi: 0.7.4-dev
[11:10] Nebadon Izumi: not release
[11:10] sim core: :-J Ah
[11:10] Justin Clark-Casey: yes, so 0.7.3.1 would be current 0.7.3-post-fixes
[11:10] Nebadon Izumi: post fixes is just branch name
[11:10] Nebadon Izumi: if we do subsequent releases post-fixes is not quite the appropriate name
[11:13] sim core: .ping
[11:13] Richardus Raymaker: .pong
[11:13] Andrew Hellershanks: I'm sometimes have trouble making sense of the OS release/branch naming.
[11:13] sim core: Hehe
[11:13] Andrew Hellershanks: :-)
[11:14] Andrew Hellershanks: 073PF is still valid for the git branch name. The tarballs don't need the PF part but just a number.
[11:14] Justin Clark-Casey: Anybody have any opensim topics for today?
[11:15] sim core: :-S Well, I was wondering about sculpted physics
[11:15] Nebadon Izumi: what about them?
[11:15] sim core: :-? Would there be a way to force them to always be phantom
[11:15] sim core: As they seem to cause major lag, sometimes, might be because of the collision calculations
[11:16] Justin Clark-Casey: there isn't currently a way to force that
[11:16] Richardus Raymaker: looks happy. hate phantoms culpts like sl.
[11:16] sim core: :-) Ok, thank-you and it might be an issue to look into for lag spikes
[11:16] Sarah Kline: just make them phantom, we have the choice
[11:17] Juicy Babii: non-opensim question: can anyone summarize the latest changes to 3rd party viewers? I'm still hoping my "no clothing layer" viewer can become a reality. ;)
[11:17] Nebadon Izumi: i highly doubt sculpt physics meshes would cause lag spikes
[11:17] Nebadon Izumi: unless you have really bad sculpties
[11:17] sim core: :-J That's easy, when there is not twenty people using one region
[11:17] BlueWall Slade: I have seen them with the alpha layer - watermarks do bad things
[11:17] Richardus Raymaker: hi cloe
[11:17] Andrew Hellershanks: "no clothing layer" viewer? Is that a viewer for nudists? ;-)
[11:18] sim core: :-? What dteremines a 'Bad sculpty', I wonder
[11:18] Cloee Ling: hi ric
[11:18] Justin Clark-Casey: I still don't think we have alpha layer implemented
[11:18] dan banner: justin how much trouble would it be to have true/false/auto for AppDomainLoading?
[11:19] Richardus Raymaker: oh thats still not implemented dan ?
[11:19] Justin Clark-Casey: Not too much trouble.
[11:19] Richardus Raymaker: yes that appdomain is getting a problem
[11:19] dan banner: where auto would set false for linux and true for windows but actually setting true or false would still overide it
[11:19] Richardus Raymaker: ?
[11:19] Justin Clark-Casey: Personally, I'm inclined to try and first find out why it's a problem on windows but I don't object to someone putting in an auto switch
[11:19] Richardus Raymaker: nooo
[11:20] Richardus Raymaker: auto decide, and then true/false override it
[11:20] dan banner: would save having to answer a bunch of questions about scripts not working all the time
[11:20] Richardus Raymaker: yp
[11:20] Sarah Kline: good god its grid god Key
[11:21] dan banner: maybe we could have an auto until it gets figured out?
[11:21] Key Gruin: hey everyone
[11:21] BlueWall Slade: hello
[11:21] sim core: :-? A note, in the .ini file
[11:21] Sarah Kline: hi Key
[11:21] Cloee Ling: hi key
[11:21] Mimetic Core: hey key
[11:21] dan banner: sim: there is a comment in the ini but a lot of first time people dont read
[11:21] Nebadon Izumi: ya I really think Xengine needs some love
[11:22] Richardus Raymaker: hi key
[11:22] Nebadon Izumi: the way it handles threads seem to not be very good
[11:22] OtakuMegane Desu: I rarely touch anything with the script engine settings
[11:23] Nebadon Izumi: I think alot of problems we see stem from Xengine
[11:23] OtakuMegane Desu: How long has it been since any real work has been done on it?
[11:23] Nebadon Izumi: its the number #1 source of the memory leak
[11:23] Richardus Raymaker: long i think
[11:23] Nebadon Izumi: what happens when App Domain is set to false
[11:23] Justin Clark-Casey: "the" memory leak?
[11:23] Nebadon Izumi: scripts never get unloaded
[11:23] Nebadon Izumi: yes
[11:24] Nebadon Izumi: what happens is avatars come into the sim wearing scripts
[11:24] OtakuMegane Desu: I can't recall hearing much about it aside from the appdomain thing causing problems.
[11:24] Justin Clark-Casey: yes
[11:24] Nebadon Izumi: even if scrpting is disabled at the parcel level
[11:24] Nebadon Izumi: the script still compiles and run
[11:24] Nebadon Izumi: just not avaibale to the scene
[11:24] Nebadon Izumi: so what happens is after 100's of visitors
[11:24] Richardus Raymaker: isomeone asked about faster timers. well that setting would be intrestsing to find back
[11:24] Nebadon Izumi: you have 1000's of scripts running that do absolutely nothing
[11:24] Justin Clark-Casey: the hybrid solution probably has to be to put attachment scripts in their own appdomains
[11:24] OtakuMegane Desu: Yeah, not releasing memory isn't good
[11:24] Justin Clark-Casey: and region scripts in a single appdomain
[11:25] BlueWall Slade: that would be good
[11:25] Richardus Raymaker: neabdon, you mean active script -nnn ? :)
[11:25] Justin Clark-Casey: nebadon: well, they're not running - they are just sitting in memory
[11:25] Nebadon Izumi: fixing taht would probably fix about 95% of the memory leaking in opensim
[11:25] Nebadon Izumi: right
[11:25] Nebadon Izumi: they get compiled but dont run actually
[11:25] Justin Clark-Casey: right, but thit is only an issue with AppDomainLoading = false
[11:25] Nebadon Izumi: correct
[11:25] Cloee Ling: that would be a hell of a bonus
[11:25] Nebadon Izumi: the problem is though setting that to true in Linux
[11:25] Justin Clark-Casey: though certainly a script with a large number of scripts becomes intolerably slow to load without that
[11:25] Nebadon Izumi: means the sim becoming very unstable
[11:25] Justin Clark-Casey: on linux at least
[11:25] Justin Clark-Casey: nebadon: really, unstable too?
[11:26] Nebadon Izumi: ya
[11:26] sim core: :-? What happens wrong, when appDomainLoading = true
[11:26] Nebadon Izumi: the plaza regions crash constantly
[11:26] Nebadon Izumi: with it set to true
[11:26] OtakuMegane Desu: The fact I see only minor memory leakage even when leaving regions running for weeks on end seems to support scripts as at least a major source since I hardly use them.
[11:26] Nebadon Izumi: memory goes through the roof
[11:26] Nebadon Izumi: memory doubles on a fresh start
[11:26] Justin Clark-Casey: well, the memory overhead of app domains is much much higher
[11:26] Nebadon Izumi: and climbs much much faster
[11:26] Nebadon Izumi: ya
[11:26] sim core: :-J So better flase, for the moment
[11:26] Justin Clark-Casey: so you may release it on script unload but then you encounter that disadvantage
[11:26] BlueWall Slade: the scripts load slower too
[11:26] sim core: *False
[11:26] Nebadon Izumi: it uses a lot more threads
[11:27] Nebadon Izumi: so performance in general takes a nose dive
[11:27] Nebadon Izumi: without microthreading
[11:27] dan banner: sim: false fails on .net
[11:27] sim core: Let me check
[11:27] Justin Clark-Casey: all .net though? I'm getting the impression it may just be 64-bit windows
[11:27] Nebadon Izumi: no its all windows
[11:28] OtakuMegane Desu: lol windows
[11:28] Justin Clark-Casey: I couldn't get it to fail on my windows machine
[11:28] dan banner: no its also 32bit windows too
[11:28] Nebadon Izumi: ya its not as easy to make it fail on 32 bit
[11:28] Nebadon Izumi: generally people go weeks and months
[11:28] Nebadon Izumi: and it works fine
[11:28] Nebadon Izumi: then one day everything breaks
[11:28] dan banner: justin: you have to reach a certain threshold or something with the right mix of scripts
[11:28] Nebadon Izumi: and they wander into IRC wondering what broke in the latest updates
[11:28] Nebadon Izumi: we get them to change it, and they are fine again
[11:29] Justin Clark-Casey: and then they complain about super-slow script loading ? :)
[11:29] dan banner: no
[11:29] Nebadon Izumi: actually no
[11:29] Nebadon Izumi: in windows its not slow
[11:29] Nebadon Izumi: only linux
[11:29] Justin Clark-Casey: it did seem a lot slower on windows for me
[11:29] Nebadon Izumi: well
[11:29] Nebadon Izumi: compared to linux
[11:29] Justin Clark-Casey: and took a lot more memory
[11:29] Nebadon Izumi: its a lot faster
[11:29] Nebadon Izumi: also in Windows you can use the unsafeworkerqueue
[11:30] Nebadon Izumi: which can speed things up a bit
[11:30] BlueWall Slade: maybe .net is using some type of microthreads inside
[11:30] Justin Clark-Casey: unsafeworkerqueue?
[11:30] Nebadon Izumi: ya instead of SmartThreadPool
[11:30] Justin Clark-Casey: uhh
[11:31] Andrew Hellershanks: Hey, Cloee! LTNS
[11:31] Nebadon Izumi: UnsafeQueueUserWorkItem
[11:31] Nebadon Izumi: is the actual name
[11:31] Cloee Ling: ltns?
[11:31] Justin Clark-Casey: yeah I know what you mean
[11:31] sim core: :-J You are right, have it set to false on the mac and true on my .net
[11:31] Andrew Hellershanks: Long time, no see
[11:32] Nebadon Izumi: when i was testing the Klein Bottle rezzer
[11:32] Nebadon Izumi: opensim in windows did a lot better using UnsafeQueueUserWorkItem
[11:32] Nebadon Izumi: and in linux
[11:32] Nebadon Izumi: the Klein Bottle pretty much is fail 100% of the time
[11:32] Richardus Raymaker: hi quilzi
[11:32] Sarah Kline: (
[11:32] Nebadon Izumi: its a very nasty script
[11:33] Justin Clark-Casey: have you tried any of those other fire and forget methods in mono lately?
[11:33] Sarah Kline: hi quilzi
[11:33] Nebadon Izumi: they dont work well at all
[11:33] Justin Clark-Casey: I'm wondering if the mono built-in threadpool implementation has changed
[11:33] Justin Clark-Casey: ok
[11:33] Nebadon Izumi: the only option in Linux is smarththreadpool
[11:34] Nebadon Izumi: its possible it has changed, but its effect on opensimulator are the same
[11:34] Nebadon Izumi: i suspect the problem is in opensimulator
[11:34] Nebadon Izumi: its far from perfect in windows and linux
[11:34] Nebadon Izumi: i just think .net has the ability to recover better
[11:34] Nebadon Izumi: to handle sloppy code
[11:34] Nebadon Izumi: typical microsoft thinking
[11:34] Justin Clark-Casey: maybe
[11:34] Justin Clark-Casey: well, one of the whole ideas of a vm is to save coders from themselves
[11:35] Nebadon Izumi: ya
[11:36] Justin Clark-Casey: how is the profiles stuff?
[11:36] Nebadon Izumi: I think the problem too is that OpenSimulator is probably a lot more harsh than most applications written specifically for mono
[11:36] OtakuMegane Desu: I'd say that's a given
[11:36] Nebadon Izumi: actually Nalates didnt show up this week
[11:36] Nebadon Izumi: which is a shame
[11:36] Justin Clark-Casey: yes, opensimulator is at the extreme end - huge number of threads and doing things like dynamically loadingunloading stuff
[11:36] Nebadon Izumi: we didnt get a chance to test BlueWalls fixes
[11:36] Nebadon Izumi: she seemed to be the only one able to trigger it
[11:37] Justin Clark-Casey: it wouldnt' surprise me if it's the one of the most intense things running on mono
[11:37] Nebadon Izumi: well there may be more intense things
[11:37] BlueWall Slade: I have seen some web server test on it lately
[11:37] Nebadon Izumi: but i doubt they are apps that 1 person could generate that kind of load
[11:37] BlueWall Slade: so, maybe they're gearing up to our level now
[11:37] Richardus Raymaker: think thats light use blue :)
[11:37] Justin Clark-Casey: web server test?
[11:37] Nebadon Izumi: ya there is supposed to be a Web Server written in mono
[11:38] Nebadon Izumi: that rivals apache
[11:38] Nebadon Izumi: in terms of performance
[11:38] Justin Clark-Casey: lol
[11:38] BlueWall Slade: I forget where I saw it - burt it was some php implementation running on mono
[11:38] Nebadon Izumi: i have seen it too
[11:38] Richardus Raymaker: cant be good a .net webserver
[11:38] BlueWall Slade: orchard
[11:38] Nebadon Izumi: ya
[11:38] Justin Clark-Casey: I think you saw, but they took my patch btw
[11:38] Nebadon Izumi: thats it orchard
[11:38] Nebadon Izumi: ya I did see that
[11:38] BlueWall Slade: cool
[11:38] Justin Clark-Casey: so hopefully that problem will go away in the next mono release
[11:38] Nebadon Izumi: nice
[11:38] Justin Clark-Casey: the occasional networking one to do with http
[11:40] Justin Clark-Casey: how's the osgrid doing?
[11:40] Nebadon Izumi: good, plazas are running well
[11:40] Nebadon Izumi: we had a pretty big load on Bade Plaza for town hall meeting other day
[11:41] Nebadon Izumi: i dont recall the final count
[11:41] Nebadon Izumi: it had to be near 30 avatars
[11:41] dan banner: also passing a fair amout of inventory to HG users still causes the sim to hang
[11:41] Justin Clark-Casey: what happens at a town hall meeting?
[11:41] sim core: :-J I must say, the latest version seems to be doing quite well, great job the developpers
[11:41] BlueWall Slade: have you put any more telehubs out?
[11:41] Nebadon Izumi: we do Town Hall once a month
[11:41] Nebadon Izumi: talk about various grid related things
[11:41] Justin Clark-Casey: heh, I see other people complaining about performance drops
[11:41] Justin Clark-Casey: but it's so hard to tell with a project this complex
[11:41] Nebadon Izumi: ya
[11:41] sim core: :-J Well, from what I have seen
[11:42] Nebadon Izumi: i take those complaints with a grain of salt
[11:42] sim core: MAybe the script engine needs some tweaking
[11:42] Nebadon Izumi: you can rez 1 script
[11:42] Richardus Raymaker: for now the latest version is very good, its still good after 12 days up
[11:42] Nebadon Izumi: that can drop your sims performance significantly
[11:42] Richardus Raymaker: SL script ?
[11:42] Justin Clark-Casey: yes, scripts are an absolute bugger for that
[11:42] Nebadon Izumi: sometimes people are building and building and building
[11:42] Nebadon Izumi: and then they update
[11:42] Nebadon Izumi: and things appear to drop in performance
[11:42] Richardus Raymaker: not done much scripting last time. besides some i wrote in opensim. curious if that script you talk about have many llSLeep commands ?
[11:43] Nebadon Izumi: when in reality something they rezzed is the actual cause
[11:43] Nebadon Izumi: so many times ive seen people say updatied and perfromance drops
[11:43] OtakuMegane Desu: Bad scripts of course aren't unique to OS. SL has the same problem. So does php and some others too.
[11:43] Nebadon Izumi: so they go back and things dont improve
[11:43] Justin Clark-Casey: yeah, os is more vulnerable to bad scripts atm
[11:43] sim core: :-J Right, only cases I saw was, I needed to put scuplted prims phantom then the performances were back up
[11:43] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev          0007711: 2012-03-01 03:23:10 +0000 (Unix/Mono)
[11:43] Nebadon Izumi: its vulnerable to good scripts too unfortunately
[11:43] Justin Clark-Casey: maybe xengine will start to get some focus soon
[11:43] OtakuMegane Desu: Bad code is bad code. Make it bad enough and it'll break anything lol
[11:43] Richardus Raymaker: hehe, speed build. you need to give yourself sometime a kick for that. lol think i build sometime sto fast to
[11:44] Nebadon Izumi: things like timers, sensors loops
[11:44] Nebadon Izumi: can really degrade things
[11:44] Justin Clark-Casey: opensimaultor has an additional problem of trying to stop bad-coding killing th esim :)
[11:44] Andrew Hellershanks: hm... friends list still seems broken. Justin isn't showing as online.
[11:44] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev          0007711: 2012-03-01 03:23:10 +0000 (Unix/Mono)
[11:44] Justin Clark-Casey: we're just like mono except one level further up
[11:44] Justin Clark-Casey: I have heard that friends list is dodgy
[11:44] Richardus Raymaker: can. i used it much a few months ago. but it worked fine. but if you use to much things get unreliable with sensors
[11:44] Justin Clark-Casey: possibly that may be something due top the fac tthat I very quickly logged off then on again? I hit the wrong button in my viewer
[11:45] Nebadon Izumi: probably
[11:45] Richardus Raymaker: nebadon, the poeple that complain ? linux , windows ? and wich mono ? do you know ?
[11:45] sim core: :-J SPeed bug
[11:45] Nebadon Izumi: it will be very difficult in a big open grid like osgrid to make friends work 100% reliably
[11:45] Justin Clark-Casey: there are some weakesses around logging on/off
[11:45] Justin Clark-Casey: but friends should really work if you're both in the same sim ;)
[11:45] BlueWall Slade: you can log on more than once
[11:45] Nebadon Izumi: Richardus there are no lines really in terms of people complaining
[11:46] Justin Clark-Casey: If I don't get time to look at the windows issues soon I might put that auto switch into AppDomainLoading
[11:47] Justin Clark-Casey: it shouldn't be very difficult to do - it's easy to know if the runtime is on Windows or something else
[11:47] dan banner: ty justin
[11:47] sim core: :-J Sounds good
[11:48] Dahlia Trimble: hi
[11:48] Justin Clark-Casey: hey dahlia
[11:48] Richardus Raymaker: hi dahlia
[11:48] Nebadon Izumi: I do have to say
[11:48] Nebadon Izumi: that I think memory usage in OpenSim has gone down here at Wright Plaza
[11:48] BlueWall Slade: Hello Dahlia
[11:48] Nebadon Izumi: after changing from mono 2.10.6 to mono 2.10.8
[11:48] Justin Clark-Casey: interesting
[11:49] Nebadon Izumi: ive been noticing last few days that memory is much lower here
[11:49] Nebadon Izumi: i dunno if its mono or opensim
[11:49] Nebadon Izumi: i suspect mono because memory at Lbsa plaza is not good
[11:49] Richardus Raymaker: am happy with 2.10.8
[11:49] Justin Clark-Casey: I think more likely mono right now
[11:49] Nebadon Izumi: its actually worse than Wright Plaza
[11:49] Richardus Raymaker: memory go nice a few 100MB up and down to
[11:49] Nebadon Izumi: lbsa is still mono 2.10.6
[11:49] Nebadon Izumi: i need to get it updated
[11:49] Justin Clark-Casey: there are ways that opensim could improve memory as well
[11:49] Justin Clark-Casey: by getting rid of a lot of useless duplicate parameters on SceneObjectPart
[11:49] Nebadon Izumi: like last night i noticed Wright Plaza was running for 48 hours
[11:50] Justin Clark-Casey: and moving that into SceneObjectGroup instead
[11:50] Nebadon Izumi: and show stats said 736mb memory
[11:50] Nebadon Izumi: thats really good for this sim
[11:50] dan banner: ya i doubt lbsa could do that
[11:50] Nebadon Izumi: right now its showing 1200mb aprox
[11:50] Justin Clark-Casey: btw, have you ever noticed sim lockups on plaza sims
[11:50] Justin Clark-Casey: or has it just been in other grids?
[11:50] dan banner: usually 20 hours in its well over 1gb
[11:50] Justin Clark-Casey: I mean, recent ones
[11:51] Nebadon Izumi: nothing like what i have seen in other testing no
[11:51] Justin Clark-Casey: ok
[11:51] OtakuMegane Desu: Even so, that doesn't sound too bad, given it's lbsa
[11:51] Nebadon Izumi: I am quite certain I know why too
[11:51] dan banner: its better unless someone gives an HG visitor inventory
[11:51] Nebadon Izumi: I have some things to show you later Justin
[11:51] Justin Clark-Casey: I think I'm going to see if I can extend xengine stats to show number of sensors, listeners, etc.
[11:51] Nebadon Izumi: cool
[11:52] Richardus Raymaker: can HG inventory not go on seperate thread ? so it dont jams trhe opensim core ?
[11:52] Nebadon Izumi: what I will show you later should convince you of how bad Xengine is
[11:52] Justin Clark-Casey: heh
[11:52] Nebadon Izumi: some stats charts ive been gathering
[11:52] Justin Clark-Casey: I will be around later but not immediately after this meeting
[11:52] Nebadon Izumi: ok thats fine
[11:52] Nebadon Izumi: i might not even be ready to show you today
[11:52] Justin Clark-Casey: richardus: there might be thing sto improve there
[11:52] Nebadon Izumi: might be tommorow
[11:52] Justin Clark-Casey: nebadon: ok, no rush for me
[11:52] Richardus Raymaker: ok
[11:53] Dahlia Trimble: I have a few simple scripts that eat up a core on my server but they really shouldnt because they are event driven and the events dont happen that often
[11:53] Justin Clark-Casey: That sounds odd
[11:54] Nebadon Izumi: do they use Timers Dahlia?
[11:54] Richardus Raymaker: are events (still) borked ? i heared someone complaining. but maby where a script error to ..
[11:54] Nebadon Izumi: Timers are the devil
[11:54] Dahlia Trimble: ya theres one timer i the object
[11:54] Nebadon Izumi: thats probably why
[11:54] Dahlia Trimble: lots of link messages
[11:54] Justin Clark-Casey: a simple timer really shouldn't do that
[11:54] Richardus Raymaker: wich timers you mean nebadon ? the timer event i always understand thats best one
[11:54] Richardus Raymaker: -
[11:55] Justin Clark-Casey: I'm getting quite a lot of packet loss here
[11:55] Dahlia Trimble: I can have many copies of the object running in SL and hardly uses any scrript time
[11:55] Nebadon Izumi: my viewer is showing 0.0% packet loss
[11:55] Dahlia Trimble: but opensim.. it saturates a core with just one
[11:55] dan banner: mine says 0 too
[11:55] Justin Clark-Casey: yeah me too agin now, it's transitory
[11:55] Richardus Raymaker: justin i saw a lagg spike here in chat
[11:55] Justin Clark-Casey: bizarre
[11:55] Justin Clark-Casey: yeah, scirpting really does need work
[11:55] Nebadon Izumi: ya
[11:55] Nebadon Izumi: the way it handles threads is bad
[11:56] Justin Clark-Casey: I think that and physics are the two big areas atm
[11:56] Justin Clark-Casey: apart from various bugs like the parcel crashing and still that caps inventory (for me)
[11:56] Nebadon Izumi: I agree that physics can be improved
[11:56] Nebadon Izumi: but in terms of what causes more problems in OpenSim
[11:56] Richardus Raymaker: only problem i saw and have are slow sensors :O
[11:56] Justin Clark-Casey: and then there's unimplemented stuff like multi-attachment :)
[11:56] Nebadon Izumi: scripting is 10:1 worse than physics
[11:57] Justin Clark-Casey: I hear you
[11:57] Richardus Raymaker: but... worked months ago around it. hope to start soon again
[11:57] Nebadon Izumi: ya sensors are another bugger
[11:57] Richardus Raymaker: I think scripting stuff gets important, people from other grid, have to many probems :O
[11:58] Nebadon Izumi: that said, you can still do a lot with Xengine
[11:58] Nebadon Izumi: its not all bad
[11:58] Richardus Raymaker: for now i have not missed anything.
[11:58] Dahlia Trimble: ya its amazing it works as well as it does
[11:58] Nebadon Izumi: just a few quirky behaviors that can derail things bad
[11:58] Justin Clark-Casey: it's a very complex area
[12:00] Justin Clark-Casey: ok, I need to go and get something to eat
[12:00] Nebadon Izumi: k
[12:00] Justin Clark-Casey: see you folks around
[12:00] Richardus Raymaker: 32652 prims here. !! swhoo
[12:00] dan banner: bye justin
[12:00] Taarna Welles: Bon apetite
[12:00] BlueWall Slade: bye
[12:00] Dahlia Trimble: bye
[12:00] Richardus Raymaker: curious howmuch it fdropped when everybody is gone
[12:00] Twisted Stickfigure: Later
[12:00] Richardus Raymaker: bye justin
[12:00] Justin Clark-Casey: I'm going to go eat some junk food :)
[12:00] Dahlia Trimble: mmmm junk food
[12:00] Nebadon Izumi: see ya Justin
[12:01] Justin Clark-CaseyJustin Clark-Casey waves
[12:01] Andrew Hellershanks: I'm going to go walkies in a bit.
[12:01] BlueWall Slade: cheetos
[12:01] Taarna Welles: Got to go too
[12:01] Taarna Welles: Bey bye
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