http://opensimulator.org/index.php?title=Chat_log_from_the_meeting_on_2012-04-10&feed=atom&action=historyChat log from the meeting on 2012-04-10 - Revision history2024-03-29T05:23:49ZRevision history for this page on the wikiMediaWiki 1.19.9http://opensimulator.org/index.php?title=Chat_log_from_the_meeting_on_2012-04-10&diff=41455&oldid=prevFritigern at 22:38, 24 October 20152015-10-24T22:38:19Z<p></p>
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</table>Fritigernhttp://opensimulator.org/index.php?title=Chat_log_from_the_meeting_on_2012-04-10&diff=29573&oldid=prevJustincc: Created page with "<pre> [10:08] Second Life: Teleport completed from Jilmer Castles (112,116,23) [10:08] Richardus Raymaker: but how much impatc have sensors in opensim ? btw dont use the sensorre..."2012-04-10T19:09:29Z<p>Created page with "<pre> [10:08] Second Life: Teleport completed from Jilmer Castles (112,116,23) [10:08] Richardus Raymaker: but how much impatc have sensors in opensim ? btw dont use the sensorre..."</p>
<p><b>New page</b></p><div><pre><br />
[10:08] Second Life: Teleport completed from Jilmer Castles (112,116,23)<br />
[10:08] Richardus Raymaker: but how much impatc have sensors in opensim ? btw dont use the sensorrepeat<br />
[10:08] Richardus Raymaker: hi justin<br />
[10:08] Nebadon Izumi: to be honest I don't have a lot of experience with sensors<br />
[10:09] Taarna Welles: Hi Justin<br />
[10:09] Richardus Raymaker: anyway phyics for verhicles is still a distaster the way i use it.<br />
[10:09] Justin Clark-Casey: hi tarrna, folks<br />
[10:09] Justin Clark-Casey: sorry, tarrna<br />
[10:09] Richardus Raymaker: ok. trail and error then<br />
[10:09] Taarna Welles: :)<br />
[10:09] Justin Clark-Casey: taarna<br />
[10:09] Nebadon Izumi: ya, doing vehicle physics gets tricky<br />
[10:09] sim core: :-J hi, Justin and everyone<br />
[10:10] Taarna Welles: Hi Sim ;)<br />
[10:10] Richardus Raymaker: more worried about hpow high cpu laod can go. 1 mega is already 70% a few versions prior..<br />
[10:10] Richardus Raymaker: hi sim<br />
[10:10] Richardus Raymaker: mesh tricky to. so try to avoid that to. maby for buildiing parts later<br />
[10:11] Sarah Kline: hi<br />
[10:11] Richardus Raymaker: hi sarah<br />
[10:11] Andrew Hellershanks: Richardus, send messages in private chat channel with the coordinates from llSetPos for the other parts of the train<br />
[10:11] Andrew Hellershanks: Sensors used to be hard on OS but that was a long time ago<br />
[10:12] Richardus Raymaker: listners andrew ? thinked about that. but are maby just as bad as sensors<br />
[10:12] Nebadon Izumi: i doubt that<br />
[10:12] Nebadon Izumi: just don't listen on channel 0<br />
[10:12] Richardus Raymaker: hehe. lol<br />
[10:12] Andrew Hellershanks: Shouldn't be. Listeners are idle and just have to process a brief message now and then<br />
[10:12] Andrew Hellershanks: sensors have to check all the objects within the scanning range. THat's a lot more copmlicated to do.<br />
[10:13] Richardus Raymaker: combination of sensor for init and then listner later i thinked about. or.. or.. enough options<br />
[10:13] Richardus Raymaker: aha..<br />
[10:13] Nebadon Izumi: ya the more passive you can make things the better it will run<br />
[10:13] Nebadon Izumi: sensors are way to active<br />
[10:13] Richardus Raymaker: i know. thats why i ask around a bit now<br />
[10:13] Andrew Hellershanks: yeah, They are ok to use on occasion<br />
[10:13] Andrew Hellershanks: ie. not like once a second or something<br />
[10:13] Richardus Raymaker: still the engine need a sensor for the track<br />
[10:14] Richardus Raymaker: uhmm. 1 second is pretty slow<br />
[10:14] Nebadon Izumi: one thing I have noticed in my NPC testing<br />
[10:14] Andrew Hellershanks: just one? ;-)<br />
[10:14] Taarna Welles: Question: sometimes the appearance is broken after hypergridding. What is the best solution to fix an appearance after hypergridding?<br />
[10:14] Justin Clark-Casey: tarrna: rebake?<br />
[10:15] Nebadon Izumi: is using UpdatePrioritizationScheme = FrontBack<br />
[10:15] Nebadon Izumi: makes a huge difference<br />
[10:15] Taarna Welles: well that didn't help<br />
[10:15] Nebadon Izumi: and man, llSleep suuuuuucks<br />
[10:15] Nebadon Izumi: so bad<br />
[10:15] Richardus Raymaker: i avoid llSLeep at all.<br />
[10:15] Nebadon Izumi: its almost unusuable<br />
[10:15] Richardus Raymaker: always try the timer event for that if possible<br />
[10:15] Andrew Hellershanks: What's the problem with llSLeep?<br />
[10:15] Nebadon Izumi: i was using it in my waypoints<br />
[10:15] Nebadon Izumi: for the NPCs<br />
[10:16] Nebadon Izumi: and i got up to like 4 NPC's<br />
[10:16] Nebadon Izumi: and they start failing<br />
[10:16] bindig.bindig @craft-world.org:8002: hi, all<br />
[10:16] Nebadon Izumi: i removed all llSleeps<br />
[10:16] Justin Clark-Casey: how long are your sleeps?<br />
[10:16] sim core: :-S Not very accurate<br />
[10:16] Nebadon Izumi: works perfectly<br />
[10:16] Justin Clark-Casey: hi bindig.bindig<br />
[10:16] Nebadon Izumi: like 0.2 to 1.0 Justin<br />
[10:16] Nebadon Izumi: nothing more than 1.0<br />
[10:16] Richardus Raymaker: sofar i understand andrew. its not running own threat so its delaying other actions<br />
[10:16] Justin Clark-Casey: what do you mean by failing?<br />
[10:16] Nebadon Izumi: the NPC would hit a waypoint and just stop<br />
[10:16] Nebadon Izumi: and never recover<br />
[10:17] Nebadon Izumi: or it would start jumping back and forth when it hit a waypoint<br />
[10:17] Justin Clark-Casey: interesting. That's rather curious<br />
[10:17] Richardus Raymaker: i have some problem with phyics and lltarget. dropped the whoel lltarget. its seems to mis triggers<br />
[10:17] Nebadon Izumi: what i was doing was have the attachment llSleep for 0.3<br />
[10:17] Nebadon Izumi: when it hit the waypoint<br />
[10:17] Nebadon Izumi: so it could make it to the center of the waypoint<br />
[10:17] Nebadon Izumi: instead of reacting as soon as it hit the edge<br />
[10:17] Nebadon Izumi: and i guess because when i got to 4 npc<br />
[10:18] Nebadon Izumi: several npc's would hit thier waypoints at same time<br />
[10:18] bindig.bindig @craft-world.org:8002: where a can dress up<br />
[10:18] bindig.bindig @craft-world.org:8002: ?<br />
[10:18] Nebadon Izumi: i would have 3 or 4 sleep triggering at same time<br />
[10:18] Nebadon Izumi: within 0.1 second of each other<br />
[10:18] Nebadon Izumi: it starts failing<br />
[10:18] Justin Clark-Casey: Iam surprised. llSleep just sleeps the thread but it shouldn't just stop<br />
[10:18] Dahlia Trimble: hi<br />
[10:18] Justin Clark-Casey: hi dahlia<br />
[10:19] Richardus Raymaker: hi dahlia<br />
[10:19] Nebadon Izumi: so i ended up removing all the llSleep's and just adjusting my waypoints so they react better using the edge of the waypoints<br />
[10:19] Nebadon Izumi: it could be because im triggering events and sleeps simultaneously<br />
[10:19] Nebadon Izumi: using llVolumeDetect, then immediatly sleep<br />
[10:19] Richardus Raymaker: anyway script engine need a few big hugs at some places. only dont know wich ones<br />
[10:19] Nebadon Izumi: it seems worse when multiple sleeps fire simultaneously<br />
[10:19] Nebadon Izumi: even if its not in the same object<br />
[10:19] Nebadon Izumi: it results in really horrible simulator performance<br />
[10:20] Richardus Raymaker: i have the feeling nebadon hit the same problem area as i did with phyical verhicles and lltarget / sensor<br />
[10:20] Nebadon Izumi: and basically it just doesnt recover<br />
[10:20] Nebadon Izumi: until teh script is stopped<br />
[10:20] Justin Clark-Casey: I'm not sure what's happening there<br />
[10:20] Nebadon Izumi: ya me either<br />
[10:20] Justin Clark-Casey: I suspect it's not straightforward<br />
[10:20] Nebadon Izumi: it makes using llSleep like playing russian roulette though<br />
[10:20] Richardus Raymaker: oh about scripts. it looks like the reset button in script editor is doing nothing. but still need totest that on otehr viewer then singularity<br />
[10:21] Richardus Raymaker: i can press rest but the script dont get reset to default state you get after save<br />
[10:21] Richardus Raymaker: rest = reset<br />
[10:21] Arielle Popstar: you're n just a bit of hair Justin<br />
[10:21] Richardus Raymaker: hi tim<br />
[10:21] Timothy Hoxley: hello<br />
[10:21] Nebadon Izumi: ya Tiffany and Justin are gas clouds for me<br />
[10:21] Dahlia Trimble: hmm I thought reset button in singularity worked last time I tried it<br />
[10:21] Arielle Popstar: HI Tim<br />
[10:21] Richardus Raymaker: i see 3 cluds<br />
[10:21] Richardus Raymaker: clouds<br />
[10:22] Nebadon Izumi: there is Justin<br />
[10:22] Richardus Raymaker: sofar i know it worked fine. but i now always change lsl with space and save. then i get objects reset<br />
[10:22] Primitive: Script running<br />
[10:22] Primitive: Script running<br />
[10:22] Justin Clark-Casey: I rebaked, I admit<br />
[10:22] Nebadon Izumi: its working here for me in Imprudence<br />
[10:22] Primitive: Script running<br />
[10:22] Primitive: Script running<br />
[10:22] Primitive: Script running<br />
[10:22] Primitive: Script running<br />
[10:23] Richardus Raymaker: yes empty objects seems fine. it fails possible with busy script<br />
[10:23] Arielle Popstar: i still dont see you<br />
[10:23] Richardus Raymaker: i cant rezz so cant test<br />
[10:23] Arielle Popstar: imp seems to require a anisotropic toggle and the other viewers a simple rebake<br />
[10:24] Richardus Raymaker: but its only soemthing i see last time nebadon. only make mantis when am more sure about things<br />
[10:24] Richardus Raymaker: need more testing here<br />
[10:24] Nebadon Izumi: k<br />
[10:25] sim core: :^J<br />
[10:26] Nebadon Izumi: anyone else have anything opensimulator related they wanted to bring up?<br />
[10:26] Justin Clark-Casey: you still have appearance resending turn on in the plazas?<br />
[10:26] Nebadon Izumi: ya<br />
[10:26] Nebadon Izumi: here and Lbsa Plaza<br />
[10:26] Justin Clark-Casey: any noticeable problems?<br />
[10:26] Dahlia Trimble: anyone doing anything fun with NPCs?<br />
[10:26] Nebadon Izumi: nothign i could tell<br />
[10:26] Justin Clark-Casey: any actual noticeable improvements?<br />
[10:26] Taarna Welles: Dahlia, yes I stuff with NPC's<br />
[10:26] Nebadon Izumi: there was a few issues at Lbsa Plaza, with it not running very long<br />
[10:26] Timothy Hoxley: scripted objects still breaking via hypergrid jumping<br />
[10:27] Nebadon Izumi: getting stuck at 0fps<br />
[10:27] Nebadon Izumi: but i cant say if its related<br />
[10:27] Nebadon Izumi: nothing obvious would say it was<br />
[10:27] Justin Clark-Casey: yeah, htat's almost certainly unrelated<br />
[10:27] Nebadon Izumi: Timothy Hoxley<br />
[10:27] Nebadon Izumi: if everyone is updated no<br />
[10:27] Timothy Hoxley: no?<br />
[10:27] Nebadon Izumi: if you jump to older simulators, very possible yes<br />
[10:27] Richardus Raymaker: whats old in this case ?<br />
[10:28] Timothy Hoxley: ah which release has that issue resolved?<br />
[10:28] Nebadon Izumi: i don't have an exact version off the top of my head<br />
[10:28] Arielle Popstar: withing the past month and a half or so<br />
[10:28] Richardus Raymaker: you dont know wich versions are registrated to osgrid ond how amny of the difefrent versions ?<br />
[10:28] Nebadon Izumi: its possible that r/17956 is the fix<br />
[10:29] Nebadon Izumi: no Richardus<br />
[10:29] Richardus Raymaker: still would be nice<br />
[10:29] Nebadon Izumi: i have no way to know unless i visit each region<br />
[10:29] Arielle Popstar: has it been fixed for .7.3 post fixes?<br />
[10:29] Nebadon Izumi: yes Arielle<br />
[10:29] Richardus Raymaker: maby it where send with registartion of region ?!<br />
[10:29] Nebadon Izumi: i just don't recall the exact version<br />
[10:30] Timothy Hoxley: then I need to update<br />
[10:30] Nebadon Izumi: that wouldnt help us much for external regions<br />
[10:30] Nebadon Izumi: the problem was in the region you jumped to<br />
[10:30] Nebadon Izumi: not the region you left from<br />
[10:30] Arielle Popstar: i noticed the osgl r-22 launcher isno longer on the download page?<br />
[10:30] Nebadon Izumi: it never was<br />
[10:31] UUID Speaker: Greybox Darkward: 0d737027-20aa-4c41-8136-704a2146ecd0<br />
[10:31] Arielle Popstar: well the other download page<br />
[10:31] Nebadon Izumi: that launcher fails like 60% of the time<br />
[10:31] Nebadon Izumi: i refuse to post it<br />
[10:31] Nebadon Izumi: you can download it here http://download.osgrid.org I think<br />
[10:31] Arielle Popstar: yes but was working 40% of the time<br />
[10:31] Nebadon Izumi: thats not enough for me<br />
[10:31] Richardus Raymaker: 40% to short<br />
[10:31] Justin Clark-Casey: 40% of the time is kinda bad :)<br />
[10:32] Nebadon Izumi: i just don't want new people being reliant on it<br />
[10:32] Nebadon Izumi: no one is maintaining it<br />
[10:32] Arielle Popstar: well for some it is still better then not at all since it allows them to get past routers that wont do it other ways<br />
[10:32] Nebadon Izumi: though i think someone has worked on the source code<br />
[10:32] Richardus Raymaker: what did the launcher do ?<br />
[10:32] Nebadon Izumi: there is a project on github<br />
[10:32] Richardus Raymaker: to refresh memory<br />
[10:32] Nebadon Izumi: it downloads latest version<br />
[10:32] VivK Lowlag: Fernando has it on his website<br />
[10:32] Nebadon Izumi: and sets things up<br />
[10:32] Arielle Popstar: Fernando did some updates bu his version requires Net 4<br />
[10:32] Nebadon Izumi: and was supposed to make things easier<br />
[10:33] Richardus Raymaker: thats tricky with ini changes etc.<br />
[10:33] Nebadon Izumi: but from my testing, with a bunch of people including myself<br />
[10:33] sim core: :-S<br />
[10:33] Nebadon Izumi: it always faield<br />
[10:33] Nebadon Izumi: i couldnt even make it work through my router<br />
[10:33] Nebadon Izumi: what is the URL VivK?<br />
[10:33] Arielle Popstar: the one from New world Studio works nice but currently only supports an old diva release<br />
[10:34] Richardus Raymaker: routers and loopback are harder for people then running opensim for osgrid<br />
[10:34] VivK Lowlag: I don't havehis site off hand at the moment<br />
[10:34] Arielle Popstar: http://oliveira.eti.br/opensim-installer.php<br />
[10:34] Nebadon Izumi: thanks<br />
[10:34] VivK Lowlag: ask me when I get home from work<br />
[10:34] Nebadon Izumi: i have not tested it<br />
[10:34] sim core: May be better anyhow, to have people who know how to do things manually and that avoids many questions otherwise<br />
[10:34] Nebadon Izumi: so i have no idea how well it works<br />
[10:34] Arielle Popstar: some can not do it manually Sim<br />
[10:35] Nebadon Izumi: if i recall too<br />
[10:35] Nebadon Izumi: upgrading was very tricky<br />
[10:35] Nebadon Izumi: with the launcher<br />
[10:35] Nebadon Izumi: which created 100 more questions<br />
[10:35] sim core: :-S THose who can't, might like to wait for the official version or use free lands<br />
[10:35] Nebadon Izumi: it didnt make my job any easier, thats why i never wanted to promote its use<br />
[10:36] Arielle Popstar: updating would be as simple as re downloading it and then putting in the opensim.db<br />
[10:36] Arielle Popstar: if on sqlite<br />
[10:36] Richardus Raymaker: the biggest problem still keeps the router loopback for people. then follows router port frowarding<br />
[10:36] Nebadon Izumi: well and the Regions.ini<br />
[10:36] Nebadon Izumi: and OpenSim.ini if you had made any changes<br />
[10:36] Nebadon Izumi: it just seemed to generate more questions than supply answers<br />
[10:37] Nebadon Izumi: so what is the point<br />
[10:37] VivK Lowlag: there in lies the problem the use of sqlite<br />
[10:37] Richardus Raymaker: i see sqlite harder with upgrade then mysql<br />
[10:37] Arielle Popstar: sqlite is the thing that saves it for many<br />
[10:37] Dahlia Trimble: I like sqlite<br />
[10:37] Arielle Popstar: its not<br />
[10:37] Nebadon Izumi: ya setting up MySQL can suck<br />
[10:37] Nebadon Izumi: in the long run its better<br />
[10:37] VivK Lowlag: too many need mysql<br />
[10:37] Nebadon Izumi: its the initial setup phase that sucks<br />
[10:37] Arielle Popstar: sqlite is simple and mostly troublefree<br />
[10:38] Richardus Raymaker: upgradeing with mysql as database is much more easy and saver then with sqlite<br />
[10:38] Dahlia Trimble: I always use sqlite except for grid services<br />
[10:38] Arielle Popstar: mysql requires one to read a manual every little problem<br />
[10:38] Nebadon Izumi: ya it depends on what your doing<br />
[10:38] Justin Clark-Casey: I never have any issues with mysql<br />
[10:38] Richardus Raymaker: Arielle, wich problem ?<br />
[10:38] Arielle Popstar: and it is flaky<br />
[10:38] Dahlia Trimble: one database per region<br />
[10:38] Nebadon Izumi: sqlite doesnt hold up well with a region like Wright Plaza<br />
[10:38] Sarah Kline: lol<br />
[10:38] Nebadon Izumi: also its harder to maintain the database i think<br />
[10:38] Arielle Popstar: no but for 90% of the rest it is fine<br />
[10:38] Richardus Raymaker: mysql just works. sqlite you really need to dig in manuals if you want todo simple tasks<br />
[10:39] VivK Lowlag: if any tool is needed that would be conversion from sqlite to mysql<br />
[10:39] Nebadon Izumi: OAR<br />
[10:39] Nebadon Izumi: heh<br />
[10:39] Richardus Raymaker: grin<br />
[10:39] Nebadon Izumi: you can do an oar and tell it to ignore assets<br />
[10:39] Nebadon Izumi: it takes like 3 seconds<br />
[10:39] Nebadon Izumi: even for this region<br />
[10:39] Richardus Raymaker: what assets are ignored then ?<br />
[10:40] Dahlia Trimble: oars dont save a lot of stuff that a databas stores<br />
[10:40] Nebadon Izumi: like what Dahlia?<br />
[10:40] Richardus Raymaker: sound more like your doing sql dump<br />
[10:40] Dahlia Trimble: script state<br />
[10:40] Nebadon Izumi: Richardus, if the assets already exist on the grid<br />
[10:40] Nebadon Izumi: script state is not stored in DB<br />
[10:40] Nebadon Izumi: its in a .state file in the ScriptEngines folder<br />
[10:40] Justin Clark-Casey: db doesn't store script state either<br />
[10:40] Arielle Popstar: just move opensim.db to new update bin and run<br />
[10:40] Justin Clark-Casey: it's stored as files on disk<br />
[10:41] Richardus Raymaker: is the run state stored in database ? otherwise it would be nice if its getting stored there. o it survives upgrades<br />
[10:41] Andrew Hellershanks: Would it be worth including .state files in an oar?<br />
[10:41] Arielle Popstar: doesnt get any simpler<br />
[10:41] Nebadon Izumi: actually there have been requests for that<br />
[10:41] Nebadon Izumi: i don't know how simple that would be<br />
[10:41] Justin Clark-Casey: I'm not sure where run state is, maybe it's not in db which would explain a few things<br />
[10:41] Richardus Raymaker: i made a mantis last week. because after upgrade lost of troubles becasue run where ignored<br />
[10:41] Justin Clark-Casey: andrew: yeah, it's something to consider. One just needs to do work to make sure it works correctly<br />
[10:41] Nebadon Izumi: i think its in the ScriptEngines/UUD/scriptUUID.state<br />
[10:41] Justin Clark-Casey: and grabbing files off the systems whilst it's running could be problematic<br />
[10:42] Andrew Hellershanks: When a script is being saved grab the state file (but only if script is running?) and save the .state file when loading the oar.<br />
[10:42] Richardus Raymaker: but with upgrade staes get lost here<br />
[10:42] Dahlia Trimble: didnt diva once do some file store thing?<br />
[10:42] Nebadon Izumi: ya thats true<br />
[10:42] Justin Clark-Casey: dahlia: not afaik<br />
[10:42] Nebadon Izumi: you could run into issues where the state is open<br />
[10:42] Andrew Hellershanks: Not sure how a running grid would be able to use a .state file that was created during a load.<br />
[10:42] Dahlia Trimble: I remember her talking about it<br />
[10:42] Justin Clark-Casey: yeah, that's the kind of thing that gets tricky<br />
[10:42] Richardus Raymaker: whats the reason state files are stored seperate and not in database ?<br />
[10:42] Justin Clark-Casey: one has to really pause the simulator whilst saving state<br />
[10:42] Nebadon Izumi: it would be nice if load and save oar would disable xengine<br />
[10:42] Justin Clark-Casey: or at least prevent new states from being persisted<br />
[10:43] Nebadon Izumi: or atleast have an option for stopping xengine<br />
[10:43] Nebadon Izumi: i could see times where doing that would be bad<br />
[10:43] Justin Clark-Casey: I hear you<br />
[10:43] Nebadon Izumi: but ya, its a slipper slope<br />
[10:43] Nebadon Izumi: hehe<br />
[10:43] Richardus Raymaker: only thing i see as needed is the running checkbox to be in the database<br />
[10:43] Justin Clark-Casey: not straighforward though<br />
[10:43] Andrew Hellershanks: yeah you would have to prevent changes to .state files when saving oar or you could get a partial .state file.<br />
[10:43] Nebadon Izumi: right<br />
[10:44] sim core: Or stopping physical movements for that matter, could not stop 3000 balls from moving even without any physics engine<br />
[10:44] Nebadon Izumi: and stopping scripts takes forever<br />
[10:44] Nebadon Izumi: like here<br />
[10:44] Nebadon Izumi: it takes 10 minutes<br />
[10:44] Nebadon Izumi: to stop the engine from Estate panel<br />
[10:44] Nebadon Izumi: then another 10 to start it up again<br />
[10:44] Richardus Raymaker: oh. good to know. i use that sometime sfor global easy reset<br />
[10:44] Dahlia Trimble: 10 minutes in wright plaza?<br />
[10:44] Andrew Hellershanks: No simple way to tell Xengine to stop doing anything for a bit then resume later via a toggle?<br />
[10:45] Nebadon Izumi: there is Andrew<br />
[10:45] sim core: :-J Weird thing is, moving objects pass borders indefinitely<br />
[10:45] Nebadon Izumi: we do it from the Estate Panel<br />
[10:45] Nebadon Izumi: so there are methods to do it<br />
[10:45] Nebadon Izumi: but in a very scripty region<br />
[10:45] Nebadon Izumi: its not very fast<br />
[10:45] Nebadon Izumi: it takes a while here to toggle i<br />
[10:45] Nebadon Izumi: it*<br />
[10:45] Richardus Raymaker: and.. no prgress bar :O<br />
[10:45] Justin Clark-Casey: andrew: not at this time<br />
[10:45] Nebadon Izumi: I wouldnt think it should be possible though<br />
[10:45] Andrew Hellershanks: I was just wondering if there was (or could be) a way to just make xengine do a return when called instead of doing useful things.<br />
[10:46] Andrew Hellershanks: yeah, it does sound like its tricky. Issues on save. Issues on load.<br />
[10:46] Nebadon Izumi: ya, the problem is it wasnt designed that way from the begining, so now its a matter of wedging it in<br />
[10:46] Nebadon Izumi: always becomes more problematic<br />
[10:46] Richardus Raymaker: and i talk only about a program that get started again after upgradeing opensim. but where stopepd before :O<br />
[10:46] Andrew Hellershanks: Um... talking of .state, why is it saved externally in a file?<br />
[10:46] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev d4beb2f: 2012-03-23 03:39:39 +0000 (Unix/Mono)<br />
[10:46] Justin Clark-Casey: One day somebody will come back and do all this properly. Maybe<br />
[10:47] Nebadon Izumi: lol<br />
[10:47] Andrew Hellershanks: Or come up with a new(er) scripting engine.<br />
[10:47] Dahlia Trimble: lol<br />
[10:47] Arielle Popstar: dont hold our collective breath? :)<br />
[10:47] Nebadon Izumi: i don't know why it was written to files<br />
[10:47] Andrew Hellershanks: hehe<br />
[10:47] Nebadon Izumi: probably cause its easier to handle with migrations<br />
[10:47] Justin Clark-Casey: I honestly think it all has to be made simpler in some way<br />
[10:47] Nebadon Izumi: DB migrations are equally as bad<br />
[10:48] Justin Clark-Casey: Everything is way too monolithic and complicated imho<br />
[10:48] Andrew HellershanksAndrew Hellershanks thinks that about OS in general<br />
[10:48] Andrew Hellershanks: :-)<br />
[10:48] Nebadon Izumi: that tends to happen when you make things up as you go though<br />
[10:48] Nebadon Izumi: hehe<br />
[10:48] Justin Clark-Casey: open-source or opensim or operating system? :)<br />
[10:49] Andrew Hellershanks: sometimes, all three<br />
[10:49] Justin Clark-Casey: It does cause issues after a while<br />
[10:49] Arielle Popstar: take your pick?<br />
[10:49] Nebadon Izumi: OpenSim is a giant ball of bandaids<br />
[10:49] Justin Clark-Casey: well, one does try and restructure some of the bandaids<br />
[10:49] Nebadon Izumi: hehe ya<br />
[10:49] Andrew Hellershanks: There comes a time when you need to pause and write up how somethings should work and after the pause start to make things work that way.<br />
[10:50] Justin Clark-Casey: it does improve over time architecturally. I think the system in general is just too big<br />
[10:50] Richardus Raymaker: new bandaids then sometime srequired<br />
[10:50] Andrew Hellershanks: We all know that ripping off bandaids can be painful. ;-)<br />
[10:50] Justin Clark-Casey: that's partly why opensim doesnt' take the kitchen sink approach and bundle every single possible service and feature<br />
[10:50] Justin Clark-Casey: what we have is already tremendously complicated as it is<br />
[10:50] Richardus Raymaker: good sayed andrew<br />
[10:50] Justin Clark-Casey: and not bundling forces better barries between things, or at least some barriers<br />
[10:50] VivK Lowlag: just rip them off under water Andrew lees painful<br />
[10:51] Justin Clark-Casey: interfaces, I should say<br />
[10:51] Andrew Hellershanks: Vivk, my computers aren't water proof<br />
[10:51] Richardus Raymaker: the say watrecooling is good. not sure...<br />
[10:51] Arielle Popstar: could unravel the whole ball if not careful<br />
[10:51] bindig.bindig @craft-world.org:8002: hi, all<br />
[10:51] Andrew Hellershanks: yeag<br />
[10:51] VivK Lowlag: wb<br />
[10:52] Justin Clark-Casey: It's really not that bad, despite what certain people might say :)<br />
[10:52] Nebadon Izumi: hehe ya i was exagerating<br />
[10:52] Nebadon Izumi: if anything is a giant ball of bandaids<br />
[10:52] Nebadon Izumi: its the viewer<br />
[10:52] Nebadon Izumi: lol<br />
[10:52] Andrew Hellershanks: but that is also if you have some basic understanding of the code.<br />
[10:53] Nebadon Izumi: hey look<br />
[10:53] Nebadon Izumi: see how the NPC stopped<br />
[10:53] Nebadon Izumi: i bet thats becasue of the llSLeep<br />
[10:53] sim core: :^J<br />
[10:53] Nebadon Izumi: this is exactly what happens<br />
[10:53] Anya Heberle: a seat that!....doesnt work..<br />
[10:53] Andrew Hellershanks: stopped where?<br />
[10:53] Nebadon Izumi: i havent fixed this NPC here<br />
[10:53] Nebadon Izumi: outside<br />
[10:53] Nebadon Izumi: near the weather station<br />
[10:54] Anya Heberle: sigh <.> lol<br />
[10:54] Anya Heberle: ahhh<br />
[10:54] Andrew Hellershanks: oh, I see him<br />
[10:54] Richardus Raymaker: OpenSIm is good. its funny to to work around some problems..<br />
[10:54] Anya Heberle: hi everyone<br />
[10:54] Justin Clark-Casey: hi anya<br />
[10:54] Dahlia Trimble: I dont dare look, my computer is severly overloaded<br />
[10:54] Richardus Raymaker: if everything works its getting so.. boring :O<br />
[10:54] Andrew Hellershanks: Is it safe to give that thing a kick? ;-)<br />
[10:54] Nebadon Izumi: ya i can restart it<br />
[10:54] NPC Rezzer v2.3 #0: Removing this NPCs from this scene!<br />
[10:54] Andrew Hellershanks: swift kick up the backside<br />
[10:54] Anya Heberle: if anything works, its something<br />
[10:54] Nebadon Izumi: hrmm<br />
[10:55] Anya Heberle: why are people getting kicked between sims?<br />
[10:55] Nebadon Izumi: i think script engine might be dead<br />
[10:55] Dahlia Trimble: is there a good way to animate NPCs?<br />
[10:55] Nebadon Izumi: the button isnt working now either<br />
[10:55] Andrew Hellershanks: uh oh, you broke it<br />
[10:55] Taarna Welles: you can animate your NPC as you can animate your avatar<br />
[10:55] Anya Heberle: there is Dahlia but im stuck on to how<br />
[10:55] Nebadon Izumi: there we go<br />
[10:55] Nebadon Izumi: i reset the script in button<br />
[10:55] NPC Mover v2.3 #0: attach: 185f4b8d-e92c-41c0-876d-f3135ffe2b67<br />
[10:55] Nebadon Izumi: now its working<br />
[10:55] Anya Heberle: npcs I have no idea of<br />
[10:56] Andrew Hellershanks: Is the llsleep and the event taking place in the same state?<br />
[10:56] Nebadon Izumi: no<br />
[10:56] Nebadon Izumi: its not even in the same prim<br />
[10:56] Nebadon Izumi: the event is in the waypoint<br />
[10:56] Nebadon Izumi: the llSleep was in the attachment the NPC wears<br />
[10:56] Anya Heberle: glad to m,ake it to the meeting today, what are you talking about<br />
[10:56] Andrew Hellershanks: nebadon, k<br />
[10:56] Richardus Raymaker: this region run newer then osgrid right ?<br />
[10:56] Andrew Hellershanks: Anya, whatever comes up<br />
[10:56] Nebadon Izumi: probably not Richardus<br />
[10:56] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev d4beb2f: 2012-03-23 03:39:39 +0000 (Unix/Mono)<br />
[10:57] Taarna Welles: Peeps I have to go off for a while. See you next week. Bye bye<br />
[10:57] Dahlia Trimble: bye :)<br />
[10:57] Andrew Hellershanks: wow... top of the hour already<br />
[10:57] Anya Heberle: as Opemn sim developers , I see two here whats the advantage to OSGrid for you<br />
[10:57] Justin Clark-Casey: anywa, open floor - as long as it's somewhat opensim related :)<br />
[10:57] Arielle Popstar: waves*<br />
[10:57] VivK Lowlag: has anyone went to the other grid and check out raycasting?<br />
[10:57] Justin Clark-Casey: or osgrid<br />
[10:57] Nebadon Izumi: to SL VivK?<br />
[10:57] Dahlia Trimble: osgrid is a good place to test opensim<br />
[10:57] VivK Lowlag: uhuh<br />
[10:57] Nebadon Izumi: Avination has llCastRay working<br />
[10:57] Richardus Raymaker: Anya. you can create, build free lower costs.<br />
[10:58] Nebadon Izumi: it slated to be put into Core OpenSimulator Mid June<br />
[10:58] Richardus Raymaker: so dreams can get some shape<br />
[10:58] Arielle Popstar: and have others to socialize with<br />
[10:58] Andrew Hellershanks: There are some scripting issues I'd be interseted in look at but not sure how much working on it may require understanding of other areas of OS.<br />
[10:58] Nebadon Izumi: anything particular Andrew?<br />
[10:59] Justin Clark-Casey: that doesn't stop somebody else from implementing it in the mean time.<br />
[10:59] Richardus Raymaker: andrew beter 1 eye then no eye<br />
[10:59] Andrew Hellershanks: llRez with a vertical velocity that doesn't seem to work.<br />
[10:59] Justin Clark-Casey: the first implementation will take precedence, assusming that it works<br />
[10:59] Andrew Hellershanks: err.. llRezObject(?)<br />
[10:59] Andrew Hellershanks: Seeing what other ll functions aren't implemented<br />
[11:00] Nebadon Izumi: k, there are very few that actually arent implemented at all<br />
[11:00] Andrew Hellershanks: I may not have much time to do that for a while until my course is finished.<br />
[11:00] Nebadon Izumi: a few that are partially implemented<br />
[11:00] Justin Clark-Casey: andrew: that could drop down to some kind of physics issue<br />
[11:00] Andrew Hellershanks: Justin, yeah, I thought about that.<br />
[11:00] Nebadon Izumi: ya the physics related stuff is most tricky for sure<br />
[11:00] Andrew Hellershanks: the prim does move but only sideways a bit then down<br />
[11:00] Justin Clark-Casey: just had a quick look at the code and there's no obvious reason for z being dopped in velocity<br />
[11:00] Justin Clark-Casey: above thep hysics level at least<br />
[11:01] Andrew HellershanksAndrew Hellershanks just wants to be able to launch fireworks<br />
[11:01] Andrew HellershanksAndrew Hellershanks grins<br />
[11:01] Dahlia Trimble: if it's vertical it probably needs to have gravity compensated<br />
[11:01] Nebadon Izumi: i still dont think we have motors implemented 100%<br />
[11:01] Nebadon Izumi: we still cant do things like airplanes and banking reliably<br />
[11:01] Dahlia Trimble: try shooting down ;)<br />
[11:01] Justin Clark-Casey: tried bullet recently?<br />
[11:01] Nebadon Izumi: I have<br />
[11:01] Andrew HellershanksAndrew Hellershanks yells "watch out below"<br />
[11:01] Andrew Hellershanks: hehe<br />
[11:01] Nebadon Izumi: but there is no vehicle support yet<br />
[11:01] Andrew Hellershanks: No, I haven't.<br />
[11:01] Justin Clark-Casey: k<br />
[11:01] Nebadon Izumi: there are some major issues with BulletSim<br />
[11:01] Arielle Popstar: an=vination has plane banking doesnt it?<br />
[11:01] Nebadon Izumi: Megaprims cause issues<br />
[11:01] Andrew Hellershanks: I've been spending too much time on my course the last week<br />
[11:01] Nebadon Izumi: with invisible walls<br />
[11:02] Nebadon Izumi: like hollows not being honored<br />
[11:02] Nebadon Izumi: avatar movement is still not right<br />
[11:02] Nebadon Izumi: no vehicle support yet<br />
[11:02] Nebadon Izumi: there might be some issues with physical linksets in general still<br />
[11:02] Anya Heberle: how far do you want to take your deleopment of browser and localised software engines?<br />
[11:02] Richardus Raymaker: not really useable then<br />
[11:02] Nebadon Izumi: no<br />
[11:02] Nebadon Izumi: its not useable at all<br />
[11:02] Justin Clark-Casey: k<br />
[11:02] Justin Clark-Casey: ho hum<br />
[11:03] Nebadon Izumi: but, Robert knows about all this stuff<br />
[11:03] Dahlia Trimble: oh I havent looked at bullet but I thought it was using convex hulls for collisions? that would mess up hollows and such<br />
[11:03] Nebadon Izumi: he is working on it<br />
[11:03] Andrew Hellershanks: Is the problem in tying Bullet in to OS or things not supported/working in Bullet?<br />
[11:03] Justin Clark-Casey: good to know<br />
[11:03] Nebadon Izumi: ya I think i do recall Robert saying something like that Dahlia<br />
[11:03] Dahlia Trimble: the older version of bullet that teravus did used mesh colliders<br />
[11:03] Nebadon Izumi: bullet is more than capable<br />
[11:04] Nebadon Izumi: its our implementation is incomplete<br />
[11:04] Nebadon Izumi: I am sure it can all be fixed<br />
[11:04] Dahlia Trimble: bullet can do mesh colliders but convex hulls may be more efficient<br />
[11:04] Nebadon Izumi: ya probably<br />
[11:04] Nebadon Izumi: the basic prim shapes are way more efficient<br />
[11:04] Richardus Raymaker: convex sounds better choice with mesh ahead<br />
[11:04] Justin Clark-Casey: ok, I need to hop off now. See you guys later<br />
[11:04] Nebadon Izumi: in ODE i could only get like 500 physical spheres<br />
[11:04] Andrew Hellershanks: The other day I noticed the bounding box of mesh objects in SL was a bit off. I it an invisible wall before I could get to the base of a mesh(?) based tree.<br />
[11:04] Richardus Raymaker: bye justin<br />
[11:04] Nebadon Izumi: in BulletSim i got up to about 4000 spheres<br />
[11:04] VivK Lowlag: bye JCC<br />
[11:04] Nebadon Izumi: see you Justin<br />
[11:05] Nebadon Izumi: btw justin are you done with Jury Duty?<br />
[11:05] Arielle Popstar: waves@ J<br />
[11:05] Andrew Hellershanks: Is there a bug tracking system related to bullet?<br />
[11:05] Dahlia Trimble: ODE uses ODE shapes for simple spheres<br />
[11:05] Justin Clark-Casey: nebadon: no, but probably soon<br />
[11:05] Nebadon Izumi: k cool<br />
[11:05] Justin Clark-CaseyJustin Clark-Casey waves<br />
[11:05] Dahlia Trimble: bye<br />
[11:05] Andrew Hellershanks: Cya, Justin<br />
</pre></div>Justincc