Chat log from the meeting on 2012-06-26

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[11:01] Richardus Raymaker: bluewall, do you know if opensim have the same linit fro Max. prim description length - 127 bytes ?
[11:01] Richardus Raymaker: bluewall, do you know if opensim have the same linit fro Max. prim description length - 127 bytes ?
[11:01] Richardus Raymaker: thats what SL wiki say
[11:01] Richardus Raymaker: thats what SL wiki say
Line 479: Line 475:
[12:05] Richardus Raymaker: bye justin
[12:05] Richardus Raymaker: bye justin
[[Category:Office Hour Logs]]

Latest revision as of 15:41, 24 October 2015

[11:01] Richardus Raymaker: bluewall, do you know if opensim have the same linit fro Max. prim description length - 127 bytes ?
[11:01] Richardus Raymaker: thats what SL wiki say
[11:01] BlueWall Slade: I'm not sure if we enforce that
[11:02] BlueWall Slade: they used toi use that in SL for memory, lol
[11:02] Richardus Raymaker: it would save me lots of problems if i can use 160bytes
[11:02] BlueWall Slade: I justin
[11:02] Richardus Raymaker: hi justin
[11:02] Justin Clark-Casey: hello folks
[11:02] Richardus Raymaker: hi sarah
[11:02] Sarah Kline: hi Justin
[11:02] BlueWall Slade: well, I woul dobey the SL limits on everything
[11:02] Sarah Kline: everyone
[11:02] BlueWall Slade: else it could bite you later
[11:02] Richardus Raymaker: justin, does opensim have a description limit ?
[11:03] BlueWall Slade: Hi sarah
[11:03] Justin Clark-Casey: the problem with going outside the sl limit is that clients may not except this, and crash with longer descriptions
[11:03] Richardus Raymaker: hmm, thats bad. because collisions dont work on llsetpos.
[11:03] Nebadon Izumi: hello everyone
[11:03] Richardus Raymaker: and listners thats getting out of control that way
[11:03] Richardus Raymaker: wb nebadon
[11:03] Sarah Kline: Hi Neb
[11:03] Nebadon Izumi: was afk
[11:03] Richardus Raymaker: you cannot leave before you have tyold how you made the tree's
[11:04] Sarah Kline: its on twitter
[11:04] Richardus Raymaker: hi viv
[11:04] Nebadon Izumi: its a program called SnappyTree
[11:04] Nebadon Izumi: javascript
[11:04] VivK Lowlag: hi Rich
[11:04] Nebadon Izumi: pretty sweet
[11:04] Richardus Raymaker: i have the demo wbpage open. but not really program to download
[11:04] Justin Clark-Casey: as it happens, descriptions are capped
[11:04] Richardus Raymaker: sweet. its gold for me
[11:05] Richardus Raymaker: ok. then we need todo aother think round.
[11:05] Andrew Hellershanks: That SNappy Tree thing looks good
[11:05] Nebadon Izumi: ya its pretty cool there are really 2 parts to it
[11:05] Nebadon Izumi: snappy tree really just makes the geometry
[11:05] Nebadon Izumi: there is another app for the leaves
[11:05] Andrew Hellershanks: ah
[11:05] Richardus Raymaker: hmm. well i like to use that if i can make nice tree's
[11:05] Nebadon Izumi: between the 2 apps there you can literally have endless supply of trees
[11:05] BlueWall Slade: they're mesh?
[11:06] Richardus Raymaker: sofar i see the are
[11:06] Nebadon Izumi:
[11:06] Sarah Kline: I have a simlar thing on the ipad called tree sketch
[11:06] Nebadon Izumi: this is the app you can randomly generate leaf textures
[11:06] Sarah Kline: its free app
[11:06] Andrew Hellershanks: and the demo indicates saving in Collada
[11:06] Nebadon Izumi: yea it saves to collada
[11:06] Nebadon Izumi: i didnt even have to modify them
[11:06] Nebadon Izumi: they just upload as is
[11:06] FrannyDJ Dean: hello sorry to interupt but does anyone know where i can get a full perm boat car or any vehicle scirpt that works in os :)?
[11:06] Nebadon Izumi: right below us FrannyDJ Dean
[11:06] Justin Clark-Casey: ?
[11:06] Nebadon Izumi: my Racer Kit
[11:06] Nebadon Izumi: yes thats it Justin
[11:07] FrannyDJ Dean: script not full perm though ?
[11:07] Nebadon Izumi: the box
[11:07] Nebadon Izumi: is the Racer Kit
[11:07] Nebadon Izumi: there are a few different cars inside
[11:07] Nebadon Izumi: the display one is just for display
[11:07] FrannyDJ Dean: oh i see
[11:07] FrannyDJ Dean: how about boats any here?
[11:07] Nebadon Izumi: there probably are, but I do not have ny
[11:07] Nebadon Izumi: any*
[11:07] Richardus Raymaker: missed the collada tree save button
[11:07] Nebadon Izumi: ive seen a few sailboats
[11:08] VivK Lowlag: there is a boat script on the forums
[11:08] Sarah Kline: Littlefield Hiro emporium
[11:08] Sarah Kline: if its still there lol
[11:08] FrannyDJ Dean: ok well tysm really appericiat your help
[11:08] Nebadon Izumi: yes Richardus, it will want to save it as XML
[11:08] FrannyDJ Dean: where is that ?
[11:08] Nebadon Izumi: just rename it to .dae
[11:08] Nebadon Izumi: collada is just XML really
[11:08] Richardus Raymaker: only the export goes wrong.
[11:08] Sarah Kline: i pass LM
[11:08] Richardus Raymaker: aha
[11:08] Nebadon Izumi: what i have been doing
[11:09] Nebadon Izumi: is right click the save as dae link
[11:09] Nebadon Izumi: and save it, it will want to save as a XML
[11:09] Nebadon Izumi: just rename that to .dae
[11:09] Nebadon Izumi: and your set
[11:09] Nebadon Izumi: let me get you a link to the default textures
[11:09] Nebadon Izumi: because textures are not included
[11:09] Andrew Hellershanks: where is the leaf making part of the site?
[11:09] FrannyDJ Dean shouts: tysm sarah :)
[11:09] Nebadon Izumi:
[11:10] Nebadon Izumi: this is the leaf / branch creation tool
[11:10] Second Life: Replaced missing clothing/body part with default.
[11:10] Richardus Raymaker: need to look later into it. whoo
[11:10] Richardus Raymaker: license is CG ?
[11:10] Nebadon Izumi:
[11:11] Nebadon Izumi: here are some of the default branch examples
[11:11] Sarah Kline: good to see more trees on grid
[11:11] Nebadon Izumi: its GPLv2
[11:11] Nebadon Izumi: you can download the html/.js files
[11:11] Nebadon Izumi: and run it yourself locally
[11:11] Richardus Raymaker: i did already
[11:11] Nebadon Izumi: thats what ive been doing
[11:11] Justin Clark-Casey: mesh trees are good too - not so graphically expensive :)
[11:12] Nebadon Izumi: ya, plus you can mess around with the sliders
[11:12] Nebadon Izumi: and get a huge variety of trees
[11:12] Nebadon Izumi: not the same 10 trees 5000 times
[11:12] Sarah Kline: they look really good Neb
[11:12] Nebadon Izumi: ya its a great tool
[11:12] BlueWall Slade: nice
[11:12] Nebadon Izumi: we really needed something like this for a long time
[11:12] BlueWall Slade: ++
[11:12] Richardus Raymaker: ++++++
[11:12] Nebadon Izumi: the trees at the display are full perms
[11:12] Nebadon Izumi: feel free to grab a copy of them
[11:13] VivK Lowlag: muhahaha a good idea to forest your mountains Neb
[11:13] Richardus Raymaker: i could not take a copy
[11:13] Dahlia Trimble: hi
[11:13] BlueWall Slade: Hi Dahlia
[11:13] Nebadon Izumi: hello Dahlia
[11:13] Sarah Kline: and they are not a huge amount of polys either
[11:13] Han Held: Hello
[11:13] Justin Clark-Casey: hi dahlia
[11:13] Andrew Hellershanks: The display?
[11:13] Richardus Raymaker: still setting up my train system. but the problem that sensors only read root prims bite.
[11:13] Nebadon Izumi: the perms look right to me on the trees
[11:13] Nebadon Izumi: should be able to copy them
[11:13] Sarah Kline: i got them ok
[11:13] Richardus Raymaker: the are not in my inventory. but i have anyway the feeling i lost some directory's
[11:14] Andrew Hellershanks: Where is the display you speak of?
[11:14] Nebadon Izumi: right in front of the fireplace
[11:14] Richardus Raymaker: in front of fireplace
[11:14] Andrew Hellershanks: It looked a bit like a pool table
[11:14] Sarah Kline: their in my lost and found
[11:14] BlueWall Slade: I'm on imp, they are just little patches
[11:14] Nebadon Izumi: ya that is a crappy bug
[11:14] Andrew Hellershanks: It just sends me to a website
[11:14] Nebadon Izumi: Justin any clue why that happens
[11:14] Nebadon Izumi: we really need to fix that
[11:15] Nebadon Izumi: people take copies of items they go to lost and found
[11:15] Justin Clark-Casey: why what happens?
[11:15] Richardus Raymaker: oh nebadon, terrible its in loost & found
[11:15] Nebadon Izumi: it should be going to objects
[11:15] Richardus Raymaker: look in lost & found
[11:15] Nebadon Izumi: ya I have no idea why it does that
[11:15] Nebadon Izumi: i rezzed them from my Objects folder
[11:15] Andrew Hellershanks: I can't take a copy of that object
[11:15] Richardus Raymaker: i have the tree's
[11:15] Nebadon Izumi: the trees are not part of the display
[11:15] Richardus Raymaker: only not where you think the appear normal
[11:15] Justin Clark-Casey: is this only for mesh objects or all objects?
[11:15] Nebadon Izumi: but if you want a copy of the display too i just made it
[11:15] Andrew Hellershanks: Oh. I see no trees because I'm using Imprudence.
[11:15] Nebadon Izumi: no
[11:15] Nebadon Izumi: its everything Justin
[11:16] Nebadon Izumi: ohh yes
[11:16] Nebadon Izumi: you need a mesh viewer
[11:16] Nebadon Izumi: hehe
[11:16] Richardus Raymaker: Andrew try singularity :O
[11:16] VivK Lowlag: will these be here later?
[11:16] Justin Clark-Casey: oh, that's odd
[11:16] Nebadon Izumi: I'll leave the display out
[11:16] Nebadon Izumi: yea its been happening for a long time
[11:16] VivK Lowlag: thanks
[11:17] Richardus Raymaker: oh. how bad are for loops ?
[11:17] Andrew Hellershanks: I can switch to viewer 3 later.
[11:17] Richardus Raymaker: small ones
[11:17] Nebadon Izumi: what it seems like is happening to me Justin
[11:17] Nebadon Izumi: is the prims are storing the folder they came from UUIDs
[11:17] Nebadon Izumi: so when a person takes a copy
[11:17] Nebadon Izumi: that folder UUID doesnt exist or something in their inventory
[11:18] Nebadon Izumi: so it gets sent to Lost and Found
[11:18] Nebadon Izumi: but what should happen is it should go to Objects
[11:18] Richardus Raymaker: oh that old problem still not complete fixt ?
[11:18] UUID Speaker: christina wildrose: 2757c7e3-28fa-7f83-3d24-65ddb759d5a5
[11:18] BlueWall.Slade yeh, those look nice
[11:18] Nebadon Izumi: no that problem was never fixed Richardus
[11:18] Nebadon Izumi: its an oldie
[11:18] Richardus Raymaker: thnks still something like this
[11:18] Justin Clark-Casey: do you know if it happens if you take a copy of your own item?
[11:18] Nebadon Izumi: it does not
[11:19] Nebadon Izumi: i suspect because that folder exists in my inventory
[11:19] Nebadon Izumi: the prims must store the folder they were rezzed from
[11:19] Nebadon Izumi: so when you take it
[11:19] Nebadon Izumi: it goes back where it belongs
[11:19] Nebadon Izumi: i beleive take a copy is checking that folder
[11:19] Nebadon Izumi: if it doesnt exist it sends the item to lost and found
[11:19] Nebadon Izumi: this is just my theory though
[11:19] Nebadon Izumi: i am not sure, but it sounds plausible to me
[11:20] Justin Clark-Casey: could be something like that
[11:20] Nebadon Izumi: technically anything you take that tries to go to a folder in your inventory that doesnt exist
[11:20] Nebadon Izumi: the proper place to put it if its prims is Objects
[11:20] Nebadon Izumi: this is SL behavior
[11:20] Richardus Raymaker: yes.
[11:22] Justin Clark-Casey: well, technically it's a mesh rather than a prim
[11:23] Nebadon Izumi: well any Object
[11:23] Justin Clark-Casey: I can imagine a bug where mesh objects might be going to lost and found because there is no 'mesh' folder - but if that's happening for objects as well then that won'#t apply
[11:23] Nebadon Izumi: prim/mesh whatever
[11:23] Nebadon Izumi: should go to Objects
[11:23] Richardus Raymaker: have you test this in sl beta to see hwhat parcel count the give it ?
[11:23] Nebadon Izumi: anything you can rez from inventory
[11:23] VivK Lowlag: another behavior which is annoying which Armin brought up in his git is how a spam message comes across when searching for regions in map
[11:23] Justin Clark-Casey: "region doun"?
[11:23] VivK Lowlag: he said it wan opensim isue
[11:23] Justin Clark-Casey: er found?
[11:23] Nebadon Izumi: ya it shows Region Found twice
[11:23] Nebadon Izumi: everytime you search
[11:23] VivK Lowlag: region not found
[11:23] Nebadon Izumi: that does seem odd
[11:24] Richardus Raymaker: soory i mean the snappytree nebadon. did you lookm what parcel count it have ?
[11:24] Nebadon Izumi: each of these trees are 2 prims in the prim count Richardus
[11:24] VivK Lowlag: you'll get it twice then if you close the map gaet it another time
[11:24] Justin Clark-Casey: I think that's something being put up by the HG gatekeeper service
[11:24] BlueWall Slade: yeah, that map is twisted
[11:24] Richardus Raymaker: Let me check nebadon
[11:25] BlueWall Slade: the code
[11:26] Nebadon Izumi: ya i dont think its really bad behavior, maybe just a bit noisy
[11:26] Nebadon Izumi: but what isnt noisy in opensim
[11:26] Nebadon Izumi: hehe
[11:26] BlueWall Slade: we don't enforce regions exist in the normal map space
[11:27] Justin Clark-Casey: nebadon: any idea how long this lost and found thing has been happening?
[11:27] VivK Lowlag: viewer noise is more annoying than console
[11:27] BlueWall Slade: I'm surprised that it works at all
[11:27] Nebadon Izumi: as long as I can remember Justin
[11:27] Nebadon Izumi: probably over a year
[11:27] BlueWall Slade: when does it put them there??
[11:27] BlueWall Slade: attachmeths to IM?
[11:27] BlueWall Slade: lol
[11:27] Justin Clark-Casey: surely not - I'm sure I remember testing this when we had that bug with taking copies placing the items in the wrong person's inventory and I didn't see it back then
[11:27] Justin Clark-Casey: though possibly that was a slightly different problem
[11:28] BlueWall Slade: I was going to ask that earlier and crashed
[11:28] Nebadon Izumi: it doesnt always seem to do it
[11:28] Nebadon Izumi: but it has been doing this for a very long time
[11:28] Justin Clark-Casey: how long is a long time?
[11:28] BlueWall Slade: when though?
[11:28] Nebadon Izumi: i cant say exactly, but probably more than a year
[11:28] BlueWall Slade: I mean - when does it do it?
[11:28] Nebadon Izumi: anyone else have any clues?
[11:29] Nebadon Izumi: when people take a copy of stuff you rez
[11:29] Nebadon Izumi: and check anyone can copy
[11:29] BlueWall Slade: ok
[11:29] Nebadon Izumi: stuff ends up in their Lost and Found
[11:29] Justin Clark-Casey: bluewall: are you thinking of looking at this?
[11:29] BlueWall Slade: I remember a long time ago getting things attached to im did it
[11:29] BlueWall Slade: I can
[11:29] VivK Lowlag: can't think of it happens if giving from inventory to inventory
[11:30] Nebadon Izumi: here is a mantis
[11:30] Nebadon Izumi:
[11:30] BlueWall Slade: ok
[11:30] Nebadon Izumi: this is the 1st mantis
[11:30] Nebadon Izumi: 2-10-2011
[11:30] Nebadon Izumi: so we can assume its been happening since then atleast
[11:30] Nebadon Izumi: 1.5 years almost
[11:30] BlueWall Slade: ok, thatnks
[11:30] Justin Clark-Casey: it's only that I would ask you before I look at it myself
[11:30] BlueWall Slade: I'll look into it Justin
[11:30] Justin Clark-Casey: there are other things I need to work on connected with attachments today
[11:30] Nebadon Izumi: no worries
[11:30] Nebadon Izumi: we've been dealing with it for a long time
[11:31] Nebadon Izumi: i think we can wait a bit
[11:31] Nebadon Izumi: lol
[11:31] Justin Clark-Casey: bluewall: ok, thanks
[11:31] Justin Clark-Casey: I must admit, this is the first time I've heard of this
[11:31] BlueWall Slade: what I really want is llSetKeframedMotion :)
[11:31] Richardus Raymaker: uhmm nebadon. the dae dont have textures..
[11:31] Justin Clark-Casey: in all these years
[11:31] Nebadon Izumi: correct Richardus
[11:31] Nebadon Izumi: you need to texture them yourself
[11:31] Richardus Raymaker: but the empty tree have land impact of 21 in sl. not so bad
[11:31] Nebadon Izumi: ah ya i never uploaded em to SL
[11:32] Richardus Raymaker: how to texture i maby ask later
[11:32] Nebadon Izumi:
[11:32] Nebadon Izumi: here are the sample textures for leaves/branches
[11:32] Nebadon Izumi: the bark is just any old repeating tile bark texture you want
[11:33] Nebadon Izumi: here are sample barks
[11:33] Simulator Version v0.5 shouts: OpenSim 0.7.4 Dev          1f34c82: 2012-06-13 04:05:02 +0100 (Unix/Mono)
[11:33] Nebadon Izumi shouts:
[11:33] Nebadon Izumi: you can generate more leaf/branch texture here
[11:33] Nebadon Izumi:
[11:33] Richardus Raymaker: sometimes i wish we did have some form of land impact in the viewer. only as indication
[11:34] VivK Lowlag: you do Rich it's called fps
[11:34] Nebadon Izumi: the LL Land Impact has more to do with the LL prim based economics
[11:34] Nebadon Izumi: than any actual performance issues
[11:34] Richardus Raymaker: ok..
[11:34] Richardus Raymaker: still if i walk on osg5b around the viewer dont respond smooth if you move
[11:34] Richardus Raymaker: i have that seen in sl to with mesh
[11:34] Nebadon Izumi: their calcuations sometimes are not very logical
[11:35] Richardus Raymaker: the where planning to adjust it a bit
[11:35] BlueWall Slade: theirs is probably more connected to prying $$ from your bank account
[11:35] VivK Lowlag: their calciulations are more geared to generate $$$
[11:35] BlueWall Slade: lol Viv
[11:35] Richardus Raymaker: agree. big $$$
[11:35] Justin Clark-Casey: as is only sensible, they are a business
[11:35] Sarah Kline: but it helps to produce efficent mesh here
[11:35] VivK Lowlag: money walks....
[11:36] Justin Clark-Casey: yes, it's very important to produce efficient mesh
[11:36] Andrew Hellershanks: hehe
[11:36] Justin Clark-Casey: this is one of the issues the sl platform has with prims
[11:37] Richardus Raymaker: as long money dont talk....
[11:37] Richardus Raymaker: lol Justin, but here you never can see when its efficient
[11:37] Justin Clark-Casey: yes, so I accept it would be nice to have some indication
[11:37] Richardus Raymaker: only thing is the verticles
[11:38] VivK Lowlag: efficient would be keeping colliders low
[11:38] Nebadon Izumi: ya it would be nice to have some form but just not the LL method
[11:38] Nebadon Izumi: hehe
[11:38] Richardus Raymaker: well. uhmm my mesh train i have phantom. phyics go wrong somewhere. and the land impact ...
[11:38] BlueWall Slade: I stayed up yesterday for 38 hours in Sl messing with llSetKeyframedMotion
[11:39] Justin Clark-Casey: 38 hours?
[11:39] BlueWall Slade: It doesn't like crossing sims
[11:39] Andrew Hellershanks: 38 hours?
[11:39] BlueWall Slade: lol yeah
[11:39] Richardus Raymaker: Bluewall, thats why we have megaregions :)
[11:39] Andrew Hellershanks: Did you make any progress on it?
[11:39] BlueWall Slade: I had to make it use normal movement to get across them
[11:39] Dahlia Trimble: I dont think LL method is that bad, but it doesnt give any discount for instancing and clearly there is little added "expence" when you have multiple copies of the same mesh in a scene
[11:39] Nebadon Izumi: 38 hours in SL can feel like 15 minutes sometimes
[11:39] Nebadon Izumi: ive been there
[11:39] Dahlia Trimble: at least networking expense
[11:40] BlueWall Slade: I kept trying to get a trasin engine to work
[11:40] BlueWall Slade: and it was sooo picky
[11:40] BlueWall Slade: I would do something ant it would totall break it
[11:40] BlueWall Slade: but that keyframe things is awesome
[11:40] VivK Lowlag: check your wallet it might of got picked
[11:41] BlueWall Slade: you can make some really smooth animations
[11:41] BlueWall Slade: heh, I dont' spend in there too much
[11:41] Richardus Raymaker: in sl yes.. i think..
[11:42] BlueWall Slade: asnybody try the castray function yet?
[11:42] Richardus Raymaker: i try to make a train switch. the gives me a bit headace because the many restrictions missing or not available invented lsl commands
[11:42] Nebadon Izumi: no its broken BlueWall
[11:42] Nebadon Izumi: Melanie_T must have forgotten something
[11:42] BlueWall Slade: :/
[11:42] Nebadon Izumi: infact i just repinged her now
[11:42] BlueWall Slade: RiRa - the switch works
[11:42] Nebadon Izumi: she knows its broken
[11:42] Richardus Raymaker: uh,mm, sofar i know the 06-02 version dont have castray
[11:42] Nebadon Izumi: it doesnt
[11:42] Richardus Raymaker: Bluewall, my switch here in osgrid
[11:42] Nebadon Izumi: but either does Master git
[11:43] Richardus Raymaker: or point
[11:43] Nebadon Izumi: even though its supposed to work, it does not
[11:43] Justin Clark-Casey: that llCastRay() that Melanie put in does not work?
[11:43] Justin Clark-Casey: ah right
[11:44] Justin Clark-CaseyJustin Clark-Casey reads back
[11:44] Nebadon Izumi: correct, it tells you the function is not valid
[11:44] Dahlia Trimble: I looked at the castray code breifly and I didnt see where it collide tests geometry
[11:44] Nebadon Izumi: she must have forgotten to check in some code
[11:44] Nebadon Izumi: there is open mantis I confirmed
[11:44] Nebadon Izumi: and she is aware
[11:44] Dahlia Trimble: it only seemed to test bounding boxes
[11:44] Richardus Raymaker: poor mantis, does it ever get greener ?
[11:45] Richardus Raymaker: i wish i did have a rectange llsensor :O
[11:45] Nebadon Izumi: well hopefully we can get the function working in the next day or two
[11:45] Nebadon Izumi: and we can see how it really works
[11:45] Nebadon Izumi: to be honest i have never used the function
[11:45] Nebadon Izumi: not sure if there are any good example scripts out there
[11:45] Nebadon Izumi: there is one on the SL wiki, but i really dont even know what its supposed to do
[11:45] Nebadon Izumi: all i know is it doesnt compile
[11:46] Andrew Hellershanks: What is castray for?
[11:46] Nebadon Izumi: you get this message : Error Messgae: “Error CS0103: The name ‘llCastRay’ does not exist in the current context”
[11:46] Richardus Raymaker: the only one i have ever seen is the wiki one
[11:46] Nebadon Izumi: its like a laser pointer Andrew
[11:46] Nebadon Izumi: kind of like a bullet
[11:46] Nebadon Izumi: good for weapons or aiming things
[11:46] Justin Clark-Casey: the stub is missing
[11:47] Nebadon Izumi: ya I figured she just missed something
[11:47] Nebadon Izumi: heh
[11:47] Nebadon Izumi: always the little stuff that gets you
[11:47] BlueWall Slade: I guess her script engine is pretty different now
[11:47] Justin Clark-Casey: that's easy to fix, it just needs the entry in LSL_Stub.cs
[11:48] Andrew Hellershanks: Nebadon, ok. cool.
[11:49] Nebadon Izumi: ya i'll keep reminding her
[11:49] Nebadon Izumi: hopefully we can get that fixed asap
[11:49] Richardus Raymaker: how log does it take afetr you say "backup" in console before everything is really stored ?
[11:49] Justin Clark-Casey: well, if she doesn't do it I'll do it myself - can't do it right now since I'm in the middle of something else
[11:49] Justin Clark-Casey: Richardus: depends on how much there is to backup
[11:50] Richardus Raymaker: aha. you never see when its done i think with the backup
[11:50] Justin Clark-Casey: there's not a lot of feedback because there's never a reaosn to manually execute that command
[11:50] Justin Clark-Casey: so it's not used often
[11:50] Dahlia Trimble: llCastRay is a pretty expensive function, not something you wnat to call often
[11:50] Dahlia Trimble: *want
[11:51] Richardus Raymaker: oh that command is really needed. i do it every hour automatic. opensim dont store everything. since i use backup less strange things happen
[11:51] Richardus Raymaker: "now i remeber what i wanted to check"
[11:52] Justin Clark-Casey: It looks like the linden version of llCastRay is done differently, with the status codes returned
[11:52] Justin Clark-Casey: I imagine through the physics engine proper
[11:52] Richardus Raymaker: i prefefr to do save shutdown. but its not save todo
[11:52] Justin Clark-Casey: so it doesn't have the usual linden throttling either
[11:52] Dahlia Trimble: there is a working physics raycast in opensim, the camera collider uses it
[11:53] Dahlia Trimble: it works in ODE
[11:53] BlueWall Slade: really?
[11:53] Justin Clark-Casey: yeah, I don'#t know what's going on there
[11:53] Nebadon Izumi: didnt melanie mention that it has to work on non-phantom items too?
[11:53] Justin Clark-Casey: oh yeah, that was the issue
[11:53] Nebadon Izumi: so the ODE raycaster wouldnt work properly or something?
[11:53] Dahlia Trimble: its delayed tho, and llCastRay returns the result
[11:53] Justin Clark-Casey: because no phantom objects in the physics scene
[11:53] Dahlia Trimble: so would need a different interface somehow
[11:53] Nebadon Izumi: right
[11:54] Richardus Raymaker: would llcastray be usefull for walking npc's ?
[11:54] Richardus Raymaker: i think its perfect for that
[11:56] Nebadon Izumi: ok just reminded Melanie again
[11:57] Nebadon Izumi: so hopefully that fix is in soon we can do some real testing with llCastRay
[11:57] Nebadon Izumi: see how it holds up
[11:57] BlueWall Slade: I put a stub in - trying to bbuild now
[11:57] Nebadon Izumi: cool
[11:57] BlueWall Slade: done, no errors
[11:57] BlueWall Slade: duno if it works though
[11:57] Nebadon Izumi: there is a sample script on the ll Wiki
[11:57] Nebadon Izumi: thats what i was using to test
[11:58] Nebadon Izumi: honestly no idea what that script does
[11:58] Nebadon Izumi: but if it compiles good enough for me
[11:58] Nebadon Izumi: hehe
[11:58] BlueWall Slade: should I push it or wait?
[11:58] Richardus Raymaker: hmm i tried it once in sl.
[11:58] Justin Clark-Casey: really don't know why LSL_Stub doesn't just implement iLSL_Api to catch this kind of thing
[11:59] Richardus Raymaker: let me look if i still have it
[11:59] Andrew Hellershanks: I'm going to head out. I'm fighting a battle with git to get the code properly checked out for a branch without cruft left over from checkouts of other branches.
[11:59] Richardus Raymaker: bye andrew
[11:59] Nebadon Izumi: see you andrew
[11:59] Nebadon Izumi: good luck :)
[11:59] BlueWall Slade: by Andrew
[11:59] Justin Clark-Casey: andrew: what roles does the cat play in this? :)
[11:59] Andrew Hellershanks: nebadon, thanks. I might need it when dealing with git.
[11:59] Justin Clark-Casey: bluewall: personally, I would just push it
[11:59] Nebadon Izumi:
[11:59] Richardus Raymaker: about the tree's nebaodn. did you add the textures in blender ?
[11:59] Andrew Hellershanks: justincc: none that I can blame on him this time.
[11:59] Nebadon Izumi: no Richaruds
[11:59] Nebadon Izumi: you just need to upload the textures in the viewer
[12:00] BlueWall Slade: I'll give it a quick test here first
[12:00] Nebadon Izumi: and apply them just like any texture
[12:00] Andrew Hellershanks: See you next week
[12:00] Nebadon Izumi: see ya
[12:00] Justin Clark-Casey: bye andrew
[12:00] Nebadon Izumi: the texture coordinates area already in the mesh
[12:00] Nebadon Izumi: its just missing the textures
[12:00] Nebadon Izumi: so just select the leaf prim and apply the texture
[12:00] Richardus Raymaker: aha ok
[12:00] Nebadon Izumi: same with the trunk prim apply the bark texture
[12:00] Nebadon Izumi: and your set
[12:00] Richardus Raymaker: i go try...
[12:01] Tiffany Magic: I need to run also. Have a good day all.
[12:01] Nebadon Izumi: kk have fun :)
[12:01] BlueWall Slade: I made a fix to the SE this weekend to make it keep stopped scripts stopped when restarting
[12:01] Richardus Raymaker: bye tiffany
[12:01] Nebadon Izumi: nice BlueWall
[12:01] Justin Clark-Casey: bluewall: yes, nice stuff
[12:01] BlueWall Slade: need to try to see what's up with the events
[12:01] Nebadon Izumi: that would be handy
[12:01] Nebadon Izumi: is that the SE?
[12:01] Richardus Raymaker: droppin down. sl never implemeneted the TP to ground level
[12:01] Nebadon Izumi: or a prim properrty we dont store?
[12:01] BlueWall Slade: we need to make it do the CHANGED_OWNER
[12:02] Nebadon Izumi: i would think its a prim property
[12:02] BlueWall Slade: the script editor flag only went as far as stopping and starting the script
[12:02] BlueWall Slade: had to add new storage for the property
[12:02] Richardus Raymaker: you talk about the RUN checkbox ?
[12:02] BlueWall Slade: yes
[12:02] Nebadon Izumi: is that serialized in the prim property?
[12:02] BlueWall Slade: RiRa, that will make the switches work
[12:02] Nebadon Izumi: or its a new field all together?
[12:03] BlueWall Slade: there will be a full train soon
[12:03] BlueWall Slade: with all the accessories
[12:03] BlueWall Slade: it is Nebadon
[12:03] Richardus Raymaker: i remeber nebadon, dont know what that castray demo on wiki is doing.
[12:03] BlueWall Slade: not scripts in inventory - but in prims
[12:03] Richardus Raymaker: yes inwporld prims... would be nice
[12:04] Dahlia Trimble: bye all :) *waves*
[12:04] Richardus Raymaker: bye dahlia
[12:04] BlueWall Slade: bye Dahlia
[12:05] BlueWall Slade: it will stay stopped when your take the prims too
[12:05] Justin Clark-Casey: ok, I need to go and do some stuff
[12:05] Nebadon Izumi: kk thanks Justin
[12:05] BlueWall Slade: when you rez them it's still stopped
[12:05] Justin Clark-Casey: see you guys later
[12:05] Justin Clark-CaseyJustin Clark-Casey waves
[12:05] BlueWall Slade: ok, justin
[12:05] BlueWall Slade: thanks, take care
[12:05] Richardus Raymaker: bye justin
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