Sean Heying
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Everything posted by Sean Heying
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I have L$ 42,000. I am sending you L$69 more Linden so that you can actually have a nice round US$170.
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Bright Canopy is on it's Way!
Sean Heying replied to KarenMichelle Lane's topic in General Discussion Forum
Personally I would not be trusting this. 1. It's a wordpress site, not an actual official company site with address and contact details, bushiness registration and so on. 2. Sony now own the patents that allow people to run a game on a cloud server and send the screen remotely. Has this person purchased a right to said patent. 3. It looks like it will run in your browser as a plugin, this can cause all sorts of technical issues and extra resource use. 4. You will be giving them your name and password. With all the hacks about and people losing control of their account do you really wish to provide your account login details, your chat logs, access to your credit card and/or paypal to an unknown? They may be reputable, but I wouldn't touch it myself with a 40 foot pole. -
try http://ctrlaltstudio.com/viewer
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I concur it seems a little better. Might be in our minds though. Some mesh and rebaked skin after mesh is removed are the issue I still see - but at leasta lot of the world is rezzing. On the skin, on a bad night, I can be fully rezzed, someone removes a mesh TShirt and their skin blacklists due to timeout. I am positive I've seen those come from bake directly and not asset-cdn though. To me those tracerts look good. Especially when you consider timeouts from Australia hit 3000ms+ and we still load. The common thing we seem to be seeing is a timeout reached. I see it in V3, I see it in Firestorm, I see it in Alpha Singu and I see it in a few versions of Developer pre-alpha Singu... Thing is, adjusting any of the timeout values in debug or in code and recompiling makes little difference. A complex mesh with many vertexes (much larger file size) does seem to block the pipelines more. Looking at my advanced consoles show some mesh items are quite large in transfer size. Picking Aleric's mind right now is ... difficult... curl gave him RSI. Although I am glad his changes for pipelining are moving slowly towards being merged into Singu. Those are a real speed boost over the non-pipelined code. Packetloss maybe. I need to run an MTR over 5 minutes next time it happens here and look at how many packets are being lost. Maybe in peak times, when the packetloss is high, the design means that the curl's wait to long. Hit timeout and blacklist or retry (depending on what viewer) Mind you, it could be between the asset server and regional CDN too. That is harder to debug considering we know so little about the back end architecture. My investigations at least show my local CDN is in Japan. Pity as CA is actually faster to get to.
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Is MLPv2 the scourge of mainland?
Sean Heying replied to Vulpinus's topic in General Discussion Forum
Vulpinus wrote: On average they seem to have ten to twelve scripts and run between 0.015ms and 0.025ms idle time. 5ms recommended time. 15ms about average. 22.2ms maximum time (leaving nothing else) 5000/15 = 333 sex beds per region and you are only running to the recommended time. 15000/15 = 1000 sex beds per sim. Even an adult region won't have this surely? -
Urzul wrote: i want to ask every one reading this post to say how many language they know : English is my native language and what I am most comfortable speaking. Je comprends un peu le francais, Je peux me faire comprendre, je espere. I am also learning Japanese, but it's slow progress. One of the best things about SL is how it brings us all together. Aussie, Dutch, German, French, Japanese - all in the one place and trying to be friendly and understand as much as we can. (( Some people are hostile to non-English language though. This forum software returns the error: "The message body contains [[ c cedilla ]], which is not permitted in this community. Please remove this content before sending your post." When I try to write the French Language name francais properly - I can hear the cries of a small subset of racists screaming "Speak English you fool" ))
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it's certainly an "interesting" move by Sony. Only a few weeks ago they offloaded Sony Online Entertainment to Daybreak, another company, leaving just the Playstation Division doing games. It's clear they don't want this for their own games any more - they simply don't need it. So, what patent did this company hold that Sony thought was strategic enough to spend the money to buy? Maybe it's to do with how their phones can become a screen for the playstation? Either way, my kudos to the devs at Firestorm who spend so much time and effort to create a tie in, to have the rug pulled from under their feet. Even though it was a short collaboration, it showed that you are a strong team. The loss of those hours of dev work will be made up in other ways.
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Resepctfully Monty, and please understand I worked for 5 to 8 hours every single day testing curl with Aleric for at least 6 weeks before, during and after the CDN rollout.... I might not be at your or his levels, as I saw your clear skill in the Curl mailing lists... you both leave me for dead; but I'm not exactly a slouch. There is a clear, worldwide issue where peak times for your ISP will see the CDN time out. It has been happening with me since you went live, with generic repository libcurl or even with a special system including Aleric's maillist patches to libcurl and my developer build. It happens to me no matter which alpha or production client I use too. Windows or Linux. SL, FS or Singu. I even have a backup LTE modem to test with at these peak times. Two ISPs - Telstra and iiNet - both fail at the same time, albeit Telstra less noticably. The problem is a time out. The time out causes various symptoms in all viewers. For Singu the timeout causes the "texture" to be blacklisted. The "texture" being blacklisted is usually a mesh geometry. When that "fault" happens the pipeline locks until the 60-120 seconds or so timeout is exceeded and the "texture" is skipped It might be possible there is tuning needed of the CDN to take account for packet loss and delayed packets during peak ISP time - especially for rare textures. That it's a global issue with people from Australia, Europe and the USA all reporting it at peak ISP times suggests to layperson me that your timeout periods are a little too tight. Not the client's timeouts. The servers. I know one thing Aleric and I did see in Bare Rose. ( a great texture only test bed ) the first loads took ages as the texture was sent to the CDN. The second loads were blinding fast as the CDN supplied it. I see similar things with mesh "textures". The first load of something times out. Relog and it pops immediately. I feel sad seing you say "The problem is with your ISP (6 vs 16 pipelines)" that is you passing the potato to them. Your design should be investigated a little more deeply too (and I know this is simplistic) because before the CDN it worked and after the CDN it failed. Yes, we go to fewer CDN clusters that can sustain more connections rather than using simulator capabilities with limiting on connections and bandwidth --- but the CDN should be robust enough and BIG enough to deal with that. Especially in my tiny little region. The number of Australians playing during our peak ISP times is miniscule compared to the number of Americans or Europeans playing during theirs. I don't have access to your metrics, but surely there are not even 5,000 of us. One ISP, sure. Two ISPs maybe. But tens, hundreds of ISPs over many countries? No, that sounds more like it's a config issue for the CDN itself - especially when you consider that AICurl is very different to LLCurl and FSCurl in many areas, not just in number of channels but the various timeouts. And in the case of my one of my test systems even with the mailing list bugfixes. I wish you luck in this. The last few months have been unbearable for me to the point that I rarely play any more. SL has clearly deteriorated during peak ISP times. Where the old "get the texture from the sim" system never failed the CDN is failing even when I limit the concurrent connections to 6 or less. It blocks with a timeout.
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It's been pretty bad. Especially from Australia. It lasts 24 hours a day, not just in the USA peak time. Yet talking to friends in Europe they dont see it. Lots of timeouts. Lots of mesh that is blacklisted and won't appear until a relog. I also see in my logs many many many missing textures. Dropping my bandwidth and draw distance has helped a little, it might be positive bias but using the Ctrl-Shift-3 to open up the texture console will "snap" the textures and mesh properly.
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HTTP vs UDP...is this the grey we have been seeing?
Sean Heying replied to Ayesha Askham's topic in Second Life Server
Ayesha Askham wrote: I just wonder, in the uninformed way I sometime do, if this reliance now on http traffic vs udp, could be at the heart of our recent grey episodes? If you know better I am glad to stand corrrected, but please be clear...I am not using this thread to bash LL for anything. I just want to try to understand what has been happeneing since there appears to have been no "official" word about these problems. Not so much http faulty over UDP, but pipelining. In particular a few bugs in libcurl made worse by recent CDN issues - BUT bugs never-the-less. I have been pre-alpha testing a bug fix to libcurl that addresses the issue. This bug fix makes a substantial difference to the loading in Malls, to the point that I can go into BlackRose and see the textures steaming in without pause at 8,000+ network speed. Very technical discussion for our more au fait forum goers http://thread.gmane.org/gmane.comp.web.curl.library/44070 -
Request to consider implementation of Flash Arrays
Sean Heying replied to Balsac Pasternak's topic in Second Life Server
The bottleneck in SL is the internet, not the disks. Hopefully the CDN changes being tested now will make a big improvement to people - especially people who are not in the USA. Recent testing I was doing showed my assets were only 22ms away instead of 300ms. Additionally my entire ADSL link was used instead of only part of it - as happens when you share the connection with others in the sim. -
What do YOU do in second life?
Sean Heying replied to Charli Infinity's topic in General Discussion Forum
Sailing Spend Lindens Learning Go (Japanese Chess) Spend Lindens Scripting Spend Lindens Learning Blender Spend Lindens Exploring and taking photos Spend Lindens Roleplay Spend Lindens Spending Lindens Spend Lindens -
Ah ok, I will go do other things Garden weeding or dishes, hmmmm.
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Tried multiple computers. Tried multiple viewrs. Tried two network connections (ADSL2 and tethered LTE on my mobile phone) Tried multiple accounts. Message is "Unable to login check the status blog" Anyone have any ideas?
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A Letter To LL About Builders
Sean Heying replied to Bash Quandry's topic in Building and Texturing Forum
First of all, right out of the starting gate Open Sim really had no or very minimal start up costs. Essentially the software was handed to them on a silver platter when LL made the Viewer open source. How many millions of dollars in R&D are you benefiting from for free now? How much does Open SIM still benefit for free from LL's R&D? Secondly, what are your support costs? If your local machine goes down, how much will it cost you to replace it? How much are you paying for Bandwidth? How much are you spending on Legal Counsel to ensure that your business is in compliance with Federal & State laws? Tax Attorneys are certainly not cheap. While my personal take on things is that SL does earn a healthy profit, I still don't think it's as huge a profit as some people like to make it out to be. Most who claim it's a cash cow seem to ignore that there are more costs to running SL than just having a Server with some software on it. Couple of points on this: How many millions, tens of millions of dollars of free programming have LL recieved over the years since the viewer source was released? There are a lot of very talented people in the TPV teams, a few of them I know could easily command salaries of 250K-350K per annum, a lot of patches, a LOT of patches have come from the TPV team into the Lab viewer and a lot of free debugging has been done too. That the libomv team had a little help with server protocols - a lot, most even was reverse engineered - is a small price here compared to the amount of benefit, many many times more, that LL have taken back from the opensource community. How much does opensim benefit from the libomv code? Not at all if you are talking monetarily as outside of Avination which only accounts for MelanieT, there is no money being made. How much does LL benefit from the opensource community? Immensly, to the tune of thousands upon thousands of free programming work. On costing you are right though, I am not so sure that LL can move too far from where they have priced things. I know my own Amazon server hooked up to the private OpenSim grid I now live on costs me USD$80 a month. It has four regions, but after about 10 users it clogs up a little. LL's servers are easily able to handle more people, they perform better and based on my own server costing $80 for 10-ish people maximum, I don't think the $195/$295 is that bad. After all, for a builder wanting a shop, a mainland sim can't be terraformed but skyplatforms are perfectly fine. On Opensim, I have NPCs, I can upload mesh and textures for free, I can do a lot there and import 99.9% of it into SL without issue, so as a design space it might be ideal for the budding builder. HOWEVER, it's empty. Not just on the small grid I am on with 260ish people, but all the grids HG connected or not. A few people - like me and the other "koolaid drinking" opensim poster can move happily from SL and effectively give the middle finger to LL, but I honestly don't think most people could. What people can do though, especially builders, is set up their workshop there and develop for free (especially mesh makers) then do a final import into SL and sell. I have to say I don't support the OP letter. This would make 2 classes of people, 1 class who subsidises the other. But I do add to that, $195 a month for a mainland sim will be fine for a lot of people who want to sell huge items. The sky is the limit. Oh and, yeah, do try OpenSim for your actual creation workflow, it's far cheaper to build stuff when you don't pay for every single mesh upload, good or bad. But unless you are a special brand of masochist, like I am, you likely will find the emptyness quite weird. -
Revolucão Mudanca Drástica e Radical no Second Life
Sean Heying replied to claudiotrono's topic in Second Life Viewer
I wouldn't even call this a fantasy. Your avatar will never become pregnant in SL while you are logged off. -
Oh crap: They promoted *this* mess?
Sean Heying replied to Qie Niangao's topic in Second Life Viewer
For those who didn't realise: 2013-10-14T12:17:08Z WARNING: allocateData: Failed to allocate image data size [4194304] 4194304 = 2^22 = 4096KB = 4MB Qie, just for the heck of it stick with Singu, drop your video ram DOWN from 512 or whatever it is at. You likely have it set to high. It might not work, but I'm guessing you will see an small improvement. There are some other debug settings to help, but well, they can be dangerous unless you know what's what. -
Second life Viewer runs higher fps than Singularity?
Sean Heying replied to Dante Seminario's topic in Second Life Viewer
Use what works best on your computer and/or which conforms to your needs in terms of UI. Anything that is a FPS test is basically like a contest between school children at the urinals to see who can mark higher on the wall. One only has to turn on fast timers to see how useless this metric, and these threads, are. Again: Use what works best on your computer and for you. -
Request for new Escort Spam Subforum
Sean Heying replied to Kenbro Utu's topic in General Discussion Forum
Look on the bright side, If you ever happen to visit Mumbai you will be in luck! -
Why would someone want to make a loss
Sean Heying replied to GoldxRazer's topic in General Discussion
A few ways. It's grandfathered, so not the current $295. It's a loss just to cover something like extended support or the next cheaper level of teir they pay They have a huge number and get a discount on teir. It's mainland which is cheaper. It's a limited time special and in one month you pay more, once hooked. It's worked out on the calendar month and not the calendar week, you pay the January price in February too. They are nice people (or can't do math) and want you to pay less then they do. They plan to destroy competition by renting just under cost then up all the prices later. Probably more -
Homestead and Openspace not buyable options? :S
Sean Heying replied to StaceyPuffs's topic in General Discussion
In 2007 the lab made some positive changes to homesteads and were rather shocked with the response and the extra money they would need to invest out of the extortionate teirs. Jack Linden reversed that and a lot of people dumped their homesteads and left the game. Only now is the number of private regions touching that level again. Make it too easy for average people to own a homestead and too many will take it up. The result is two fold, LL need to actually use some of the teir to improve their infrastructure and LL need to hire more people than just Bianca Linden to actually work. 'Owning' a region gives you concierge service. Paying the $295 a month first ensures the average person won't clog it up with stupid questions like "How do I get my TV to work" and overwork Bianca, instead going to their estate agent. And I know I would rather she was able to transfer the region from the seller to my land holdings quickly over spending 20 minutes telling you how to deed an object. This of course lets the Lab keep far more of our Teir to pay for their cat-poop coffee, expensive cars for the directors and tasty imported snacks and beers at board meetings to discuss the latest emergency backflip. Even so, I do appreciate everything Bianca does for us, she is wonderful. -
Doesn't anybody understand the difference between rent and sale
Sean Heying replied to redxrob's topic in General Discussion
Cella Core wrote: I am sorry to inform you.. You always pay a land use fee or tier paymen.... there is NO such thing as buying land and really owning it in second life... you may have general owners rights or estate rights or even the EO but you never ever own it eveything on this grid belongs to linden labs so complaints about how land is listed ought to be directed to linden labs since it is their grid Says one of the annoying offenders. People go to the land for sale area to look for land where their will pay teir to LL directly, not to an estate agent at a profit. The term 'sale' in regards to second life has a community meaning. I wish people like you would stop kicking that community meaning in the teeth. It makes it hard to actually 'buy' land when you waste 30 minutes clicking past such 'rental' ads. -
Ava's eye size and eye placement issue - Question #2
Sean Heying replied to OreoOwl's topic in Your Avatar
Just be careful, she is really beautiful as she is. My mother is an artist and one of the things I learnt early was that it's very easy to overwork something and totally destroy it. -
Ava's eye size and eye placement issue - Question #2
Sean Heying replied to OreoOwl's topic in Your Avatar
She is really beautiful, well done. To answer your question... Artists have a set of well established proportions for pretty much any feature of the body. (Did you know that the perfect foot size is the size of the inner forearm, between the line of the wrist and the inner elbow?) Here is a fairly simple example http://www.wikihow.com/Draw-Human-Faces there are many, search on the trm 'drawing faces' SL Ears are a huge issue for a perfect face, but you can get close. I would maybe do some very fine work around the nose, it seems a little "straight" as in a rectangle, maybe a little thicker at the top. The eyes are nicely spaced and I don't think I would change them. The work would be in the upper bridge width. Although far from an expert on woman's beauty (being gay) I do feel the space between the nostrils and mouth is too short. You clearly can't move the mouth down as it's very well positioned. You make need to make the nose shorter from the bottom up. The visual effect of a short space there is a pouty look. Some of this effect is the skin though. The skin's philtum is very heavily defined. Shorter might lessen that impact.