Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by arabellajones

  1. You announced the permanent change of the roll-out/restart window back in August. Announcement of Permanent Change The ability of Linden Lab to run a drunken party in an alcohol production facility is being repeatedly called into doubt.
  2. The Status messages claim the roll-out started an hour ago. There's no in-world sign of anything happening, nothing showing on the map.
  3. The status message for this rollout gives a time of 03:00 PDT I am sure I saw something, somewhere, about the default time being changed to 06:00 PDT Whatever the timing, it feels careless that it doesn't get mentioned here. Are you short of CO₂
  4. I was able to see the effects on log-ins of the roll-out, using the data at https://api.secondlife.com/datafeeds/homepage.txt (the last four lines are what matter). I use a shell script. I may work out one that gives me a graph, but running my desk-top 24/7 to get the data doesn't look worth it. Since I don't use Mac or Windows, I could set up a Raspberry Pi to collect the data, but I have bigger things to worry about. The page currently shows three types of data, "signups" (not updated for a year now), "exchange_rate" (updated every 15 minutes),. and "inworld" apparently a live figure). Timestanps are provided in SL time and standard Unix (count of seconds since 00:00:00 UTC on 1 January 1970). I don't know if the problem with the old 10-day-uptime trigger for restarts has been fixed, but I frequent a region that has had problems in the past, and there's nothing yet apparent, despite the last restart being in August. Try not to surprise us, some of us are already snug in our beds when the news is released.
  5. I think you may be right, but what an earth happened to the page to mess it up? Go look at the SL Viewer and you have to wonder at how they cope with the variation in human vision. There are other pieces of software which share the same problem of dark, low-contrast, settings with little or no way of changing it.
  6. I see we have restarts announced for the RC Channels, at 6am on Wednesday. It's on the Grid Status. Meanwhile, the Linden Lab mushroom farm is flourishing. If you got here, you probably saw the horrible new web page. I have words for it, which should not be used in p[olite company.
  7. Huge header section, with a grey background and low-contrast text, I struggle to read what the links presented are, have to scroll down a long way to get to a list of the individual forums, which is hugely extended by blank space and extra info about each forum (maybe useful info). At least when I get into a forum I am seeing the familiar header design, which works and uses readable colours. I am trying not to rant about the layout, but what brain-dead moron of a Linden chose such an awful colour scheme?
  8. I can't give any specific advice, but the GeForce 8400 GS is a very old piece of hardware, maybe still usable in a business/office environment, and I'd wonder if the processor can do the things that an SL Viewer needs. I'd check whether the same happens with an alternative up-to-date viewer. The current Firestorm is pretty close to the SL Viewer. Updating video cards can get messy; power to the card, the type of video output, and a combination of fake hardware and the chip shortages. Check the benchmarks, relatively ordinary current cards have 20 times the speed while using less power.
  9. Not seen even a hint of anything for the coming week, although Monday is apparently some sort of holiday in the USA. Lazy Day? I suppose there might be something for the Wednesday RC rollout slot.
  10. I checked, and no changes in my viewer. I use Firestorm. My cache and log locations hadn't changed when I checked. I have had a rare change of cache settings, it depends, as near as I can tell, on whether the location is already mounted, very much a Linux thing. As for those log files, check the location you were using. It's likely nothing has been deleted.
  11. I goofed here. Many of the passing loops have an S-curve at the switch, so the guide prims at the bogie positions could be parallel. The mean of the positions would work for the position of the centre of the vehicle, but you would need to calculate the vector to get a good direction. The angles might not not be small enough to use the small-angle approximation, but the error may only show briefly. The SLRR gives 8m distance between parallel tracks so I think the approximation should work. I think I am going to go and have a quiet headache, "llSensor does not detect objects or agents across region boundaries"
  12. I know some of the people reading this are rail geeks, but some aren't. So a few pictures of things that could be handled as articulated vehicles This is on the Heterocera line, a Y6 Tram Engine with a passenger coach. The history is a bit complicated. but the tram engine is simpler to make a model, because all the moving parts are hidden so as not to scare the horses. The locomotive and coach are similar enough size that the basic SLRR/VRC method of putting the vehicle centre on the Guide prim works. This is a tender locomotive, and while the proportions are a little different, the tender is not so different from the coach of the first picture. The wheels and coupling rods need animating, but this isn't so complicated because of the inside cylinders. This general type of locomotive was very common across Britain, though this is a WW2 design made to use the minimum of materials. While many earlier designs had more open cabs, the old two-vehicle approach might not work well. This is an Autocoach train, and this would be where things get tricky. It's running right-to-left, not the usual flip we get from the VRC script, and the driver is operation the train from the far end of the coach to the locomotive. But it's the length of the coach which is awkward. It's a 70ft long bogie coach, and that is so much bigger than the tank locomotive. I am not sure it would be practical. This would be a better answer for passenger trains on Bellisseria, the basic idea was being tried in several countries before WW2. This is a diesel streamlined railcar of the GWR, and while the guide-prim details for such a long vehicle could be awkward, it's still a single vehicle. At least initially, the bogies were shrouded. These were fast, rather opulent, trains. Some of the early ones had a buffet/bar. Unlike the autocoach solution it wouldn't much matter if you used the old-style Flip to reverse travel. Anyway, some pretty pictures to inspire you, and some idea of the options. To get the right proportions on standard SLRR, with the broad gauge, these coaches would be around a nominal 30m long. That suggests as much as 45-degree change in direction in the overall length. I don't think a simple guide sensor at the vehicle sensor would work. Some sort of sensor at each bogie position, and applying the mean of the two positions and directions might work.
  13. That complexity is why I suggested a tender locomotive. A GWR Autocoach could soon get too complicated.
  14. The problem with Hawkesblood seems to be the naming of the guide prims at either end of the rez zone. It may be related to the signals on either side of the station. They have scripts. I have found I have a copy of the v2 signal script system, and the set-up looks complicated.
  15. I have now being able to check the increased SENSOR_SEEK_ARC_DEFAULT at the boundary between SSPE1124 and SSPE1125 which has been one of the black spots for me. The northbound crossing actually worked for me with a value of 30.00 and I have not yet seen other problems. But I am not sure because I have seen that Squeaky Mole has added two extra guide prims, the long ones you see in the picture. It looks as if they would reduce any sensor angle problem. The rate of change for the short prims is, as near as I can tell, marginal for a 25-degree sensor arc. The SLRR specification for curves is not all that clear, but I read it as saying more than 15 degrees in 10m needs caution. Trouble is that the region crossing process adds delays to scripts so the critical sensor ping could completely miss.
  16. I have made several test runs with a locomotive of mine on the SLRR-compatible rail lines of the Bellisseria continent. Much is still unfinished, but usable. The main problems are the limited number of rez-zones and a few unreliable region crossings. There's also a difference in the Land Permissions which means multi-unit trains need to be built as a single vehicle. The follower-vehicle method used by many scripts fails. Anyone building a tender locomotive needs scripts which fix this The main section is a loop running through Pugwash in the west, with a very long spur to Bridle Path in the north-east. There are two branches running to the south coast, both with nearby docks, and a junction at Gully Wash for a line to the north coast which is clearly expected to be extended, the same sort of sharp cut-off of scenery you get if the adjacent region is down. There is also a Chalet sub-continent line, mostly following the Big River, from Hydrant to Lavon, again with likely extensions at each end. I have found that Land Impact can be critical in getting reliable operation. Many of the older VRC and Hobo freebies are very old, prim-heavy tech. I have managed to get a mesh version of a prim-based model from LI=27 to LI=8, and it has improved running. Some places have rather suspect track design, features such as sharp curves at region crossings (there's a bad one just south of Gully Wast). I have a suspicion that it needs a change to the locomotive script to fix. I am going to increase the SENSOR_SEEK_ARC_DEFAULT but the paucity of rez zones is going to make testing tedious. Since there are similar failures on dead-straight sections of track, in mid-region I shall also try increasing SENSOR_SEEK_RANGE_DEFAULT I am working, fitfully, on a model of this, to allow high-speed passenger services on the Bellisseria lines. I will note that many of these Bellisseria lines run through regions with an SSPE label, which Linden Lab regard as officially unfinished. But the Chalet section has blatantly unfinished track (look at Lavon with visible guide prims) in named regions.
  17. If you really want to know about this type of locomotive, this is a pretty solid starting point. The Wisbech & Upwell Tramway is described here. That's a multi-page article, which also refers to the Tram Engine making an appearance in the Thomas the tank engine series. Toby is a J70 Tram Engine which looks very similar, though the side skirts hide a lot. I would have to make a few changes to my model.
  18. It's not finished, but the Chalet line has guide prims, mostly invisible, along its whole length. I have made a run from Lavon to Hydrant in the Y6 Tram Engine I have been working on. So here are 3 pics onm the Chalet Line today, and on pic of the real thing, on the Wisbech & Upwell Tramway
  19. I made a couple of long runs over the weekend, with an experienced rail builder. There were a lot of things we agreed on about the Bellisseria rail nretwork (I am thinking of referring to is as "BR" but that might be confusing) and I learned that a few things in the SLRR/VRC specs are essentially myths. There are stations and passing loops modelled which have no rez zone. We did experience a couple of total-failure sim crossings, where the vehicle was returned, and the nearest rez zone was a really long way away. Some of these potential sites do seem to be in crowded regions, but when Randalsham Forest has a rail line through, and a station modelled, and is ALL linden land, you would think they can find the resources to support a rail rez zone. Signalling, including the automatic-half-barrier road crossings, is erratic. Real equipment is built to be fail-safe, it's a core principle of rail safety.. We're coming up on the two-century anniversary of public railways. Trouble is, if something happens to affect a signal between scripts, such as a train sensor and a road-crossing, they fail and don't recover. There's a lot of upper-quadrant semaphore signals on the lines, models of Victorian mechanical technology, and on the real ones, if the operating cable breaks, gravity pulls the signal arm to Danger. Fail-safe. It's a pretty good attitude for programming too. One of the myths is this one. (I have seen it repeated for roads too.) Michael Linden was doubtful, it's doesn't seem to have any relation to how the region-crossing works (before or after the cloud), but it lingers on the Wiki and in SLRR rail packs. http://wiki.secondlife.com/wiki/Second_Life_Railroad/SLRR_standards#SLRR_track_Region_crossings And, OK, it's not the real world, but the BR system is full of kinks and bad layout, inviting trouble. You were starting from scratch, and you still managed to have region-crossing going across corners. It doesn't have to be a right-angle crossing of a boundary, but a straight line is more reliable than a curve. No, I don't expect you to follow real-world standards for a curve radius, but the only 50m curve I found a record of on real standard gauge was limited to 5mph, and closed over 50 years ago. This curve is 200m radius. Oh, and the locomotives were were using were all-mesh, low LI, and low part-count. The old models you can get, the Hobo/VRC freebies, are incredibly primitive and make the region-crossing a lot more work. Old-style: 48 prims and LI=27. Same locomotive and script as a mesh model, with more detail: 13 "prims" and LI=9 (LI isn't a perfect measure, and your viewer will use "prim" for any discrete component of a link-set, classic prim, sculpt, or mesh-object.) The Chalet line is better for alignment, and sort of OK for rez zones. It'll be interesting to see how it works when it goes functional.
  20. The Chalet line runs right to region edges at each end, the sort of unfinished edge that you see if a neighbouring region were down, similar to most of the edges of the Chalet sub-continent, and that stretch on the north edge of the Log homes sub-continent (which has a similar rail ending on it). Doesn't really mean they'll ever build anything, but, unlike the south and east edges of the Log homes sub-continent, it's unfinished. The Big River through the Chalet and Stilt sub-continents does look a possible feature for that northern edge. Any rail link would need a compatible Linden Home theme north of the Stilt homes. (Americans only seem to do long over-water bridges for highways, though there was a rail link to Key West.)
  21. I can't recommend using the lines west of Hawkesblood. The only rez zone I have found after that is at Bridle Path, and there are track glitches. You can run a locomotive from there, and eventually reach Hawkesblood, but the journey from there to Bridle Path fails before you reach Gully Wash. Officially, SSPE regions are not yet completed and there are no guarantees that anything in them will work. What I have seen of the Chalet line, which does run through some named regions, suggests that the Bellissseria Rail completion is distinct from the Linden Home completion/access. While there are some good new SLRR-compatible models, too much depends on the scripting of the VRC generation, which struggles with the land permissions of the Bellisseria Rail. I have done some scripting for the locomotives I have built, but getting around the land permissions problem is way above my pay grade. Mesh, used carefully, can greatly reduce the LI, but you have to pay close attention to LOD models.
  22. I'd class the pop-ups as a reminder for people who already know. They have the same weakness of assumed knowledge as the setting for "Bandwidth", which only applies to the UDP traffic, now mostly used for command and control signals, and has nothing to do with textures. I've been worrying about it, the descriptions (there are at least two in the Firestorm Wiki) are a bit vague about just what the sliders do, and it all comes across as a bit of automatic magic. It also needs vendor-specific graphics cards extensions in OpenGL before you even see the controls. Anyway, here's a link. Good luck, guys, I think you'll need it. Firestorm graphics preferences: hardware settings.
  23. It's an old meaning of "rude": Roughly made or done; lacking sophistication. Goes back to middle English and was the original meaning. It's what Shakespeare meant by "rude mechanicals".
  24. SSPE1457 is a definite end-of line. It also, with the coastline of Rigmarole, matches well with a likely water link to the new Fantasy sub-continent at SSPE2539. At the moment the speculation is on Hanshin region as the other likely connection area, only a one-region gap. The new sub-continent has several clues, including an apparent web of waterways for small boats, and a few regions which have a slightly different look. But we know, from the Chalet regions, how much the big river changed as airfields and the railway were added. And that was well after people were moving in to the Chalet regions. I would like to see useful rez zones along all the rail routes. The standard scripts have a 20m jump-to-guide feature, but I have not found anything within that distance between Hawkesblood and Bridle Path. There are stations and passing loops, though obviously not yet finished. Looking at the timescales of what has happened, I wouldn't be astonished if it took until the end of the year for trains to be usable on the Chalet line. Look at the dates on just this thread. Bridle Path had the track visuals in early May. The Chalet regions have been visible since mid-April, though that's as much because of the map-fix, I think. They were announced at the end of March, with first signs of construction about 3 weeks earlier. Daniel Voyager was able to report on the rail route across the Log Homes sub-continent in February, six months ago. I think this Chalet Homes line has progressed a bit faster than the Log Homes section. The aftermath of the move to the Cloud slowed a lot of things. The map problems, and less reliable sim-crossing, make my perception of the timing of the rail developments unreliable.
  25. I've noticed, a few times, that default positions for the name tags get in the way of seeing voice indicators. I'm not sure if there's anything else of the same sort, essentially part of the avatar rather than a scripted attachment, but these built-in display items need to be considered together, or we'll fix one problem and create another.
  • Create New...