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Everything posted by arabellajones

  1. I'm using Linux Mint 18.1 No zombie processes. It's one of the things I checked for. I don't expect you to know the details of how Linux works, but I have four SLPlugin instances from Firestorm appearing before login, while you see two under Windows, and I am starting to worry about what they're doing. Well, I can check that. There are a plethora of GNU tools to track this sort of stuff, though it looks as though I shall have to write a shell script. I joined SL after the Emerald business, but some people were still warning newcomers to be careful about the Phoenix project. Summary: Firestorm starts more SLplugin instances than other browsers, and is slow to cull them. When Firestorm starts off using more RAM than any other viewer I know of, this huge of extra RAM doesn't look good.
  2. Ah, I was mistaken about Cool VL Viewer It did open a single SLplugin instance when the viewer started. This was promptly culled when I logged in, vanishing within seconds of my login location becoming visible on my screen. That may be why I missed the use. This is still different from Firestorm's behaviour, with multiple instances at viewer start, and no culling.
  3. So I start 64-bit Firestorm. Without even clicking on anything, four instances of SLPlugin have started. On your description it only needs one. for the login screen image. All the other examples you give appear to depend on an active connection to Second Life. So what is Firestorm connecting to that you don't appear to know about, and why? Oh, current software. Try Cool VL Viewer. There are regular updates, and it doesn't use SLPlugin. It also made busy places at SL14B usable for me. Fewer features than Firestorm, but it does seem to release RAM before the heat-death of the universe.
  4. It doesn't seem to be in every TPV, so I find it hard to believe it's essential, but what does it do? I suppose it might be a quick and easy way of taking advantage of multi-core processors, but I see Firestorm loading four instances before I ever log-in, and using huge amounts of RAM, more than Firestorm itself is ever reported as using. This is with 64-bit Firestorm. I can see how it would allow more RAM to be used under 32-bit Windows, but that's not what I am using. I'm guessing that a lot of the RAM allocated is as pointers to the same blocks of read-only code and the 7GB total for four instances of SLPlugin is misleading, but, as I said, other TPVs don't even use it.
  5. Read Amon's original post. The reason he sees for multiple JIRA entries being closed doesn't seem consistent with your suggestion. JIRA is essentially a time management tool for a programming team. Why it gets used as it is around SL, I have no idea. As a bug-reporting tool, there end up being huge numbers of duplicate entries, and there's no way of merging the entries. I once worked through a chain of four entries before getting to the one being used for active progress reporting. It sort of works, if the people in control do their job, but it doesn't work well. What Amon reports looks like the people in control not doing their job. (From other contacts, I get the impression that the JIRA system is not regarded with unalloyed enthusiasm by programmers, it seems to be a tool associated with a particular management style.
  6. What's the current state of support on the Linux version of the SL viewer? It will not run on my system, though other TPVs will, and I am being told that I can only get support on a problem if it doesn't occur with the SL viewer.
  7. The problem would be the folder used for settings and cache and stuff, even if the library lets you use your own software. I think Windows split these things between several locations, but I don't use it, and the details are OS-specific. It's the sort of thing that a lot of software can do, it can be very useful (you can run a test version without clashing with the older versions), but I have a dread fear that SL viewers just can't do it.
  8. I do see temporary freezes, using Firestorm on Linux, but not often, and nothing like this. I have a suspicion, no more, that virtual memory management could be part of the issue, but the usual Firestorm Support response is to demand a test with the SL Viewer. That doesn't even load on my version of Linus, but every other Linux viewer works fine. What I am sure of (but they say it doesn't matter) is that Firestorm uses a lot more RAM than other viewers. In my experience, Cool VL Viewer is a reliable option on Linux, but it's a bit awkward to set up from scratch and the old v1-style UI will be a barrier. I don't recall seeing this sort of freeze, and it works well in crowded places, and that does incline me to think the root cause is in the viewer rather than the server. Since it is up-to-date on graphics, I shall likely use it for SL14B anyway. It won't hurt to do things that reduce the graphics load: shorter draw distance and a lower Complexity limit. The old calls for using higher LOD settings won't help either.
  9. This is a 2009 document from the BBC on computers and visual impairment. It's likely you'll know all the general ideas, but it's ironic that it appeared at around the time the official viewer dropped the alternative viewer skins. The official Wiki page on the Starlight add-on This restore the provision of alternative viewer colour schemes for the Official Viewer, and is the tech used in Firestorm. Looking at the defaults of several programs, not just SL Viewers, the residents of Silicon Valley hath not the eyes of mortal men. Some things you may already know, but this is a discussion of typography for the visually impaired. Perhaps controversially, it says that the difference between serif and sans serif fonts may not matter, but some serif fonts are bad for other reasons. For instance, Times Roman has some huge differences in stroke width. One issue those documents don't mention is the way people will throw foreign-language unicode characters into a name as an ornate replacements for standard ASCII. It's a vile habit, and using a font which doesn't include them may block a hack that's being used to make fake websites
  10. The Lindens have been encouraging everyone to verify their email addresses. Some of the reasons they have given tie in with past reports in this thread. There are links on this page ton the reasons and how to verify. Inara Pey's Modemworld on email verification This looks like the first thing to check, though it may be wise to check that other email gets through before testing/verifying SL email use.
  11. Cool VL Viewer has been 64-bit only for a while, and the Linux versions works fine. It's a different UI, and there are some elements which feel very different. It uses a lot less RAM, and I may resort to it for the annual birthday lag-fest The Linux version has a working installer too.
  12. There's some of the same effects on the upper arms of the default avatar. Part of the problem is a shortage of vertices, which is what the UV mapping is tied to, and the consequent polygons. It's an old design problem, I was seeing explanations on sites such as Renderosity when Second Life was the new kid on the block, and essentially the stretch is too concentrated. Fixing it would involve going back to the original mesh, adding extra rows of polygons in the right places, and tweaking the rigging, and just thinking about doing that hurts my brain. Some of these high-complexity meshes come from fixing this with a blanket sub-division.
  13. Just re-read what I wrote. The viewer has to be talking to the sim server to know which textures to get, whether it's from the CDN or from local cache. If that data is slow to arrive, either because of a problem with the sim server or the internet, there doesn't have to be anything wrong with the CDN or the cache. But blaming them is a bit of a not-my-problem solution. Since I use Linux, I wouldn't expect you to know anything about the available tools, but it would help to have the cache on a different physical drive. I don't know what tools Windows might have to monitor a particular folder, and I don't know the details of how the viewer uses the cache. It might need some specific debug setting, maybe a special version. No, I am not going to compile my own debug viewer. Just because I use Linux doesn't magically turn me into a geek. But if you want to give me Windows fixes I shall ignore you.
  14. One way to get a normal map is to convert from a height map, which is a bit easier to draw. I use a GIMP add-on called InsaneBump and can be set in several different ways. Is white high or low? Black, white, and a couple of intermediate greys may be all you need. Add a bit of blur to soften the transitions and smooth something like fabric. Nothing in the real world has zero specular reflection. It might be very low-value, and not glossy, but you need some to get a visible effect from the normal map. Firestorm, and some other third-party viewers will let you see the effect of the texture maps: the viewer loads the data from you local drive, and you don't have to upload to SL. This "local" option includes an upload button to make it easy to upload the file you are using. Until you upload the correct texture, nody else can see the results you are getting. You can do things without cost on the Beta grid. but I have had problems with keeping my Beta Grid inventory matching the main grid.
  15. Well, apart from the limit on the number of materials on a mesh object... And multiple materials need edges in the right place. Also with normal maps as well you can add surface features without using triangles, for instance a chromed rivet. But less blatant, a pair of denim jeans. You don't need polygons to define the seams, the pockets, or the rivets, and the rivets are a bit more reflective than the fabric. I use the GIMP, and there is an add-on called InsaneBump which can give you a bump map from a height map. I'd use several layers for that, for the seams, the rivets, and some creasing. From the rivet layer I could derive an alpha map for the specularity and normal maps.. Some of the details are here https://wiki.secondlife.com/wiki/Material_Data but a few things are left undefined in an "everybody knows that" state. I had to do a bit of digging to find out that the "specular exponent" and "glossiness" are the same thing, and then they leave "modulates" without a definition. I think an opaque alpha channel is the maximum value and that becomes no-change, an x 1 multiplier I have seen a few things that seem to do odd stuff. Where one material is the same specularity, I use a very small 50% transparency texture to activate the dials. And I wouldn't use 100% transparency on anything. That's zero reflection Most things should have a low level of specular reflection Anyway, an alpha channel in the normal map locally affects the glossiness of the material, while the alpha channel in the specularity map affects the intensity of the reflection. I'm lucky that I had done a few things with cgi modelling before I ever needed to look at how Linden Lab does things.
  16. I am puzzled. A texture arrives from SL (or the CDN). Why should the file format need changing when it is written to the cache? I can see why a different JPG implementation might write a different version, but if the two versions are incompatible, how can they both be meeting the documented standard? If a file is being changed between leaving SL and leaving the local cache, why?
  17. I don't know just how CDN works, but whatever the CDN servers are doing, they can't know which content you need. The servers have to send you the URL. (I have a vague recollection of this being the reason to use HTTP instead of UDP). And it's the same whether the asset is in the CDN or in your local cache. What I have been seeing is sometimes very slow appearance of textures from my local cache. I've been in sim-A, TP to sim-B which loads about as usual, and when I TP back to sim-A, everything is grey for what seems like an eternity before everything starts loading in a rush, with no sign of it coming over the network It's the same viewer (I can't even get the SL Viewer to load on my Linux system). The cache is 10GB. And It's one continuous login. So I am a bit doubtful about it being the CDN.
  18. OK, I eventually found a rather tortuous rote back to the Dashboard from these pages. Can't we have something a little more obvious? I can see that different sections, such as Marketplace and Community, have been designed at different times, by different people, and there are some good reasons to have slightly different styles, but this sort of one-way linking between the different sections looks rather incoherent
  19. It looks, from the bug report and the web page, that some user-content that depends on an external website was failing on Le Tigre. Krafties for sure, but I can think of other systems that might have been affected by the same bug, because they use something external. The Lindens deserve some credit for their fast response, but it ia the usual nul points from the jury for communication. (There seems to be an unfortunate habit of thinking "everyone knows that" surrounding Second Life. I can't recall seeing a previous mention of Krafties anywhere. Yes, it's not hard to look up, but which is better: "Krafties HUD" or "Krafties game HUD"? You're trying to communicate with somebody every time you submit a JIRA.)
  20. I've used specular maps with colour and alpha in one image, no problems. The alpha channel doesn't affect the visibility of the diffuse texture, though the items I do this on don't have an alpha channel in the diffuse texture. An alpha channel is a lot of bits to download if you don't need it. If I just want to get the controls, I use a very small 50% transparent texture. You could use the full transparent texture setting, but it's a bit big. For some things a low specular reflection makes a big difference to the final look. I've used a version of the diffuse texture, with added alpha channel, to vary the colour and intensity of the material. The Lindens use the word "modulate" which, when I first saw it on their Wiki page, fell into the "everyone already knows" category of unclarity. Some things just don't get explicitly defined. So some components of the garment are shiny, some are not. One obvious feature to use this on would be a belt with a metal buckle.
  21. It turns out that this is an "everyone knows" problem. The male mesh is there, tucked away out of sight in the Blender layers. (Blender, trying to do everything, seems to end up hiding everything. It doesn't have a learning curve. It has a north face of the Eiger.)
  22. There is a phishing attack going on that uses a genuine Merchant text with the Marketplace link replaced The link uses this structure "secondlife.ddns.net /marketplace.secondlife. com/" "ddns.net" is a commercial dynamic dns service, letting a domain name point to a site which doesn't have a fixed IP address, such as domestic broadband. It's not itself suspicious, but anything like that, sitting in front of a valid domain name. is dodgy. (another common method is a mis-spelled name, such as "amezon") Be careful out there.
  23. I have noticed general inventory database glitches over the past month, worn attachments loading with a wrong location. They were items I was wearing when I logged off, and were in a different position when I logged on. No, I hadn't been editing anything. I hadn't tweaked the locations at all recently. I don't know if the SL-end copy of the inventory depends on the same database system as stuff in-world, but it does support the idea that something was happening.
  24. This has echoes of the problems I had with a mesh shipping container I made. It's on the Marketplace now and uses a couple of tricks to handle the physics. The model has no floor and no doors, and much simpler LOD models, I didn't use the importer generation. The physics model was about as simple as you get too, three sides and the roof. The floor is a prim, not mesh. The doors are mesh, with a door script. Anyway, it works. The doors open and shut. You can walk in. I made the models in Wings3D, and it seems that the export to .dae is a bit difficult for SL. I ended up transferring from Wings3D to Blender in .obj format and exporting from Blender as ,dae I've noticed that a few other people avoid Blender for making the Mesh. I wouldn't use SketchUp. I have tried it, there are some good models made with it, but details go wrong as the model heads into SL. I get the definite feeling that SL import is tested against Blender, and anything that Blender doesn't handle, SL doesn't handle. Your model Isn't hugely different in principle from my shipping container, but there might be issues with the total size. I'd be inclined to split it up into sections. It might also be easier to work on.
  25. I recently bought the Solarian Feline, and I noticed that the Blender 'template' used the female version of the figure. I am wondering if that is why there are so few mesh clothing items made for the male version. What am I missing? It looks related to this problem.
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