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animats

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Posts posted by animats

  1. Thanks.

    24 minutes ago, Monty Linden said:

    I'd need accurate time and location information to track down a truthier story. 

    Just ran a test. "animatsalt" in Bonifacio on the beta grid, near Bonifacio/240/5, looking towards Morris. Close to the edge, far from the center of the 4-corner area. Draw distance 120m. So only two regions should come up.

    Bonifacio comes up fine, Morris goes live one minute later. Avatar never moves; just stands there. (Moving the avatar within the region doesn't

    Login succeeded at 07:57:32 UTC, 11:57:32 SLT. 2024-01-27

    Logout started at 07:58:46 UTC.

    Detailed log from Sharpview is available. Will send link in IM.

     

  2. 2 hours ago, Monty Linden said:

    Not seeing (or expecting) any such change.  Any more details?

     Message: "ff ff 00 9e 72 cc 6b 0a f4 2c 44 71 a1 bd 46 61 fb cf d8 4a 00 3f 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f 00 00 00 80 3f 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 01 01 32 09 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 e0 ce f7 3e 0a d4 7e fb 35 35 64 1d 07 f7 1f b4 cb af a8 b7 ca 2f e0 a9 66 b3 de 64 fe 56 48 f2 2b dd f5 30 ad d9 02 77 b5 25 3a 13 0c 28 b3 57 93 9e a2 24 33 ee 61 28 ae bc e2 f3 cb 7d 03 51 f7 83 8c e0 d0 15 f0 e8 02 99 1a 5c 50 2c 27 39 e8 d5 18 9d 38 8b aa af e1 13 c8 8a ff 4e 10 7f bb 95 30 d3 50 20 bd f1 48 fe 0f f7 9d e5 5d 5a c3 b6 ac 56 87 b3 27 f0 fe 8b 8c 0c 13 dd d4 4f 97 0a ca 93 ab 8c 5e 57 c3 b1 5b a6 06 99 91 12 4d c4 11 5f a7 68 e7 06 e4 e8 42 3a 24 06 4e bc 35 45 6b 95 50 e0 9e 33 cc 75 ec 2d 6d 94 06"
        
    
    Decoded by hand.
        
    ff ff 00 9e // Message number
    
    72 cc 6b 0a f4 2c 44 71 // UUID - 16 bytes
    a1 bd 46 61 fb cf d8 4a
    
    00 // isTrial - 1 byte
    
    3f 00 // ObjectData -- Texture entry length - 63
    
    00 00 00 00 00 00 00 00 // 8
    00 00 00 00 00 00 00 00 // 16
    00 00 00 00 00 00 00 00 // 24
    80 3f 00 00 00 80 3f 00 // 32
    00 00 00 00 00 00 00 00 // 40
    00 00 00 00 00 00 00 00 // 48
    00 00 00 00 00 00 00 00 // 56
    00 00 00 00 00 00 00    // 63
    01 00 // VisualParam 1 each of 1 byte
    01 // AppearanceData 1 each
    01 // AppearanceVersion
    32 09 00 00 // CofVersion
    00 00 00 00 // Flags
     
     01 // AppearanceHover 1 each
     00 00 00 00
     00 00 00 00
     e0 ce f7 3e
       
     // More stuff?
    0a d4 7e fb 35 35 64 1d 07 f7 1f b4 cb af a8 b7 ca 2f e0 a9 66 b3 de 64 fe 56 48 f2 2b dd f5 30 ad d9 02 77 b5 25 3a 13 0c 28 b3 57 93 9e a2 24 33 ee 61 28 ae bc e2 f3 cb 7d 03 51 f7 83 8c e0 d0 15 f0 e8 02 99 1a 5c 50 2c 27 39 e8 d5 18 9d 38 8b aa af e1 13 c8 8a ff 4e 10 7f bb 95 30 d3 50 20 bd f1 48 fe 0f f7 9d e5 5d 5a c3 b6 ac 56 87 b3 27 f0 fe 8b 8c 0c 13 dd d4 4f 97 0a ca 93 ab 8c 5e 57 c3 b1 5b a6 06 99 91 12 4d c4 11 5f a7 68 e7 06 e4 e8 42 3a 24 06 4e bc 35 45 6b 95 50 e0 9e 33 cc 75 ec 2d 6d 94 06"

    It all looks valid, but with new stuff on the end. So I was thinking this was some new kind of PBR material info.

    Beta grid, Morris. So it might be test code.

  3. I'm seeing AvatarAppearance UDP messages which have all the fields listed in

    https://github.com/secondlife/master-message-template/blob/master/message_template.msg

    followed by some new data, about a hundred bytes or so. This is new and only appeared recently.

    Is this part of PBR conversion? Am I using the correct template file? Thanks.

    (The C++ viewers are OK with extra stuff at the end, but it's something I log as an error as a check on my own stuff.)

    • Like 1
  4. ntbihighway.thumb.jpg.819a32714866f99b59622f25bc3659c5.jpg

    What the original poster asked for. It's at NTBI, just as an urban background.

    Vehicles are started from starting markers every few seconds. They zip down the road, and disappear at the end of their straight run. Each vehicle has a unique sound. They can push avatars, although it's not intended that anyone climb up here.

    NTBI also has a train. There's a train track, and, occasionally, a train goes by. A long train, far longer than a sim. Comes out of a tunnel at one end of the sim, and disappears into a tunnel at the other end. There are freight trains of different types, and, rarely, a passenger train. You might have to wait an hour for the next train.

    All this is probably keyframe animation, which is the most reliable way to get steady, smooth motion in SL.

    • Like 1
    • Thanks 1
  5. After looking further, this doesn't seem to be timeout-related. When I try this at the region corner in Morris, I quickly get three EnableSimulator events in a row, which is correct. Then about four seconds later, after all the region handshake stuff is complete for three regions, I get only one EstablishAgentCommunication, for one of the three adjacent regions. Always the same one.

    All that happens within seconds of login. Polling hasn't had a chance to time out yet.

  6. 4 hours ago, SarahKB7 Koskinen said:

    I went to southern Sansara continent today to see if there was a Linden Route road down there which might (theoretically) be extended south to Bellisseria to provide a road route between them.

    I found that there is a Linden Route in Sansara's Alcona region that would do the job perfectly and the land required to extend it further south to Sansara's southern coast has already been reserved by LL as Protected Land in the Schell sim region.

    Additional water regions south of Schell would need to be created to avoid the privately owned coastal parcels and also avoid the "Elements" sims of Ruthenium and Osmium, which are rentable sim regions.

    I've wanted that connection too. If the coastal parcels just east of Schell weren't private out to the water edge, it would be possible now.

    There's an alternate route. Gateway Airport is three regions to the east, and has a Linden road connection. If you have an amphibious vehicle, drive into Gateway Airport from the Linden road. It's a maze of ramps, terminals, and parking, and, despite signs, you will probably get lost at first. After driving down some ramps, you can reach a very large freight elevator which will take you down to water level. Drive your vehicle onto the elevator, but don't turn it off. Take the elevator down. Then you can, with difficulty, drive off the elevator onto a dock and into the water.

    You can then go, in boat mode, to Bellessaria, and find some beach where you can grind across land to a Linden road.

    Both M&S Automotive in Neumogen, and Larson Logistics, have suitable amphibious vehicles.

    • Like 3
    • Thanks 1
  7. A bit more info.

    This has nothing to do with region corners. I've been trying along the edges of the Morris regions on the beta grid, out of draw range for the corners. I consistently get that one minute delay in Sharpview.

    For several fails, I've seen the following pattern from the event poller:

    • Event EnableSimulator comes in successfully. My viewer starts the process of connecting to the region, and all the UDP stuff with region handshaking, etc. goes fine. The event poller in the viewer polls again, with a 90 second timeout.
    • Exactly 30 seconds later, the event poller returns a transport error, "Connection aborted / Unexpected EOF". The viewer side polls again.
    • Exactly 30 seconds after that, the event poller returns a 500 Internal Server Error status. The viewer side polls again.
    • 2 seconds after that, a valid, but duplicate, EnableSimulator event comes in via the event poller. The viewer side polls again.
    • One second after that, a valid EstablishAgentCommunication event comes in, providing the needed seed capability, and the viewer proceeds to request and get caps, after which the region goes live in the viewer. Success, one minute late.

    This now looks like an event poller bug. I'm probably seeing it because I have a totally different HTTP client than the C++ viewers do.

    Henri Beauchamp has reported shorter delays (see above) and strange delays of regions not appearing when expected are not unknown in other viewers. It's probably not just me. Monty Linden has looked at that poll reply code with suspicion. I think we're getting close.

    That 500 Internal Server Error is very suspicious. Who generates that? Apache? The sim itself?

    • Thanks 1
  8. 21 hours ago, elleevelyn said:

    there is no option Show Banlines within Draw Distance.

    Now that's a thought. Ban line enforcement is done by the sim servers, but ban line visibility is under the control of the viewer. It comes from the same parcel info the mini-map uses. Ban lines could be shown based on time to impact. If you're within a few seconds of hitting a ban line, show the ban line. That allows time for evasive action.

    An elegant solution would be to not show ban lines if there's a visible obstacle closer than the ban line. So if you neighbor has a fence, hedge, or wall, you'd never see their ban line unless you're flying.

  9. Here's a video of what this is all about. This is another Sharpview test run.

    https://video.hardlimit.com/w/77eo95FLSQF6waGuCtfPjV

    It's just driving around, and watching the one minute delay for regions to come live. It's sometimes possible to skip the delay by crossing to an adjacent region. The current goal is to keep the nearest four regions live at reasonably high detail. So draw distance is 120 meters.

    I still can't figure out why this delay happens. It's really frustrating. Logs tell me that an EstablishAgentCommunication message comes in one minute late. Henri Beauchamp only sees a 10 second delay. With Open Simulator, there's no delay. Very puzzled.

    (There's much test code running here. This isn't anywhere near final. There's no camera motion filtering yet, so it's a rough, but realistic, ride. Motion interpolation is still very dumb. That's so the cosmetic algorithms don't hide underlying bugs. Content loading priority policy doesn't pay attention to which way you're looking or how fast you're going yet.)

    The large amounts of empty land are not a bug. That's the Kama City land market.

    • Like 1
  10. I can't find a signal bridge there, but the Virtual Railway Consortium has a freebie collection at Tuliptree/121/172. That has many signal parts. There's also an SLRR parts box of mole-created parts in the Mole Mart at Leafminer/195/151.

    Most of this stuff is from 2010 or so and has rather high land impact.

    Don't know where to get the Bellessaria signal bridge.

    • Thanks 1
  11. 2 minutes ago, Gabriele Graves said:

    You can set 5 mins away time if you want, it's just that most people switch it to never once they've been around a while and so to me that suggests that people don't like it much.  I don't think the slumped avatar stand helps much tbh.

    Whether you were serious or not, hate is too strong a word for "disagree".

    I keep my avi at 5 minutes to "Away" and slumped. If my avatar goes to "Away", I feel I should either be sitting, or logging out. Or at least on my own property, not in public. I feel it's rude to be "Away" in a public place.

    • Confused 1
    • Sad 1
  12. 2 hours ago, Gabriele Graves said:

    The only things they are not doing is moving around, texting in local chat and responding to "them".

    SL does tend to look dead, even when avatars are around.

    I'd like to have a bit for IMing, like the one for typing, available to avatar scripts. Then, when you're IMing, the AO could pull out a cell phone. There are animations for that, but they're triggered by local typing, too, which looks wrong.

    Reliable indication of avatar status would be nice. If the avatar gets no user inputs for a while, show the "AWAY" indicator. Perhaps Region Tracker and the map should be aware of AWAY state.

    Places which don't want avatars just standing around AFK could put in an experience which seats them on some out of the way seating. I have a demo of that at the little park bench behind my workshop in Vallone. Stand close to it for 30 seconds without doing anything and you will be seated on the bench. There's a sign nearby to explain this.

    • Like 1
    • Sad 1
  13. 1 hour ago, PheebyKatz said:

    In my experience, such places are best suited for exactly that, meeting new people and spiriting them away to show them the real SL. It's part of graduating from the welcome areas, other users deciding you're cool enough to rescue from the mob and show you where the real regulars actually hang out.

    But new users are warned not to accept teleports from strangers.

    • Like 1
  14. 16 hours ago, chancefaolan Kiko said:

    lighter-toned areas of the normal map,

    A normal map is a set of vectors, stored as XYZ values in RGB color format. All the vectors are supposed to have unit length. If you have light and dark areas in the normal map, your normal map is broken. All the cells should have roughly the same intensity.

    • Thanks 1
  15. I'm reading this, and thinking, am I going to have to support this thing in Sharpview?

    Useful third party technical info source with open source code.

    Another technical info source with open source code. Linux/Win/Mac support!

    • It's a "Human Interface Device", which is the standard way computers talk to keyboards, mice, joysticks, game controllers, etc. HID is mostly for input, but it can do output. A typical output application is a game steering wheel with force feedback. and vibration. It might be possible to interface these things via the upcoming SL game controller interface.
    • The data connection to the device is over Bluetooth Low Energy radio. This is very short range.
    • Lovense really wants you to connect to it by going through your phone and their servers. If it's set up that way, they  know your IP address and what you're doing with the thing. That's how those SL HUDs which talk to Lovense devices work. Viewer support isn't required. The data path is SL viewer to outgoing HTTP to Lovense server to phone client to device.
    • It's possible to connect to the things without going through their servers. There's enough open source code to allow avoiding Lovense servers. In fact, the amount of effort that's gone into open source code for these things is substantial. There's even Rust support.
    • There are multiple vendors selling related products. They're all incompatible, but not hugely different.
    • Anybody implementing a direct interface should probably have product liability insurance. Especially if support is provided for devices with electric shock features. (Yes, they exist.)

    I'm not going to support this in Sharpview in the near term, unless LL supports it as part of the game controller interface.

    • Like 1
  16. Just now, Love Zhaoying said:

    I wonder what happens if, for example, a tour bus (or any multi-seat vehicle) stops in the middle of a region crossing? For your possible rule, would that mean "nobody actually crossed yet" if "not everybody crossed yet"?

    Avatars seated on a vehicle are child prims. Under normal conditions, they are all under the control of the same sim as the vehicle. When the root prim of the vehicle is 1m past the region edge, the crossing triggers. The avatars in the back of the bus have their control shifted to the new region, even if they're still located in the old region.

    It's a weird situation. Avatars tend to fall off multi-passenger vehicles at single region crossings. That indicates yet another bug.

    One bug at a time. We all have to keep pushing.

    • Thanks 1
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