Jump to content

Theresa Tennyson

Advisor
  • Posts

    4,271
  • Joined

  • Last visited

Everything posted by Theresa Tennyson

  1. Pathfinding's been on the entire grid for weeks. Anything that's going to break already has. They built in an automatic work-around for the old volume-detect hack. Prims that were set to "volume detect(true)" in existing linksets are automatically change to act as true phantom prims (which they WEREN'T before - phantom prims collide with the ground and volume detect prims don't.) For buildings this should make no difference. It DOES mess with vehicles, but changing vehicles over to mesh accounting is pretty painless because they changed the maximum prim equivalence for a vehicle to 64, meaning that the old maximum of 32 sculpys will still work as a vehicle if the parts with extreme physics costs are set to "none." The long version of the story is here: https://jira.secondlife.com/browse/PATHBUG-69
  2. Riaz Loopen wrote: Hi, I am a scripter and creator of one of these avatar flight assisted games. Since the pathfinding update there has definitely been a marked issue with regard to assisted flight in sl. I have tested with various flight assists and the issue is common to all assists. The problem shows when moving diagonally along the z axis during flight. Now there is something else i have noticed which is very peculiar, if you do test this take note of the altitude readin built into any viewer. At the time during which you are caught in the "lag spike" you will notice your altitude meter reads as you being at 4096 meters when infact you may be way above or byond this height. I really hope Lindens to take note of this issue and create an official jira with intent to solve this problem at some stage. Riaz,you can and should open a JIRA on this issue yourself. Also, you mention being above 4096 meters - does this only happen above that level? There are fundamental differences between altitudes above and below 4096 meters.
  3. Hmmm... Look in "About Land" and make sure "Teleport Anywhere" is turned on. It doesn't really sound like that's the problem because when that's turned off normally teleports up high don't work for anyone BUT the owner, but it's worth a shot. Also, try setting your "home" to the skybox once you're back up there. I've noticed that your "home" setting usually overrides anything stopping you from teleporting to a certain location.
  4. 16 wrote: edit: can try the easy one first: assertion: there is no God There's no way we can have an intelligent discussion on that topic without determining what sort if God there may be or not be. The word "God" can be applied to everything from old-guy-on-a-cloud who created the Universe as a sort of craft project to something like the Hindu Brahman, which is a sort of creative force so huge and incomprehensible that according to some schools it can't even be THOUGH about by our little minds - as soon as you think you're thinking about Brahman, you're actually thinking about a sort of fake or decaffeinated shadow of Brahman because we can't handle the whole thing. It's like talking about a "door" - that sounds like an easy concept at first, but what's the nature of a door? Is the big thing on your garage a door? Very different than the one you first thought of, probably. How about a cat door? Or Ray Manzarek? Any religion can be shot down if take the teachings literally. Metaphorically? Harder to take down. And if you look at a lot of religions when you get past a literal interpretation of the words a lot of them seem to be reaching toward something that sounds pretty similar.
  5. Bandwidth on Oakley looks to be working like a typical mainland sim - very high at the south near the corners, normal at the north if your draw distance isn't high enough to hit the southern corners.
  6. LeTigre was running the bandwidth fix last week; this week it isn't because they're testing a different change and the bandwidth fix isn't part of the main code yet. Its bandwidth usage is the same as a main channel server region. The bandwidth fix is still on Magnum and BlueSteel.
  7. Ayesha Askham wrote: @Theresa erm..SVC-8202 Assuming you just noticed it after Wednesday, that shouldn't stop the promotion of one of the other channels. You're on LeTigre and it's got new changes this week unrelated to either the bandwidth or permissions issues.
  8. If your main probblem is loading textures here's something you might try: Go to your "Develop" menu (if you don't see it go into preferences and there will be an option to turn your "Advanced" and "Develop" menus on) and go to the entry that says "HTTP Textures". Change it from selected to de-selected or vice versa. Iti's a newer way of loading things that works faster and better IN THEORY but some people have problems with it.
  9. Cully Andel wrote: Do we know if anything worked yet? TThe server software is loaded in one "piece" and often has a number of changes in it each time. Some of the changes are new features, some are fixes for old bugs and some are changes needed when they discover things that griefers can use to crash or otherwise mess with regions. Those last changes are treated as secrets by the Lab but they're done fairly often. These changes are all bundled together and run on a certain number of "test" regions for a week before they're sent to the rest of the grid. (I happen to live on one of these test regions which is why I got familiar with how things work.) The fix that was put in place last week on the test regions for the bandwidth problems seems to work fine; the problem was that there was another unrelated bug that appeared from one of the other changes which would have caused a lot of problems with some objects that people already own having their "permissions" (copy/modify/transfer) being changed from how the seller wanted them to be. There isn't a safe way to pull one change out of the software without needing to run it on test regions first, so they didn't want to send the software version with the bandwidth fix to the main grid this week. It looks like the permissions bug is fixed though, so that SHOULD mean one of the software versions with the bandwidth fix can be loaded onto the rest of the grid next Tuesday.
  10. One of the factors is probably that Nazi images, etc. are illegal in Germany and SL is accessible from there.
  11. I'm not an expert, but I suspect that a chain of realistic-sized links behaving the way a real-life chain does would require more processing power than an entire region does right now; possibly several times more. Some things that are simple in the real world are very complicated to simulate with a computer program, especially things with "natural" movement.
  12. Maelstrom Janus wrote: As I said 'something' has screwed SL I was told it was down to pathfinding by the people in the firestorm group who Ive always assumed to have more technical know how than me so any 'accusations' have come via them...Even Lindens help desk accredited the problem to pathfinding so you can have a word with them about 'nasty accusations too. Ive also been in regions where pathfinding is turned off...no problem. The problem happened at the same time as the rollout of pathfinding but it isni't connected with the process of pathfinding itself. Pathfinding worked without this bug previously and it still works on the regions where this bug has been corrected. There are regions with pathfinding on and no bug; there are regions with pathfinding on that DO have the bug. If your neighbor gets a new washing machine and the delivery truck runs over your cat, you can say that the process of your neighbor getting a washing machine caused your cat to be killed. You may even have a liability argument with the washing machine suppliers, depending on where your cat was and how reckless the driver was. However, it is NOT correct to say, "My neighbor's washing machine killed my cat," and, even more important, removing the washing machine will NOT bring your cat back to life.
  13. Again, if they're shoes with prim feet, you might be able to either edit the foot shaper (the "red sneaker" wearable) or wear one from a different pair of shoes. With prim/mesh feet all the foot shaper really does is control how high a heel/shoe your avatar is expected to wear. If that doesn't work and you always wear these shoes some third-party viewers allow you to adjust the Z offset (how high above the ground your avatar is.)
  14. Looks like there have been a few discussions about in the Forums. Here's one that might give you some info... http://community.secondlife.com/t5/Mesh/Using-Marvelous-Designer-for-SL/td-p/491633
  15. chrisbreitling wrote: @Luc how do I make those maintenance scripts run? what about the file permissions? nobody said anything about that. @Theresa I am afraid you are assuming just too much. To begin with I have over 20 years of experience in IT (including computer programming) so it is not I don't know what is happening with my computer. My computer is BTW not a low end system, much less outdated and works with s/w that is heavier than SL. My computer always has a payware antivirus (KIS) and up to date, periodically checked for virus and malware believe me my computer is NOT infected. I never said your computer was infected, I was referring to a case where someone THOUGHT a computer was infected but it wasn't.
  16. Chris, a lot of your problems sound like they're HTTP connection/transmission problems with the servers. Those are the connections that handle lists and, in newer viewers, can be used for textures and inventory loading Only part of the communication the viewer does with the servers is by HTTP, the rest is by UDP, which is used when you're in a sim and communicating back and forth with your location and interacting with in-world objects, which it sounds like you have fewer problems with. Some people have problems on the HTTP side and Linden Lab is working on a viewer that revises how those connections are handled. It's available on this page under "HTTP Project Viewer." http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers For some people it works better; for some it works worse. It sounds like things can't be much worse for you than what you've got so you might want to give it a try. This is a JIRA bug tracker describing some of the HTTP issues: https://jira.secondlife.com/browse/VWR-25426
  17. Say, "I AM HUMAN, HEAR ME ROAR!" and change your avatar and/or profile if necessary.
  18. As has been said many times, turning pathfinding off won't do anything for this problem. It's related to a change that doesn't seem to have anything to do with pathfinding, it just happened to manifest itself at the same time.
  19. Are the straps going through your shoulders at all times or only when you're in certain poses or moving? If it's the latter it's because mesh clothing doesn't really move "with" your avatar, it moves AT THE SAME TIME as your avatar. To determine how a 3D mesh object moves (including your avatar's shape, which is also a 3D mesh object) it relies on a system of "weighting" and things weighed differently may move differently. The weights are set by the creator and at certain times they may not match the avatar. Also, the default avatar itself is "weighed" very badly and looks bad in many positions, as you've doubtless noticed. Creators try to make their clothing move smoothly but sometimes there will be brief mismatches during certain motions.
  20. Chris, I read your post last night while attending a party in SL with over fifty dancing avatars. No problems communicating, problems logging it, no crashing, no nothing. I use a viewer called Dolphin, but iti's basically identical to Exodus under the hood. And I run 64 bit Vista. If the problem is from running on 64 bit systems, then everyone who runs on 64 bit systems would have these problems. And they dont. Several years ago, I was working at a small office. One of the employees tried connecting an old CRT monitor to a laptop but the laptop was running a resolution and refresh rate the monitor didn't support, so of course the monitor was completely whacking out. Our resident "computer expert" came over to look at it. I told him what the problem was but he basically ignored me and fnurred around for a while before solemnly announcing to the guy trying to connect the monitor, "You have a boot sector virus." Not that he'd actually done anything to CHECK for a virus, he just didn't know what the problem was and it sounded impressive, I guess. That was basically the way he rolled. I walked over, changed the resolution on the laptop and the monitor magically synced perfectly. Our "computer expert" was amazed. Have you tried connecting on another machine or at another location?
  21. You're seeing the bug described in JIRA entries SVC-8124 and SVC-8155. There's a fix but it may not be released to the main grid next Tuesday for seemingly unrelated reasons.
  22. Next time something like that happens try changing the hollow/tortured prims to physics type "none." It's the physics calculations that make LI on shapes like that explode. With physics off they should have a LI no more than 2.
  23. Where were you trying to rezz them and what message did you get? You can edit your original post. There's a chance when you were trying to rezz things some of the items would have been over the property line of the next lot. It's usually most practical to rezz them in the middle of a big sandbox. Also, did you put out any Linden trees (the ones in the library that are tricky to select after you place them)? It's a known problem that if they end up in a cluster you need to go to a special lot called "Unpackistan" that's not normally accessible in order to rezz that cluster.
  24. Coventina Dalgleish wrote: The logic of the server upgrades is simple. The day before everything is working well, the day after it is like I have a 20 MHZ 8080 processor rather than a 3.6 gig ex running at 4.0. Perhaps I also did not explain the items that disappear they are physically there the texture becomes alpha and can be re triggered on edit but then returns to the alpha state. For example on a mesh body upload the head will go alpha with nice round floating eyeballs ) this occurs in the latest LL viewer , Firestorm, and Cool VL so it indicate that it has not been created on the viewer side. I've noticed sims running slower right after a significant server change for a while, but they often seem to get back up to speed in a few days without any changes being made to them. It may be a case of rebuilding cache and having scripted items re-set. The disappearing items sounds like a pure viewer issue. There's little difference in the rendering engines between viewers - third party viewers basically take the Linden Lab engine and include it intact. It's pretty common for a viewer to temporarily fail to render something. Also, if it's mesh there's an adjustable limit to the number of mesh items that can be rendered at once.
  25. Currently there are server issues that are causing too much data to be sent in many cases so long distance travel is more difficult than usual. You really can't judge until those problems are fixed - hopefully this coming Tuesday with the weekly server updates.
×
×
  • Create New...