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Maestro Linden

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Everything posted by Maestro Linden

  1. Second Life Server (main channel) The main channel is getting the server maintenance project which was on all three RC channels last week. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.04.12.273874 Scheduled Tuesday 2013-04-23 05:00-12:00 PDT   Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre are on a new project which brings preliminary server-side support for experience permissions. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.04.19.274370 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.04.19.274370 Scheduled Wednesday 2013-04-24 07:00-11:00 PDT   Second Life RC Magnum: Magnum is on a new server maintenance project.  This update brings some new minor features to LSL, and fixes some crash modes https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.04.19.274352 Scheduled Wednesday 2013-04-24 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  2. Ayesha Askham wrote: Repost as promised Sim ping is still much higher than pre-roll at c260ms and packet loss, which comes in spikes of about 500ms to 1sec is showing session values of around 5%, with spikes to well over 10%. Such results can lead to forced disconnects. This is unacceptable. This from a situation where pre-roll I got no packet loss whatsoever, and our sim's ping was 125-175ms. Something is wrong, either with your software or your intranet. Please sort this out ASAP. Hi Ayesha, which region is that?
  3. Nimh20 Vandeverre wrote: The diagonal sim bug is still out there. Correct, that bug has not been fixed.
  4. Second Life Server (main channel) The main channel is getting the HTTP improvment project that was on all three RC channels last week.  This project includes low level changes to how the simulator handles HTTP connections. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.04.05.273580 Scheduled Tuesday 2013-04-16 05:00-12:00 PDT   Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre will receive an update, but the project details have yet to be determined.  This post will be updated when the plan is more certain. Update @ 2013-04-16 13:50PDT: BlueSteel and Letigre will receive the maint-server project as Magnum.  This project has some bugfixes, but the most notable changes are new features in LSL. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.04.12.273874 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.04.12.273874 Scheduled Wednesday 2013-04-17 07:00-11:00 PDT   Second Life RC Magnum: Magnum is on the maint-server project that went to BlueSteel and LeTigre two weeks ago.  This project has some bugfixes, but the most notable changes are new features in LSL. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.04.12.273874 Scheduled Wednesday 2013-04-17 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  5. Hi Nimh, the minute-average sim stats for Korea1 this morning, for the first 10min after starting, showed FPS in the 43-44 range. I will need specific timestamps if the slowdowns were too short-lived to make a dent in the stats.
  6. Hi Nimh, we need more details in order to investigate those slowdowns. At the very least, it would be good to know which region that was in. If the slowdowns aren't frequently recurring (as in you wouldn't see itafter visiting the sim for a few minutes), we would also require some timestamps of specific incidents, in order to investigate. Could you file a Jira with these details?
  7. Qie Niangao wrote: Second Life RC BlueSteel and Second Life RC LeTigre: [...] The only update for this week was a design change to improve compatibility between the new animation override system and other scripted objects that animate avatars (such as poseballs). I gather that this change is to address the problem of llGetAnimationOverride returning the animation name, not its UUID (as does llGetAnimationList), so furniture that doesn't contain that animation cannot llStopAnimation(llGetAnimationOverride("Sitting")) as originally designed. Off the top of my head, I don't see a problem with this new approach, and in fact it should make most existing furniture scripts "play nicely" with the new AO script functions, without change. It will be interesting to see what happens when the scripted object contains an animation named "sit" (although that's a perilous situation for many animation scripts anyway). Yep, that's the idea - the change allows objects like scripted chairs and 'legacy' AO HUDs to stop animations which have been overridden. To answer your question, if llStartAnimation(), llStopAnimation(), or llSetAnimationOverride() are called on an animation that is both in the task inventory and is one of the built-in animations (such as 'sit'), the animation in task inventory is used.
  8. Second Life Server (main channel) No deploys are scheduled for the main channel this week.    Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre are on the same server maintenance project as last week.  This project has some bugfixes, but the most notable changes are new features in LSL.  The only update for this week was a design change to improve compatibility between the new animation override system and other scripted objects that animate avatars (such as poseballs). https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.04.03.273434 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.04.03.273434 Testing for this week's planned project update for BlueSteel/LeTigre didn't complete in time, so they will instead get the project that was originally only planned for Magnum.  This project includes low level changes to how the simulator handles HTTP connections. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.04.05.273580 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.04.05.273580 Scheduled Wednesday 2013-04-10 07:00-11:00 PDT   Second Life RC Magnum: Magnum is on the same project as last week.  This project includes low level changes to how the simulator handles HTTP connections.  The only change this week is to fix a crash mode. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.04.05.273580 Scheduled Wednesday 2013-04-10 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  9. Norton Burns wrote: This is hugely unscientific & merely based on hearsay & poke-it-and-see... ... but flicking alpha masks off & on draws everything in straight away when faced with this situation, in my experience. I see similar behavior when I have a live case of this bug. I found that toggling 'Atmospheric Shaders' off and then back on in graphics preferences made the missing prims appear.
  10. Thanks for taking a look, Whirly. I do have one question: > 3) Enabled show updates to objects and clicked missing prim. > I saw a couple of blue object update dots When I typically select a non-moving object, I see a single blue particle from my avatar when I select it, but only see a blue particle from the selected object when I release selection. Is this what you see, or did you also see an update coming out of the object when you begin to select it?
  11. Hi Wolfbaginski, I would do the following to determine whether objects are missing due to a server bug or viewer bug: 1) Note whether the missing objects are whole linksets or only certain prims in linksets. Interest list issues would generally affect whole linksets. A viewer rendering issue or maybe a message-packing/decoding issue would seem more likley if only certain prims in linksets are affected. It sounds like you're seeing at least part of the linkset, since you're able to select it. 2) While the prims are missing, enable Develop -> Render Metadata -> Bounding Boxes, and see what bounding boxes appear. You should see a prim-aligned bounding box for each prim, as well as a world-aligned bounding box that covers the linkset. If you see a bounding box where a missing prim is located, or if the linkset bounding box extends to include the missing prims, then it's almost certainly the viewer's fault. 3) While the prims are missing, enable Develop -> Show Info -> Show Updates to Objects. With this setting enabled the viewer will render a particle from each linkset/prim that it got an update for: * Red means a full update was received from the server (which has a full description of the object's visual parameters) * Blue means a terse update was received (which only includes information about a few properties, such as position and velocity) * Green means that an 'objectdelete' update was received (meaning that the object was either derezzed or is out of range for the viewer) If you enable this feature, and observe that the missing prims appear without a full object update being sent, then it's probably a viewer bug (in that the viewer knew about the missing prims the whole time, but initially failed to render them). 4) If you leave a region, then return to it, the viewer will load cacheable objects from the local cache, instead of getting the object details from the simulator. If the object was loaded from cache and the appearance has been either fixed or broken since the last time you saw it, this would indicate a viewer bug. You can verify that an object was loaded from viewer cache by enabling Develop->Rendering Metadata->Update Type; objects loaded from cache are shaded blue, with this mode enabled. Update: I investigated this on region LEA27 on Aditi. This region has 25k prims, which are all identical mesh boxes. They are arranged in pretty patterns, so it's fairly obvious when some are missing. I found that some prims in linksets 'randomly' (different linksets are affected each time I visit the region) don't render until selected. All of the debug settings indicate that this is a viewer-side issue. I used 'Second Life 3.4.5 (270263) Feb 12 2013 04:36:12 (Second Life Release)' to test. I didn't see an existing Jira for this issue, so I filed a new one internally.
  12. Ayesha Askham wrote: BlackMagi I have been banging on to LL about this issue for a few weeks now, which occurs during and for a while after restarts and is seemingly getting worse. I suspect that "The Lab" have an idea what it is but either do not know what to do or cannot do anything about it. It is quantifiable and almost predictable, but I have seen nothing about it on this forum so far. BTW, my home sim is LeTigre RC and that is where I first saw this. Hi Ayesha, my comment from a few weeks ago still stands.
  13.    I ran out of time and was unable to plan a decent April Fool's joke.  Oops.  Second Life Server (main channel) The main channel is getting the interest list project that was previously on Magnum.  This project includes a mix of bug fixes and performance improvements around object and avatar loading for viewers. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.03.22.272563 Scheduled Tuesday 2013-04-02 05:00-12:00 PDT   Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre are on the same server maintenance project as last week.  This project has some bugfixes, but the most notable changes are new features in LSL. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.04.01.273300 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.04.01.273300 Scheduled Wednesday 2013-04-03 07:00-11:00 PDT   Second Life RC Magnum: Magnum is on a new project this week.  This project includes low level changes to how the simulator handles HTTP connections. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.04.01.273298 Scheduled Wednesday 2013-04-03 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  14. Malate Banufong wrote: The fix for bug 1814 is showing up again for roll out this week in the RC Magnum details, if you click the link to the Release Notes. Was there a problem with the first roll out? Hi Malate, the Magnum roll hasn't happened yet - Magnum is still on this version grid-wide, today: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.03.15.272004
  15. Happy Hilaria, everybody!  Here are the server updates for this week:   Second Life Server (main channel) The main channel is the maint-server project that was previously on BlueSteel and LeTigre.  This project fixes a fairly common crash mode. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.03.15.271999 Scheduled Tuesday 2013-03-26 05:00-12:00 PDT   Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre are on a new server maintenance project.  This project has some bugfixes, but the most notable changes are new features in LSL. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.03.22.272565 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.03.22.272565 Scheduled Wednesday 2013-03-27 07:00-11:00 PDT   Second Life RC Magnum: Magnum is on the same project as last week.  This project includes a mix of bug fixes and performance improvements around object and avatar loading for viewers. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.03.22.272563 Scheduled Wednesday 2013-03-27 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  16. Hi Nimh, that neighboring region visibility problem is a known issue, which has happened to various regions sporadically for several months now.
  17. WolfBaginski Bearsfoot wrote: One minor little admin niggle I'm noticing. The Calendar, RHS of the Status page, always gives the start time for the Main Channel rollouts as 5am And they seem to be consistently starting, according to the actual Status Reports, at about 7am. Maestro, if the Calendar start time is the time you and the team have to show up for work, and you do a couple of hours of setting things up, it makes some sense. But it still looks a bit slipshod. It could as easily be an obsolete setting that has never been fixed. With today's inventory maintenace scheduled to start at 5am, the combination could be seen as a little reckless. Hi WolfBaginski, we really do start the main roll at 5AM every week, though it tends to take a while before the first simulators actually shut down.
  18. Darleen Emerald wrote: Maestro........In order to properly test aircraft sim crossings after putting bug fix 1814 in Magnum sims on Wednesday. Can you tell us where to find 2 Magnum sims that are next to each other? I find lots of Magnum sims but always they are alone with different type sims around them. My home sim is a magnum sim and has a LL maintenence sim next to it but its not a Magnum sim. I am not sure what to expect if only one sim has the 1814 bug fix and not both sims. any ideas? thanks Hi Darleen, the "Magnum Sandbox" regions (there are 4 of them in a 2x2 arrangement) are ideal for testing this sort of thing. The other RC channels have a similar set of sandboxes, as does the main channel (called 'Main Channel Sandbox '). Access to these regions requires membership in the free-to-join "Second Life Beta" group, which is all about simulator testing. If you visit there tomorrow after the Magnum roll, you should be able to see the difference with your vehicles.
  19. Alexi Raynier wrote: Maestro could you be more specific when you say a crash bug is being fixed? There are several common crash bugs loose in SL at the moment and unless you give a few details of the nature of the crash it could be any of them and telling us you are fixing one non specific crash is meaningless, as we have no idea what to look for. Sorry, I can't be more specific without providing a hint/recipe to would-be griefers.
  20. AnthonyDelgardo wrote: Nobody flies, nobody sails, businesses are closing down. What happened six weeks ago that caused this? Anthony, read the release notes. The bug you're referring to is scheduled to be fixed in this week's Magnum.
  21. Second Life Server (main channel) The main channel is the maint-server project that was previously on Magnum.  This project fixes some bugs. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13#13.03.08.271457 Scheduled Tuesday 2013-03-19 05:00-12:00 PDT   Second Life RC BlueSteel and Second Life RC LeTigre: BlueSteel and LeTigre are on the same server maintenance project as last week.  This project fixes a fairly common crash mode.  The only update for this week was to include the changes which are in the main channel update https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.03.15.271999 https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.03.15.271999 Scheduled Wednesday 2013-03-20 07:00-11:00 PDT   Second Life RC Magnum: Magnum is getting an interest list improvement project.  This project includes a mix of bug fixes and performance improvements around object and avatar loading for viewers. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/13#13.03.15.272004 Scheduled Wednesday 2013-03-20 07:00-11:00 PDT   We will be monitoring this thread as the code gets released, so feel free to note any observations you have about the server updates.  If you have a specific bug you'd like to report, please file a Jira. 
  22. 16 wrote: don't know how to repro that one exactly. not yet. i have to find a crowd first (: but if is about stuck and not moving and how others inworld see you then I made another vid (: it self explain. is only 3 mins this one Hi 16, that definitely looks like the vehicle region crossing bug that others have complained about, BUG-1814. The good news is that we have a fix for the issue on the beta grid, which seems to work. The fix will probably go to RC next week.
  23. Dagger Ulrik wrote: Maestro, There is also another bug that I presume is being caused by changes to the Interest list. This one has similarities to the animation problem and seems easily reproducable. 1) UserA & B are standing beside a tp pad on the ground with a second pad on a platform at altitude and a 3rd pad somewhere else at ground level in the sim 2) UserA is looking at UserB but not with cam locked on B. UserB teleports to the pad on the platform 3) UserA still sees UserB on the tp pad at ground level and UserA's mini map still shows UserB's icon as on the ground. UserB's viewer show them arrive on the platform. 3) UserB walks around on the platform, User A see's B's legs move but B doesn't move from pad. 4) UserA cams away until tp pad is out of draw distance then cams back in and UserB is gone. This happens at ground level too and on Firestorm, Official Beta Viewer and the Main Viewer. Yep, that's BUG-1795 "Agent appears in incorrect position to other agents after being moved by a sim teleporter". We have a pending fix for that one.
  24. Actually, I can reproduce the vehicle crossing bug, if the vehicle is fast enough (like a jet). The one bug that we're having trouble reproducing is a bit different: 1) UserA TPs into somewhat busy sim 2) UserA sees themselves at landing point 3) Other users see UserA at the landing point 3) UserA walks around 5) Other users see UserA move around 4) UserA appears to not move on his viewer (although animations play) - this is the bug Aside from not seeing his own avatar move, UserA apparenlty sees everything else normally (objects appear, other avatars move). We're not sure why it only affects some users in some locations.
  25. Ayesha Askham wrote: I don't like to nag, but is there any news of this physics spiking issue? I haven'f filed a JIRA because quite honestly I do not know how to phrase one. Hi Ayesha, it would probably be good to file a Jira with details about specific incidents, so we can check the logs. If there's any specific behavior that triggers the 'lag spike' in a region, that would be good to note too.
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