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Darien Caldwell

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Posts posted by Darien Caldwell


  1. Wack Zane wrote:

    It is a jira now.

    Thousands of people cant b wrong when they encounter a bug.

    Except so far it seems to be two peple, not thousands. If you can't create some kind of consistent reproduction, nothing is gong to happen. We're trying to help, but nobody seems to want to actually put any effort into solving the issue on the 'reporting side'.


  2. Riaz Loopen wrote:

    Above is the JIRA created for this issue, lets hope LL can sort this out soon.

    Unless you can give a reproduction of the issue, this JIRA will go nowhere. And since you seem unwilling to work with anyone, I guess there will never be any reproduction.

    I posted some code, I suggest you try it and think about what I said in the post. Otherwise, you're just wasting everyone's time.

  3. Thinking about what happened when my assist crashed, I decided to look at what may cause that.

    And it seems I have found at least one way to simulate the condition.

     

    default
    {
        touch_start(integer total_number)
        {
            vector pos=llGetPos();
            float height=pos.z-llGround(ZERO_VECTOR);
            llOwnerSay("height:"+(string)height);
            llSetHoverHeight(height,FALSE,0.5);
        }
    }

     

    Wear that, click it while in flight mode. Your hover height will be set. Now click the 'stop flying' button. Your controls get stuck.  If you hit the 'stop flying' button while you have any momentum, you fly off the sim uncontrolably. 

    I'm not sure if this is new behavior, but certainly your flight assist should check to see if you leave flight mode and remove any llSetHoverHeight() setting.  (using llStopHover()) 

  4. Tried with my Omicron flight assist, my Jetpack, Argent's flight feather, and all work fine, no issues.

    However, what you describe sounds like what happened to me one day when my flight assist crashed.  Any attempt to fly made me fly helplessly into the next sim. I reset the script and all back to normal.

  5. I just wanted to say Today's Roll went much smoother than last week's LeTigre Roll. Where last week the sim was sputtering and having issues connecting with it's neighbors for nearly an hour, today with in 5 seconds it was running beautifully and nary a hitch. Not sure if you did anything different, but if you did, it worked.

    Nice Job.


  6. EsePibe Borkotron wrote:

    Anything that uses the typical trick "llSetLinkPrimitiveParamsFast (LINK_THIS, [PRIM_FLEXIBLE, TRUE, 0, 0, 0, 0, 0, <0,0,0>]);" to make a single prim phantom in the linset stop working. This includes phantom doors and many sculpted buildings using a script to make phantom the door frame.

    Yes, that hack was removed for Pathfinding compatibility.

    New method is to set the whole Linkset to Physics Type: "Convex Hull", then choose the indivudial prims in the linkset you want to be phantom and set them to Physics Type: "None"  The "Features" pane of the edit tool has this setting.

  7. I'm seeing some very unusual behavior with the latest LeTigre. Second Life RC LeTigre 12.08.13.263365  Siim Name: Borgbeef

     

    Sim restarted fine, and I returned once it came back up. I created a couple cubes to test some of the fixes mentioned in the notes, then when done tried to delete them.  I started getting the error "Second Life: Cannot derez object due to inventory fault." over and over.  So I decided to log out and back in since I wasn't able to start a group chat.  I then discovered I could not log back into Borgbeef, the viewer would give the "Failure to connect to a simulator" message.

    So, I logged into the sim next door, and discovered Borgbeef was 'invisible' but still up. Attempting to cross in caused the error " Second Life: Failed to grant capabilities".   While explaining this to the Beta group, it suddenly became visible.

    So I crossed into Borgbeef, and tried deleting the two objects that failed originally. They deleted this time. However, the group chat again died after entering the sim, so went to cross back into the other sim, only to get this:

    http://home.comcast.net/~volfin/20120815183249320.jpeg

    I was able to TP out however.

    I"m still finding it's impossible to start group chat sessions or to particpate in group chat while in that sim only.

     

    Now that some time has passed, things seem normal. It may be this was related to this JIRA:  https://jira.secondlife.com/browse/SVC-8019  It's certainly the first time I've had any of these issues happen after a restart, and I've been doing this since LeTigre came to exist.

     

  8. I've been keeping a close eye on my LeTigre sim (Borgbeef) since Pathfinding came to it. And Whenever there's 3-4 avatars in the sim, I'm seeing *huge* spikes in Agent Time. By Huge I mean spikes into the 200-400 ms range (and recall, frame time is only 23 ms max).

    Of course this completely freezes the sim for a few seconds. I really can't figure out what causes it.  Also being LeTigre, there's some mysterious project running on it that LL won't discuss, so I don't know if that's the cause or if it's the Havok/Pathfinding.  I just know it never happened until after this wednesday's roll. The sim is lightly loaded with 18ms of free time, so there's just no real reason I can see for this to be happening.

  9. I've been keeping a close eye on my LeTigre sim since Pathfinding came to it. And Whenever there's 3-4 avatars in the sim, I'm seeing *huge* spikes in Agent Time. By Huge I mean spikes into the 200-400 ms range (and recall, frame time is only 23 ms max).

    Of course this completely freezes the sim for a few seconds. I really can't figure out what causes it.  Also being LeTigre, there's some mysterious project running on it that LL won't discuss, so I don't know if that's the cause or if it's the Havok/Pathfinding.  I just know it never happened until after this wednesday's roll.

  10. This was brought up in the SL Beta group awhile back:

     

    [2012/07/12 13:48]  Maestro Linden: Yep, that usually triggers when somebody supplies an impulse vector that would result in an unreasonably high angular velocity for the particular object (depends on mass, moment of inertia, etc).

    [2012/07/12 14:01]  Mæstro (maestro.linden): Regarding that message triggering unexpectedly... go ahead and file a Jira if you have a repro script and such

    [2012/07/12 14:01]  Ariu Kitteh (ariu.arai): /me hasn't found a reproduction yet.

    [2012/07/12 14:01]  Mæstro (maestro.linden): it looks like it just triggers if the vector magnitude is too large

     

    I don't see a JIRA was ever filed, so if you have a solid reproduction, please file a JIRA.


  11. Lydia Craig wrote:

    I just encountered an interesting discovery that needs to be addressed by someone in an Official capacity.  It seems it is not taking around five time the memory to run an avi that it took prior to the restarts. Does this mean LL is going to be upping the base requirments for or computers or will something be done to bring this more under control.  This though is solid proof that Pathfinding, contray to LL's previous statement is indeed using far more resources and that at least some of these are but passed off to our computers.   This raises some interesting questions about what else is going on with Pathfinding that LL is not telling us.

    The number you're looking at is how much memory allocated on the *server* not on your PC.  It has no effect on your computer, or the minimum  computer requirements of the viewer. The server has more to track, so naturally the server will use more memory.


  12. Ayesha Askham wrote:

    Oskar

    For the Love of Little Green Apples: DID LeTigre get Pathfinding today or not?

    Not for the first time I find that the server version that we (Sim 9123 Woods of Heaven RC LeTigre) see our viewers reporting has no release notes.

    I am trying to determine whether or not we now have Pathfinding together with Havok 7 physics on LeTigre, or not.

    Please, we need this information if we are to make rational judgements as to whether or not to disable Pathfinding on our sim.

    Yes it did..Already set up my region. ;p


  13. Pandorah Ashdene wrote:

    thank you for suggesting possible workarounds for the issue; the matter still stands that the era of one legacy prim = one landimpact is over;

    Nonsense. The new accounting only applies to Items using the new accounting. Legacy prims still do, and always will, count 1 prim no matter what they are.

    It's only when you bring mesh into the picture, or try to use Convex Hull to get around the prim counts, that a prim no longer = 1 prim.

  14. So I'm already seeing group notices like this:

    "Linden Labs are rolling out the dynamic pathfinding software on the grid today. For the moment, I see no use for that software, that may consume as much as 15% of the sim resources in an unoptimized sim. I will therefore, as Linden Labs install pathfinding, manually block the function in all the sims I am in charge of. The blocking will require an extra sim restart. So all sims will be restarted TWICE today."

     

    Is Pathfinding really going to be that laggy and take up 15% of the sim resources?  Or is this Chicken Little stuff?

  15. Don't let the trolls get to you is the best advice I can give you.

    Whether you say Lab or Labs doesn't change your argument. If that's the best someone can come up with in retort, they are only demonstrating they have nothing of real substance to say and no real counter argument.

    It's the same as when people harp on a misspelling. Most people seem to be able to understand things with a random misspelling included, so the fact they can not only points to some deficiency on their part.

    Or they are just being trolls. So don't feed them. :)


  16. BlackMagi Darkwatch wrote:

    Changing one of my prim build in RC Magnum Sandbox did indeed lower the land impact from 20 to 11 by simply changing the physics type to convex hull. What I find a little odd though is I tried the same on Le Tigre (Second Life RC LeTigre 12.07.24.262437) and there was no change to the LI however, I was able to link 2 new prims and change the physics shape to convex and that reduced the LI by one?  Not sure if a bug so thought it better to ask first.

    Thank you

    Black

    That's because the change to Land Impact is currently only in the Magnum channel. LeTigre still uses the old way as does all of the other channels. When pathfinding is pushed to the whole grid, then all sims will see the same LI.


  17. Ayesha Askham wrote:

    @Darien

    If you watched it, I have to assume that you saw what I did, in that LeTigre WAS scheduled to get PF in the original Release post, though it was subsequently changed to what took place. It was in error. The correction was made while I was asleep.  You ought to know by now that MY sim is also on LeTigre so I am also keenly aware of Release Posts.

     

     

    It's certainly possible. But if so, then it was changed befeore I looked, as I never saw that. The only tiime I've seen Pathfinding mentioned in reference to LeTigre is here:

    http://community.secondlife.com/t5/Second-Life-Server/Deploys-for-the-week-of-2012-06-25/td-p/1579335

    You can see the notice there in Red, where they changed their mind about putting Pathfinding on LeTigre and put AvTextures instead.

     I'm honestly puzzled why this is a Federal case. LL ninja edits all the time, anyone here more than a year should know that. Whatever it says *now* is what matters.  (at least from LL's perspective) *smirk*

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