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MB Robonaught

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Everything posted by MB Robonaught

  1. A pose ball script error is one of the issues I reported above. One thing to note is it seems to be owner and object specific as duplicates owned by others function fine.
  2. Hi Oskar, I've noticed over the last month an increase in the number of scripts that become corrupted and unusable. Various people have come to me with script issues in an object yet someone else that has an identical object has none. One noted symptom is the scripts cannot be recompiled as the viewer (non viewer specific)compile feature does not see any scripts in the object. Also it's not dependent on if the person is from the Main server or an RC channel. Replacing the code in the script and saving doesn't fix the issue either. At first the cure was to remove the script and replacing it with a fresh one from inventory however I'm starting to see where that no longer helps in some cases. Please note that these scripts have functioned fine for a long time, sometimes years, with no issues. As this is account specific filing a JIRA would result in the problem not being able to be duplicated by LL. I've ran into this before in other non-second life programs I've wrote where a database had started to degrade and in time became totally corrupted. Could this be happening here? Any pointers on how I can assist my customers would be extremely helpful. Please let me know if you need more information and I'll try my best to supply it. Thanks! MB
  3. The renter was using a forced pos ball set up that did work fine on the mainland but did not function on either of the two magnum sims we tested on.
  4. Hi Oskar I've had reports from renters that RLV no longer works on the Mystic Meadows sim(magnum). I had them test on my sim and confirmed RLV doesn't work on my magnum sim either. However the objects work fine on the Main. I have no idea how RLV functions so I can't fill an accurate JIRA on the issue but wanted LL to be aware of the problem. Thanks
  5. Hi Oskar, Just out of curiosity why are the Magnum servers getting a second restart today? Mine restarted this morning(Wed) and have had no reports of anything being out of order in fact it's been running pretty good Thanks Rolling Restarts for Magnum RC Channel http://status.secondlifegrid.net/2012/10/17/post1796/ [Posted 2:40pm PDT, 17 October 2012] We will be performing rolling restarts for regions on the Magnum RC server channel. They will begin tonight (Wednesday, October 17th) at approximately 5:00PM PDT. Please refrain from rezzing no copy objects, making inworld L$ transactions and remember to save all builds.
  6. Hi Oskar, My Magnum sim appears to be running very well so far
  7. Hi Oskar, Just a suggestion .... what about creating a wiki page that explains how these procedures work to help alleviate confusion that any of the deployments and/or roll backs aren't instantaneous or a matter of just hitting a button?
  8. Hi Oskar I was wondering if you could elaborate on the "Back end infrastructural changes" listed in the release information for Magnum server. I realize it also says "No intentional change to behaviour" and I'm curious in case we spot something non intentional. Thanks
  9. We've ran into the same issue and discovered that when someone hits refresh objects list under land options it triggers the auto return sending any non set to group object back to the owner.
  10. One thing that would be a great way to start would be when someone has just spent 30 hours as a volunteer testing and gathering information they not be treated as a dumbass during the Linden Lab meetings. And the way my friend and I were just blown off with such timeless quotes as "This is not the place to bring that up"(findings of pathfinder glitches at the path finder meeting" and the ever popular flat out "I don't believe you" was what I would call rude. And yes the proper JIRA's were already filled out but that's not the point. Point is I have two reasons to help attempt to make things better in SL. One I love playing SL and second I make my living from my business in SL. I've been programming the better part of 26 years for everything from manufacturing robots to automotive ECIV systems to autonomous robots so I think even if my information is not used a little thanks for the effort goes a long way further then the above quotes.
  11. Check out PATHBUG-180 it covers this problem I think
  12. Hi Oskar, While many of the problems with vehicles used on Pathfinder have been addressed to help with older created cars, there remains a few issues that need serious attention for newer Mesh cars. As per SVC-8048 I have discovered that if a builder uses at least 4 contact points with linden ground where all 4 are set to Convex hull the car will not sink. A single prim does not appear to have the buoyancy to ride above the edge of the land no matter what the size of the prim. For those that run race tracks, we've found that volume detect is handled in a much different way. When a collision occurs between a physical vehicle and a prim that uses llVomumeDetect prim, size matters. For example if a prim that measures 0.5m x 1.0m x 10.0m is used it will randomly trigger a collision event (PATHBUG-156) making the car suddenly jump or veer off to one side. A fix for this for now is to make the prims as small as possible, such as using a 0.05m x 0.05m x 10.0m prim size instead of the above. Another option is to drive over instead of through the prim. I've spent most of the last month testing and creating fixes instead of building new projects. Although I think that pathfinder is a great idea I have to ask why was it rolled out to the main with 12 major bugs still unsolved? What do we, as builder, tell our irate customers that have spent their money on products they can no longer use and blame us for the problem? My last question is that LL feels that it is only a small percentage of cars are affected, what constitutes a small percentage? I have myself sold almost 10,000 cars over the last 4 years and I'm considered small time. I really feel for those that have purchased no mod cars that are totally useless and won't be upgraded.
  13. Hi, We ran extensive tests of region crossings using mesh cars between the Pathfinder sandbox regions. If the crossing didn't crash you it would rubber band you to the far side in the region and back. Non-mesh cars fared a little bit better this only happening about 50% of the time. Simulator stats appear normal at the time with an avatar population of 2 to 3.
  14. I ran sim crossing tests at the pathfinder sandboxes on both mesh cars and non mesh cars. 50% of the crossing with non mesh cars(50 crossings total) were flawless while the rest of the crossings would rubber band you across the region and back. This appeared worse the more time the cars would cross without rerezzing. Every crossing(again 50 crossings) with a car either fully mesh or partial resulted in as region wide rubber band effect. Pehaps more tests are needed?
  15. Hi Darien, I'd be happy to do that. To fix cars hanging at low speed use the following steps: 1.If not already move the cars root approximately .5m up from the ground 2.(for high prim no attachment cars)Set the root to prim for physics type, set the wheels to convex hull(a mesh wheel using a spherical physics shape is preferred)and set everything else to none. I'm still working on why the return to last position feature fails for some cars and not other and will pass that information along as I find it. I suggest following the JIRA's for any issue as that is where the real work goes on. In this case it's SVC-8048
  16. Hi, please note that LL spent about an hour on my sim and totally tested everything under the sun in order to trace the cause of this issue. We had excellent communication while the sim was being tested. Now they'll need to go through thousands of lines of code to find those lines that match the information they acquired today. If one has ever seen a large programming code one will see what a daunting task it will be. Trust me they are taking this seriously.
  17. May I send you a car and you can try to drive it?
  18. Hello, After extensive testing I've traced the issue of the race cars not move to one I believe you already know about. " Fast vehicles can snag on the terrain (which now collides as a mesh shape instead of a heightfield)" The cars are attempting to move but appear to snag on the ground as in the above. Setting a higher power curve will get the cars moving, however that defeats the need for low speeds when lining up the cars at the start line. These cars are mostly to all mesh and use a root physics shape type set to prim and the children set to none. Can you pass me the SVC # of the above issue so I can look it up and not file a duplicate please? Also can you give me a rough idea on the status of it's fix, work around/changes and time frame to be repaired? Sim crossings re now possible though you still get tossed around a lot between the two KK magnum sims. I also noted another fact of mega prims turn more phantom the closer to the linden land(30m and lower) they get. If they touch they become 100% phantom.
  19. We duplicated the issue for sim crossings using the kart 1.0. We could not test for the first gear issue of not moving as the kart isn't scripted like a race car is. In my cars I do have multiple scripts however only two are ever running at a time. But if the kart is crashing me offline it shouldn't be script related anyway. In filling out the SVC should I file one for each issue or all together in one? If you get time to try it at Kustom Klassics you will see right away on the sim crossing issue and I'll gladly supply a race car to check the other while I gather all the information for the SVC. thanks
  20. The two sims are connected magnum servers running the path finder code and are named Kustom Klassics HQ and Kustom Klassics. I'm filling out a JIRA asap. until then I have this information:You are at 135,448.0, 240,851.0, 21.3 in Kustom Klassics HQ located at sim5297.agni.lindenlab.com (216.82.23.60:13001) Second Life RC Magnum 12.07.06.261281 Any other information you need please let me know because I'm no expert at this thanks
  21. Hi Oskar Sorry to say the new server code has some major bugs still. Cars will only move when in high gear and it's like driving in mud. We found a work around by standing and re-sitting but that's a royal pain and doesn't always work. Also when crossing between two magnum sims on the first crossing will toss you around the sim and on the return pass it will crash you every time. When you return, after about 5 minutes, your car will appear and you will be frozen as the car regains your controls without you in it.... you can drive the car remotely. Some cars sink into both prim roads and linden ground and become stuck. Walking across the border seems ok but driving is impossible hope this can be repaired so I don't have to cancel my events
  22. How does one report a problem listing in the market place flag page if the option boxes are grayed out and there is no submit button? There is a tool that causes people to crash for sale on the market place and I wish to report it. I'm tired of my guest and I crashing from it.
  23. That's my point. Lydia's issue is a viewer issue. However I do agree with Lydia that something in the server code has triggered the viewer bug as it started after a server upgrades. Akin to storing gas is easy and safe until you introduce a trigger(spark) then you find out the bad results(exposed bugs that where hidden before) It doesn't mean the server code is bad just that it pointed out a hidden problem in the viewer.
  24. I have had to reboot my computer in order to be able to log in after a memory crash or sometimes, but not always , after I end the processes of the up to 10 slpugins that remain running after the viewer closes. Yes I know slpugin does not in itself have anything to do with logging in but it is part of the overall login process,
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