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Hope Dreier

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Everything posted by Hope Dreier

  1. Some positive things happened under his mantle: big prims;more groups; some improvement in chat lag,; much improved border crossings. Some negative things happened: closed JIRA; Greatly degraded communication with the user community, no let me rephrase that, almost a complete lost of communication with the end user community;The sacking of Oskar Linden for ejecting a griefer from the region were a meeting was going on; CHUI; I could go on but I won't. I hope that the next CEO realizes that while the user community is cantankerous and cranky we have a lot of good ideas, and we really do understand the problems the exist in the platform. The most important thing, IMHO, is that there MUST be two way communication between the Lindens and the end users.
  2. Second Life 3.6.9 (282535) Oct 18 2013 04:31:50 (Second Life Release) Release Notes You are at xxxxxxxx in Caledon Tanglewood located at sim10005.agni.lindenlab.com ( SLURL: http://maps.secondlife.com/secondlife/Caledon%20Tanglewood/218/73/4001 (global coordinates 231,898.0, 262,729.0, 4,000.8) Second Life RC Magnum Issue occurs with the Current Version of Firestorm and the nightly 64bit version of Firestorm. There seems to be a problem with seeing mesh objects since the restart. Symptoms are as follow: (1) Mesh objects resident in the region don't appear visually, however if you know where they are you can touch them. (2)Mesh prims (hair in this case) when attached in the Mganum region are invisible, however if you TP do a non magnum region they appear. When you TP back to the Magnum region the hair is visible, however if removed and replaced you can no longer see it Also attempting to TP out of the region results in a disconnect and the region appears to not be connected to the adjacent regions to the south and east. you can enter (by moving) the region from the east, but attempting the region to the east leaves one floating and eventually disconnected. Update, region was restarted now on Second Life RC Magnum and the problems have disappeared.
  3. Innula Zenovka wrote: The problem is, though, that a lot of people -- rightly or wrongly -- have been using this to get avatars' uuids, as an alternative to databases like w-hat. If it's broken for good, then it's broken for good and we'll have to think of an alternative, but if -- as has happened several times in the past -- it's been broken by accident and LL don't mind fixing it to keep content running, that would be delightful. Either way it would be good to have a definitive answer. I don't want to start rescripting stuff if LL are going to fix the issue in the next day or so. But if it's been broken on purpose, it would have been nice to get a bit of notice. NOTICE? From LL? That they are going to break something? Or than something not obvious - such as logins- is broken? Seriously? What are you some kind of cockeyed optimist? LL provide useful LSL calls llAvatarName2uuid(string name)? Fat chance. Pardon my cynicism. EDIT: fix italic
  4. Ceka Cianci wrote: it sure beats the CEO before him.. I haven't really spent time on here since late spring maybe early summer.. but from what I remember before I left,..it was better than being under M's reign.. Anything is better than M. There is a joke about the Imperial German General Staff. There are four kinds of officers, Smart and Energetic, these must be drafted to the Staff; Smart and Lazy, these are our combat commanders the get things done at the least cost in material and men; Stupid and lazy, well we can always find places to put these people to work, under proper supervision of course; Stupid and energetic, these people must be found and removed from the officer corps forth-with. M clearly fell into the latter category.
  5. 16 wrote: in terms of fixing ancient bugs and completing half-made functions then i think he has done good. he promised us this when he first came he change the codey culture in the company. from do whatever you want that makes you the codey personally happy. to: fixit fixit fixit fixit fixit i think that upset a lot of codeys on the inworld side of things. not being able to work on whatever they liked. and now have to grind it fixing all the past stuff they half-made broken Surely you jest. You can count the number of longstanding bugs that have been fixed since Rodvik joined on the fingers of one hand. On the other hand they have added bunches of new shiny, some of it less than perfectly implemented, some f it pretty good, some of it excelent. I'm afraid that the old longstanding bugs not fixed more that outweigh the new shiny.
  6. Many years ago I worked in a Mail order & Retail (over the counter) hobby shop -model Aircraft, engines and Radio-controls. The company was owned by a medium sized regional toy store chain. Although the Profit margin was slightly lower on the hobby business the return rate was almost 0%, unlike the toy business were it was ~15%. Non the less the people who ran the toy part were constantly bitching about the hobbyists 'wasting' the sales-clerk's time. Clearly a case of management not understanding the customer. Now LL is being run by a fellow from EA Games (that is to say, the toy business), but the majority of people in second life are hobbyists. Much is explained.
  7. Seriously? This is going to make things better? Can you say "The Linden's have jumped the shark."? I knew you could.
  8. Things have changed greatly since this was first posted. On thing to note is that the bulk of the packets sent and received by your viewer are UDP/IP (no end to end tracking of packets at the OS level) not TCP/IP (end to end packet tracking and retransmission as needed). UDP packets if dropped are usually lost. Other changes Textures and Inventory are now sent via HTTP (which is a TCP/IP protocol) however this causes some issues with some network hardware (routers and cable modems) because of the very high TCP connection churn (connections created and deleted very rapidly). There are several issues about this on both the LL and TPV JIRA. Too high a bandwidth setting can cause very strange and difficult to diagnose problems. The recommended speeds are 500 for Wireless (especially if you have multiple devices talking to your Access point), 1000 for DSL connections and 1500 for hardwired to a cable modem.
  9. Check that you have hardware skinning , (and avatar cloth) turned on.
  10. At Andrew's OH today: [12:15:36] Simon Linden: Tomorrow Magnum will be updated with a bug fix for that group notice problem... So yes SVC-7845 did get addressed.
  11. It's still a PITA, even at 20 seconds per item (one needs to be careful after all)
  12. Clear as a bell. Thank you very much.
  13. They have stated the the release will be only for DD. What they are asking is do you see any other usage that will make things easier. Give them a break, we won.
  14. Don't expect to hear from them early on. They need to digest these reponses. Edit: fixed typo
  15. Test (pre-Beta) versions of the next release of Firestorm have this feature. Toysoldier Thor wrote: So I got a bit lost from a onslaught of feedback and comments on this thread. This new proposed ALL-IN-ONE Reveive folder is only available to LL Viewer V3? Again, as I said in my last posting, I have been on Aditi this weekend a few times to work on Mesh experiments and when I looked at my folder structure, I did not see this Reveive Folder. I suspect this feature is only for LL V3 viewers? Regardless if LL ignores us and continues to release this All-in-one or the MP Shopping Bag folder for DD, shouldnt this folder be visible for ALL VIEWERS regardless of the version or if its LL or TPV?
  16. CommerceTeam Linden wrote: Hello everyone, We really appreciate the feedback you are sending in, and are reviewing this thread closely. We understand that the feedback you provide to us during this Beta phase is critical in the decisions we make moving forward with this product. It will take us some time to review all the feedback, however we will address these concerns. Keep an eye out for that coming next week. Please keep the constructive feedback coming! The Commerce Team I am concerned that you are stating that you are moving forward with this project. This in spite of the rather resounding dislike for the feature as implemented. I am rather afraid that you (the collective you) are not going to listen to the many issues raised, but wull instead just go ahead and implement this the way you wish it to be implemented and the user community can just lump it. I will state the primary objections. the RI is going to be an almost unmanagable sink for user assets, it is going to produce an enormous amount of support requests to support teams.
  17. I would bet dollars to doughnuts that LL doesn't run Samba on it's Linux based servers. My network indeed ROFL.
  18. Actually what concerns me is the Mesh has a variable Prim Equivalence value that is not intuitive, for example it was reported to me that a 25 prim build linked to a 2 PE Mesh suddenly became a 250 PE object. There are also still unknowns or at least uncertainties about what happens when changes in PE suddenly over flow region/parcel prim count limits. All that having been said, progress is our most important product.
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