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Posts posted by Whirly Fizzle
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Does your Mini Mac have an Intel HD card?
The rainbow flashing user interface textures is a known issue on certain driver versions on Intel HD cards - see VWR-29600
Despite the issue title this is not just a Win 8 issue.
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Celena, do you have Apple's iCloud with the PhotoStream component installed on your computer?
This is known to cause crashes when you try to access the file picker - usually you will be able to upload/save once or twice per session but then you will freeze on next attempt.
Microsoft Skydrive will also cause this issue.
If you have Skydrive installed, either uninstall it, or see the workaround here
If you have iCloud/PhotoStream installed, either uninstall it or see the workaround here
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Are you on Mac Leopard?
If so, see VWR-28833
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It was back in February :matte-motes-confused:
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Further information about the asset avatar can be found on these JIRA issues:
VWR-28834 Avatar icon appearing at the minimap while upload preview is open
VWR-28841 Blocking Asset Avatar prevents future uploads
As far as I can remember, only the uploader will actually see the asset avatar also
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Hello Maia,
I think this may be the "asset avatar" that you are seeing. Are you by any chance uploading an asset when you see this cloud avatar appear?
It looks from your image that you are near the corner of the region also.
Whenever you upload an asset into SL, for example a texture, sound, animation, (basically any upload apart from bulk, which doesnt have a preview function), the "asset avatar" will appear at roughly 0,0,0 on the region to "bring your asset inworld".
Its profile will always show as (???) (???) and each upload should, I think, show a different key for the asset avatar. Im puzzled that the key is always only 1 digit different to yours though, thats quite a coincidence, and when this (???) (???) avatar appears, does it always have this same key?
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Hai Oskar,
The server release note wiki pages for
all state under the "How To File Bugs" section to Choose "Affects Version/s" that matches the server version from "Help->About Second Life..."
There is no section for server version now on the new BUG project create issue page , it only lists SL Simulator and a list of components
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See SVC-8099 for the traffic bug
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Heya Oskar,
The Magnum sandboxes dont appear to have the new fly height enabled (Magnum sandbox 1-4).
Magnum Sandbox 3 is also poorly. Its throwing everyone who TP's in to 0,0,35 & we are unable to move to another location in the region at all.
Tested at 1.19am SLT 19/04/2012
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Maddy Gynoid wrote:
- The avatar starts flickering above 4096 meters (visible/invisible) as long he's moving. Without moving, I've seen no issues.
- The viewer menue bar shows always a height of 4096 meters while moving at any position between 4096 and 5067 meters. After stopping movement, the height indication switch to the correct value. (with official Viewer 3.3.0 )
This is a Viewer 3 issue, see VWR-28713
V3 has a clamping set at 4096m which can cause some weird effects when trying to fly higher.
V1 based viewers dont have this clamping.
Firestorm has this clamping removed (FSRemoveFlyHeightLimit in debug)
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Phoenix/Firestorm Support has also been getting a lot of reports of the same.
Please see https://jira.secondlife.com/browse/SVC-7540
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Hi Virgminie,
This is a server bug.
Please see https://jira.secondlife.com/browse/VWR-25276
Only LL can fix this for you by doing an inventory repair.
If you are a premium member, you will see an inventory section when you go to file a support ticket. If you are a basic member, LL dont officially support inventory repairs now but if your ticket gets closed because you are a basic member, you can ask for it to be reopened & escalated.
Good luck! -
Hi Maxine,
Looks like you have this issue here https://jira.secondlife.com/browse/VWR-26759 (this isnt Mac specific) & you will most likely have the same on any Mesh enabled viewer or any viewer on the 2.6 codebase or higher.
The workaround for now is to change over to using Google Public DNS, instructions here http://code.google.com/speed/public-dns/.
See here also for some nicely written instructions http://queenkellee.wordpress.com/2011/08/26/something-to-try/
Please note that if you are in Austrailia or certain parts of Asia, Google DNS wont work for you in this case & you will need to try another Open DNS service.
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Hi Mslabelle,
I left you a reply over on the Phoenix JIRA.
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Please see here http://wiki.phoenixviewer.com/doku.php?id=new_user_names for how to login with Phoenix Viewer when you have the new single username.
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On Firestorm Beta, on the login screen, go to Viewer -> Preferences -> Graphics -> Hardware options -> Untick Open GL Vertex Buffer objects
This will allow you to login with Firestorm on Lion ( same workaround as for Viewer 2)
See http://wiki.phoenixviewer.com/doku.php?id=mac_os_x_10.7_lion_problems for full details
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Best post EVAH! :smileyvery-happy:
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For Phoenix & Firestorm users: Please keep an eye on http://wiki.phoenixviewer.com/doku.php?id=mac_os_x_10.7_lion_problems
This page will be kept up to date with all known Lion issues & workarounds as they come to light.
So far, the issues & workarounds for Firestorm appear to be the same as for the lastest Viewer 2 release ( Firestorm is based on V2.5 codebase)
LL JIRA links:
https://jira.secondlife.com/browse/SH-2032
https://jira.secondlife.com/browse/SH-2034
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Gah!
Maybe try with another viewer?
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Did you try relogging into another region?
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Try saving the NC on another sim.
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Does it help if you go to Control Panel -> Display -> Settings and set the screen to 32-bit color ?
Stop lag and permanently stop udates?
in Second Life Viewer
Posted
1: Firestorm also had this problem but it was fixed. There were a few bugs causing performance hits when editing.
To see whats causing your issue on Viewer 3, have a look at your Fast timers when editing to see what is taking up all the time.
2: No you can't unfortunately. They made it impossible to totally disable that :smileyfrustrated:
EDIT: Forgot to say, the new Firestorm 4.3.1 release has full mesh upload capability and should behave the same as Viewer 3 in that respect. This was the first release using Havok for mesh uploads and full Pathfinding capabilities.