Simulator User Group/Transcripts/2012.11.09
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List of Speakers
Andrew Linden | Ardy Lay | Baker Linden |
Chieron Tenk | hedeoliver Resident | Inara Breen |
Jonathan Yap | Kennylex Luckless | MartinRJ Fayray |
Motor Loon | Nalates Urriah | Rex Cronon |
SonicAnd Miles | Sonya Haight | TankMaster Finesmith |
Theresa Tennyson | Tiberious Neruda | Vincent Nacon |
Yuzuru Jewell |
Transcript
[16:02] Ardy Lay: Hello
[16:02] Baker Linden: YAY ANDREW
[16:02] Motor Loon: ey Andrew
[16:02] Tiberious Neruda: nope. Andrew's shown up
[16:02] Sonya Haight: hmm they are playing hookie for the last meeting?
[16:02] Sonya Haight: ah nm
[16:02] Rex Cronon: hello everybody
[16:02] Andrew Linden: Hello
[16:02] MartinRJ Fayray: Hello Andrew
[16:02] Baker Linden: Simon is on vacation for a few days
[16:02] Baker Linden: I'm not sure where kelly is
[16:02] hedeoliver: ol
[16:02] hedeoliver Resident: "hello",[["","Hello"],["interjection","hello","hi","hoy"]]
[16:03] Ardy Lay: This is the only remaining meeting that doesn't conflict with my work schedule.
[16:03] Andrew Linden: Yeah, Simon is out today, so it looks like it is just Baker and me.
[16:03] Ardy Lay: In the past there were more.
[16:03] Tiberious Neruda: and I've brought up sensible objection to location of the Thursday meeting
[16:04] Baker Linden: so I don't have much news today. Actually, I don't have any news today. Just working on moving some more rezzing code to background threads to hopefully speed up rezzing of objects
[16:04] Tiberious Neruda: may find that attendance doesn't improve much
[16:04] Andrew Linden: Yeah well that brings me to the main announcement today... we're planning on closing this Friday meeting.
[16:04] Ardy Lay: I live in USA so I am working when the rest of the meettings are held and cannot attend them.
[16:04] Vincent Nacon: hmm strange
[16:04] Andrew Linden: So this is going to be the last Friday Simulator User Group.
[16:05] Nalates Urriah: bummer...
[16:05] Rex Cronon: from now on only tuesday?
[16:05] Vincent Nacon: but Tuesday still stand?
[16:05] Tiberious Neruda: already been told that. Saying it's being merged in with the Thursday one over on beta
[16:05] Vincent Nacon: ah ok
[16:05] Motor Loon: Any official reason, or are we just to make up our own gossip?
[16:05] Vincent Nacon: come on Motor.... it's fun to make gossip anyway
[16:05] Sonya Haight: we are very good at it
[16:05] Andrew Linden: Tuesday's Simulator User group will remain
[16:06] Vincent Nacon: alrighty then
[16:06] MartinRJ Fayray: What is the focus of the new merged thursday meeting? Only things related to server beta?
[16:06] Andrew Linden: and some of the usual Linden attendees of this Friday meeting will probably be attending the Thursday afternoon meeting on the beta grid semi-regularly.
[16:06] Andrew Linden: Basically, the idea is to combine some of the topics of this meeting with Thursdays.
[16:07] Motor Loon: well, thats something atleast
[16:07] Tiberious Neruda: ....I've just said that I doubt the Thursday meeting's attendance will improve
[16:07] MartinRJ Fayray: That's a good thing. Yes
[16:07] Andrew Linden: The impetus for these changes are a combination of things...
[16:07] Tiberious Neruda: 'cause of the hassle with switching grids for just that hour
[16:08] Tiberious Neruda: curious to know if there's a reason it needs to be on beta grid
[16:08] Andrew Linden: (1) Sticking around late on Fridays when we'd rather leave early, or take the day off for a long vacation has been a slight burden over the years. Not a big one but it has certainly crossed our minds.
[16:09] Tiberious Neruda: logical
[16:09] Andrew Linden: (2) Oskar's departure left a little bit of vacuum on Thursday afternoons.
[16:09] Vincent Nacon: yeah doesn't seem reasonable to have two a week when you should have once a month anyway!
[16:09] Motor Loon: certainly a mild way of putting it
[16:09] Andrew Linden: So, the question was raised: close Thursday? or maybe close Friday instead?
[16:10] Andrew Linden: Also, the usefulness of two Simulator User Groups per week was brought up over the years.
[16:10] Andrew Linden: We always defended the two meetings because we think they are valuable.
[16:10] Tiberious Neruda: ...dumb question: couldn't the time be kept but the location moved to here?
[16:10] Ardy Lay: You said it was so people in different timezones could attend.
[16:10] Andrew Linden: Originally these meetings were created for the Havok4 physics engine upgrade
[16:11] MartinRJ Fayray: Since kelly's was closed too, this is the only UG where we can ask about lsl related topics
[16:11] Nalates Urriah: Getting the latest on the decision of which RC was likely to roll was nice.
[16:11] Andrew Linden: and I wanted to make myself available to concerned residents
[16:11] SonicAnd Miles: Good Times... Havok4 -hehe
[16:11] Andrew Linden: and I didn't want to have a single time that might be timezone unfriendly to half of our community
[16:12] Kennylex Luckless: There is to few Lindens in the "Linden" vilage, move all meetings here.
[16:12] Andrew Linden: I think I opened Fridays first and then decided on Tuesdays for the European crowd.
[16:12] Tiberious Neruda: ...I remember Havok1, when you could make a prim that shot off when it hit something
[16:12] Andrew Linden: Yeah, those were some very crashy days Tiberious.
[16:12] Tiberious Neruda nods
[16:12] Tiberious Neruda: to this day, -never- mention the pokemon Mew around Luskwood...
[16:13] Andrew Linden: Anyway, that's the history of why this meeting was created.
[16:13] SonicAnd Miles: I remember seeing some people in the news from sl
[16:13] Andrew Linden: Originally it was "Andrew's Office Hours" and we had lots of office hours open.
[16:13] Vincent Nacon: fewer meeting, more work!
[16:13] MartinRJ Fayray: Will there be a chance to catch someone for lsl related issues?
[16:13] MartinRJ Fayray: With the new calendar
[16:13] Vincent Nacon: wasn't that Kelly's meeting?
[16:14] Sonya Haight: yeah those were good times, plenty of communication when they were called office hours and the wiki had a full list of times and dates
[16:14] Kennylex Luckless: Yes it was
[16:14] Vincent Nacon: or was he fired too?
[16:14] Andrew Linden: MartinRJ, I think the Simulator User Group is the best forum for bringing up LSL issues.
[16:14] Tiberious Neruda: it -would- be Nyx's... but that's become mesh
[16:14] Nalates Urriah: Kelly folded his meeting into this one.
[16:14] Vincent Nacon: ah ok
[16:14] Andrew Linden: Kelly is still around, but I think they closed the Script User Group for low attendance, and he wasn't actually working on the script engine much at that time.
[16:14] Vincent Nacon: merge merge Merge!
[16:15] Andrew Linden: So, Tuesdays and Thursday afternoons on the beta grid will now be the main places to bring up LSL issues.
[16:15] Vincent Nacon: sounds good
[16:15] Andrew Linden: If Kelly isn't around we can relay questions to him later if we don't know the answers.
[16:15] Tiberious Neruda: Tuesday here?
[16:15] MartinRJ Fayray: Thanks
[16:15] Andrew Linden: Yeah, Tuesdays will remain here.
[16:15] Tiberious Neruda: or are both on beta
[16:16] Andrew Linden: Dunno how the transcript publications will work out. I'll have to coordinate with Maestro.
[16:16] Theresa Tennyson: It does make sense to have server development people at the server beta meeting, too.
[16:16] Andrew Linden: Tuesday will be here on agni.
[16:16] Tiberious Neruda: my question: What's the reasoning behind having the meeting on beta grid?
[16:16] MartinRJ Fayray: Maestro seems to have immense knowledge about lsl. So I am totally fine with that:-)
[16:16] Andrew Linden: Thursday afternoon (15:00 SLT) will remain on beta.
[16:16] Ardy Lay: Good bye then. That puts the meetings out of my reach.
[16:16] Andrew Linden: The main focus of the Thursday meeting will remain the beta grid and up and coming changes.
[16:16] SonicAnd Miles: testing stuff tiberious
[16:17] Motor Loon: The last 20 betagrid meeting I've been at could just aswell have been held on maingrid...
[16:17] Andrew Linden: But I believe Simon will be trying to attend the Thursday meetings too.
[16:17] Andrew Linden: I'll try to attend, and maybe some of the other LL devs.
[16:18] TankMaster Finesmith: there was a good turnout of lindens yesterday
[16:18] Nalates Urriah: Maestro said he was going to try and get more of the server dev's at the meeting.
[16:18] Andrew Linden: Yeah, I attended yesterday but then got interrupted in RL and had to walk AFK.
[16:19] Andrew Linden: Other news... my interestlist work...
[16:19] Vincent Nacon: interestist?
[16:19] Andrew Linden: I solved the main performance issue that I've been struggling with for the last week...
[16:19] Andrew Linden: yeah, I've been working on cleaning up and fixing the interestlist
[16:19] Andrew Linden: which is what we call the code on the server that figures out what is in view and sends the various updates to the viewer
[16:20] Sonya Haight: can you fix it again and tell it to put one of my sims back on the world map?
[16:20] Andrew Linden: In the Develop menu you can enable some particles that will show you where the interestlist updates are coming in...
[16:21] Andrew Linden: Develop Menu --> Show Info Sub Menu --> Show Updates to Objects Option
[16:21] Vincent Nacon: ah
[16:21] Andrew Linden: If you enable that you'll see some blue, red, and green particles that show up spatially where the ObjectUpdates are arriving.
[16:22] Andrew Linden: Red means "full" update: when an object first arrives, or when some misc property changes.
[16:22] Motor Loon: hm not much... I'd have thought alot more data would be comming all the time
[16:22] Andrew Linden: Blue means "terse" update: change in object position/rotation/velocity, or a change in face color.
[16:23] Motor Loon: so how come Tank is updating all the time, and I'm not?
[16:23] Andrew Linden: Green means the object is no longer in the interstlist, which means it was deleted, or it was just dropped from the list (culled)
[16:23] Sonya Haight: more hair probably
[16:23] TankMaster Finesmith: o0
[16:23] Vincent Nacon: because Tank is awwesome! :P
[16:23] Theresa Tennyson: Tank's more interesting *giggle*
[16:23] TankMaster Finesmith: ^
[16:23] Motor Loon: you're so laggy tank...
[16:23] TankMaster Finesmith: thx!
[16:23] Motor Loon sticks tongue out
[16:23] Andrew Linden: The constant updates mean that he's got some script that is constantly changing some visible parameter
[16:24] Andrew Linden: such as floating text, scale, or some other property
[16:24] TankMaster Finesmith: no...
[16:24] TankMaster Finesmith: just a AO
[16:24] Motor Loon: I dont see anything on him moving so... wasted info?
[16:24] Rex Cronon: so if your script changes texture that forces updates of object that is in?
[16:24] TankMaster Finesmith: ive got some scritps I can't get rid of that only change the color of the object via the hud
[16:25] Nalates Urriah: Does the FS Bridge generate and update?
[16:25] Andrew Linden: Yes, changes of texture, texture parameters, color, etc
[16:25] Andrew Linden: will cause updates
[16:25] Sonya Haight: its red too, he needs ritalin
[16:25] Andrew Linden: The blue updates are relatively cheap.
[16:25] TankMaster Finesmith: no, bridge is created at login
[16:25] Andrew Linden: Red updates are more expensive.
[16:25] TankMaster Finesmith: and if it were, ithers herew ould be updating the same
[16:25] Tiberious Neruda: hmmm
[16:25] Theresa Tennyson: Tank and Jen are updating constantly.
[16:25] TankMaster Finesmith: others here would*
[16:25] Tiberious Neruda: how bad is that?
[16:26] Motor Loon: flexiprims would cause it right?
[16:26] Motor Loon: I mean wouldnt
[16:26] Andrew Linden: Anyway, my work on the interestlist is an effort to improve the code that figures out what updates to send, when to send them, and how to sort them.
[16:26] Tiberious Neruda: as far as updates
[16:26] Ardy Lay: We still get updates about blocked avatars
[16:26] Andrew Linden: It isn't a major overhaul, so the gains I'm expecting might not be very big
[16:26] Andrew Linden: but it looks like I've got some gains
[16:27] Andrew Linden: perhaps next Thursday we can do a pile-on or a demonstration of the new interestlist code.
[16:27] Motor Loon: and the problem of e.g. die-packets not getting to the viewer with reliability?
[16:27] Andrew Linden: Motor, lost packets is a problem for the interestlist
[16:27] Motor Loon: yeah, so that should improve a bit too?
[16:28] Andrew Linden: one of the things I'm going to do next is to try to make the green packets (KillObject) sent reliably.
[16:28] Motor Loon: ok
[16:28] Andrew Linden: Which should reduce or eliminate some of the "ghost objects" that vanish when you select them
[16:28] Motor Loon: yeah, I hate those
[16:28] Sonya Haight: are we supposed to be seeing green anywehre?
[16:28] Andrew Linden: you know, those objects that were deleted a while ago but for which their corresponding KillObject packet was lost.
[16:28] Vincent Nacon: yes... grass are green
[16:29] Sonya Haight thumps Vincent
[16:29] Vincent Nacon: :)
[16:29] Andrew Linden: Sonya, not green particles except for when an object is deleted, or falls out of view.
[16:29] Sonya Haight: ahh ok, can you delete Motor real quick so I can see?
[16:29] Tiberious Neruda: o.o
[16:29] Motor Loon: nooo
[16:29] TankMaster Finesmith: huimm , still updating like made with the fs bridge detached
[16:29] Rex Cronon: there seems to be an algorithm that can generate lost packets...
[16:29] Ardy Lay: Why are there so many object update particles rising from 0,0?
[16:29] Andrew Linden: So if you're flying away from a pile of objects looking back, you should eventually see some green particles show up when they go out of view.
[16:29] Sonya Haight: what version fs Tank?
[16:29] TankMaster Finesmith: 4.3.0
[16:30] Andrew Linden: Ardy, those <0,0,0> particle updates are actually on attachments
[16:30] Andrew Linden: the viewer does not properly transform those particles to the proper world location
[16:30] Sonya Haight: mine is much older and I have the bridge attached
[16:30] Andrew Linden: it is a viewer bug
[16:30] Andrew Linden: well, the particle updates are a viewer debug feature
[16:30] Ardy Lay: debug-bug
[16:30] Ardy Lay: Fun
[16:30] Andrew Linden: yeah buggy debug option
[16:30] Meeter: Timecheck : User Group is half over
[16:31] Kennylex Luckless: Btw, is there any way to block this kind of "Mega Marquee", even you block a person you can see them.
[16:31] Andrew Linden: What is a "Mega Marquee"?
[16:32] Kennylex Luckless: It is a wery anoying thing you can see several sim away
[16:32] Vincent Nacon: the hover text that Delustionalist had?
[16:32] delusionalist: more importantly, there are people hacking voice so that we cant mute them when they blast music and scream and stuff
[16:32] Kennylex Luckless: The fireman had one
[16:33] delusionalist: it's the same as any titler in SL
[16:33] Kennylex Luckless: Yes, hovering text on a mega prim a user where, efect is that you see it on a veru long distance
[16:33] MartinRJ Fayray: That's all viewerside
[16:33] Vincent Nacon: sounds like using mega prim to get the hover text appear from long distance I believe
[16:33] Motor Loon: its because you had the debug function active Kenny... often after use of those, hovertexts no longer go away with distance
[16:33] Andrew Linden: I still don't understand what it is. A very big object with hover text?
[16:33] Andrew Linden: I thought the viewer actually attenuates hover text based on distance
[16:34] delusionalist: no it's not a mega prim
[16:34] Vincent Nacon: Andrew, the distance on how Hover text appear is based on the size of the prim
[16:34] Andrew Linden: Oh hrm...
[16:34] Vincent Nacon: but
[16:34] Rex Cronon: so because the objejct is mega that forces the text above to show even if is very far away?
[16:34] Andrew Linden: yeah that would be a viewer-side problem
[16:34] Vincent Nacon: the mega prim can be trimmed down with profile cut and dimple and hidden in alpha
[16:34] Kennylex Luckless: Go to hubs in Zindra, they do advertise them there.
[16:34] Nalates Urriah: Hover text is messed up in the Development viewer. You can get hover text from regions 100+ meters away.
[16:34] Vincent Nacon: while maintaining the scale of mega
[16:34] Andrew Linden: Hrm...
[16:35] delusionalist: it's no mega prim tho it's fairly small
[16:35] Andrew Linden: the viewer could just not allow (or not send) hover text on objects of a certain size
[16:35] Chieron Tenk: some upper limit on hvertext visibility distance would be meaningful then
[16:35] Andrew Linden: does it even make sense for regular useful content to have hover text work on mega?
[16:35] Vincent Nacon: nope
[16:35] Andrew Linden: ... probably someone is using that as a feature
[16:36] Andrew Linden: if I nerfed it I'd probably get someone complaining
[16:36] Vincent Nacon: hmm...
[16:36] Andrew Linden: er... I'd probably get some non-griefer complaining
[16:36] Rex Cronon: maybe the user can choose whether or not hover text works on mega at a specific distance?
[16:36] Vincent Nacon: I think majority would be happy that if you nerf it
[16:36] Andrew Linden: about how their marquee in their private island suddenly stopped working
[16:36] Kennylex Luckless: There it is
[16:36] Rex Cronon: let user choose to use it or not
[16:36] MartinRJ Fayray: Hehe
[16:36] Vincent Nacon: and yeah, you are using mega prim for it
[16:37] Motor Loon: actually the viewer should just not render hovertexts attached to a blocked avatar...
[16:37] Kennylex Luckless: Ctrl-alt-t to see the invisible prim
[16:37] Vincent Nacon: I can see it in alpha mode
[16:37] delusionalist: it's only a bit longer than the floor where standing on
[16:37] delusionalist: thats not mega
[16:37] Motor Loon: well, its certainly big
[16:37] Tiberious Neruda: and it -does- poof aftr a little bit
[16:37] TankMaster Finesmith pulls out his 65535x65535 prim
[16:37] Andrew Linden: Oh, is it the blinking "Vote" on the fireman?
[16:38] delusionalist: yea
[16:38] Vincent Nacon: yup
[16:38] Tiberious Neruda: but it is a bit on the obnoxious side
[16:38] Andrew Linden: Ok that looks pretty annoying. That is done via llSetText()?
[16:38] Vincent Nacon: it's using Block character to make that message
[16:38] Motor Loon: FIrestorm derender seems to fix it
[16:38] delusionalist: aren't most titlers obnoxious?
[16:38] Vincent Nacon: yes
[16:38] Vincent Nacon: and outdated
[16:38] Kennylex Luckless: Even you mute folks have those they are visible
[16:38] Tiberious Neruda: ...point well made
[16:38] delusionalist: so you wanna ban all titlers?
[16:38] Andrew Linden: We should try to fix that viewer side first.
[16:38] Ardy Lay: We still get updates about blocked avatars
[16:38] Motor Loon pats Tank's head for derender
[16:39] Tiberious Neruda: ...discourage their use, at least
[16:39] Chieron Tenk: no, but lower obnoxiousness?
[16:39] Vincent Nacon: not bad, just give it nice limitation
[16:39] Andrew Linden: A viewer-side fix would allow residents to enable/disable it.
[16:39] Vincent Nacon: or control, viewer wise
[16:39] Kennylex Luckless: No, I want them not to show on users I has mute, no ban for them.
[16:39] Jonathan Yap: Not display hover text for muted avatars?
[16:39] Ardy Lay: Maybe something like MiniMapPrimMaxRadius?
[16:39] Vincent Nacon: just disable on mute
[16:40] Andrew Linden: Right, muting hover-text should help.
[16:40] delusionalist: there will always be things that people find obnoxious, but the best plan imho is like he said fix it so that people vccan easily mute it viewer side
[16:40] Motor Loon: agree
[16:40] TankMaster Finesmith: baker's group list loading code still slated to go out next week?
[16:40] Vincent Nacon: and maybe a distance slider?
[16:41] Andrew Linden: Good question TankMaster, lemme look at the plan for next week...
[16:41] delusionalist: geez, i find 50% of the avatars on SL obnoxious lol
[16:41] Vincent Nacon: so you don't have to mute your "stupid" friends ;)
[16:41] Jonathan Yap: Vincent: Oz and I have worked on 3 different ways to have a distance slider but so far none have been approved
[16:41] MartinRJ Fayray: Hehe
[16:41] Andrew Linden: Yeah, it looks like Magnum channel will be promoted to the main channel next week
[16:41] Vincent Nacon: in that case, slap them till they approve!
[16:41] TankMaster Finesmith: ok
[16:41] Andrew Linden: which includes Baker's code for large groups.
[16:42] Rex Cronon: u just need a textbox for user toenter value
[16:42] Kennylex Luckless: I never mute stupid folks, I often only mute advertising bots in welcome hubs and vampires.
[16:42] Tiberious Neruda: just send an army wearing those totlers he had on
[16:42] Andrew Linden: What is currently on BlueSteel and LeTigre will also go to Magnum
[16:42] TankMaster Finesmith: more brakage for phoe next week then :P
[16:42] Andrew Linden: so all three RC's next Wednesday will get the same update.
[16:43] Tiberious Neruda: if that don't convince 'em, doubt little will
[16:43] Theresa Tennyson: When do you think the interest list will be on an RC?
[16:43] Vincent Nacon: if all fail, slap`em some more
[16:43] Vincent Nacon: no one like getting slapped anyway
[16:43] Andrew Linden: Theresa, my hope would be to wrap it up for QA early next week.
[16:43] delusionalist: it would be great if there was an option to completely mute all invites ie: TPs, Groups, etc and also mute Conference calls
[16:44] Andrew Linden: If I could do that then it might go through QA over next weekend and then be in the queue for RC
[16:44] TankMaster Finesmith: I thought it was funny that a thread poped up on SLU about us not supporting phoe anymore just because a lot of really really old phoe jiras were closed as won't implment
[16:44] Ardy Lay: Log out? ;-)
[16:44] Tiberious Neruda: ...like that's news?
[16:44] Andrew Linden: since all three RC channels are getting the same code next week, that means the queue for RC is pretty empty
[16:44] Rex Cronon: there would be lot less work if the viewer allowed plugins/addons...
[16:45] Andrew Linden: however, we've got a No Change window coming up later this month for the US Thanksgiving holiday
[16:45] delusionalist: for example everytime im in safe hub i get offered green mouse and invited to some group that costs $999L
[16:45] Theresa Tennyson: Region crossing isn't as hateful as I thought it would be if you're on a road instead of the ground.
[16:45] Vincent Nacon: I know this isn't the mesh meeting but can someone update me on Mesh Deformer?
[16:45] Tiberious Neruda: yeah, that's ridiculous
[16:45] Tiberious Neruda: someone tried sending me a group invite that cost 9,999
[16:45] TankMaster Finesmith: mesh deformer status" its still under development
[16:46] Andrew Linden: So, the earliest the interestlist code could be up in RC would probably be Nov 27th.
[16:46] Theresa Tennyson: Safe hub = pre Giuliani Times Square.
[16:46] Andrew Linden: What is phoe?
[16:46] Vincent Nacon: basically the same status since Spring
[16:46] Nalates Urriah: For news on the Deformer look at: http://blog.nalates.net/tag/deformer/
[16:46] Vincent Nacon: ah thanks
[16:47] Tiberious Neruda: wouldn't that be Phoenix Viewer?
[16:47] Theresa Tennyson: Phoe = Phoenix viewer, Andrew.
[16:47] Andrew Linden: ah ok thanks. I was not hip to that lingo.
[16:47] Tiberious Neruda: old v1 client people cling to...
[16:47] Motor Loon: grins
[16:47] TankMaster Finesmith: heh, sorry for not being more specific :P
[16:48] Theresa Tennyson: Oz is discussing having everyone show up to his Wednesday meeting using the deformer test viewer.
[16:48] TankMaster Finesmith: but yeah, its still the second most used viewer to
[16:48] Tiberious Neruda: can't you put out a MOTD for PH saying that the only update is to FS?
[16:48] TankMaster Finesmith: we may
[16:48] TankMaster Finesmith: there should be a blog soon about phoe anyway
[16:49] Tiberious Neruda: it's past time
[16:49] TankMaster Finesmith: ^
[16:49] SonicAnd Miles: i use default viewer :p
[16:49] Theresa Tennyson: If Tank was into that kind of punishment he'd be somewhere on Zindra right now.
[16:49] TankMaster Finesmith: LL's V3 is the third most used viewer
[16:49] Motor Loon: I finally convinced my damn redhead wifey to upgrade from Phoenix the other day... that was a massive task indeed and came with a whole lot of whining...
[16:50] Tiberious Neruda: though I don't know if I'll be making the beta grid meetings...
[16:50] Sonya Haight: she will switch back if you don't make her delete Phoenix from her computer totally
[16:50] SonicAnd Miles: they should outlaw 1.x viewers :p
[16:50] Tiberious Neruda: ...just cut 'em off the grid totally
[16:51] TankMaster Finesmith: lol
[16:51] Rex Cronon: lol. hold you horses
[16:51] Theresa Tennyson: You'll end up in a cage match with the "We should boycott mesh" group.
[16:51] Sonya Haight: anyone know how long a map takes update? new snapshot or whatever you want to call it?
[16:52] Rex Cronon: why would u want to inflict such cruel and unusual punishment on everybody:)
[16:52] MartinRJ Fayray: How bout a little iframe next to the login button that informs phoenix users that they should switch to a newer version:-)
[16:52] Tiberious Neruda: if those people walk, they won't be missed
[16:52] Andrew Linden: Sonya, the map tile should update daily
[16:52] Tiberious Neruda: we've had mesh for more than a year now
[16:52] Andrew Linden: I think the map generation starts sometime after midnight every day
[16:52] Sonya Haight: my main sim has been off the map since Tuesdays rolling restart
[16:52] Andrew Linden: and is not complete until later in the morning
[16:52] Sonya Haight: I've placed a platform at 250, even that hasn't showed up
[16:52] Andrew Linden: Sonya, which region is that?
[16:52] Sonya Haight: sunny point
[16:53] TankMaster Finesmith: I thought the images were taken at 150m
[16:53] Andrew Linden looks on the map...
[16:53] Sonya Haight: should be ocean with one dot on it at the moment
[16:53] Vincent Nacon: yeah I thought it was 150m too
[16:53] Tiberious Neruda: if they refuse to update, well, don't let the door hit 'em, I say
[16:53] Sonya Haight: well 3 dots now
[16:53] Motor Loon: interesting
[16:53] Sonya Haight: nah thinks show up below 400 I think it is
[16:53] Sonya Haight: things*
[16:54] Sonya Haight: I've restarted it a couple of times since Tuesday too
[16:54] MartinRJ Fayray: Restarts wont work
[16:54] Sonya Haight: oops on Tuesday after rolling restarts I mean
[16:54] Theresa Tennyson: I think the cutoff is right about at the top of the Eiffel Tower in 1900 Paris
[16:54] Jonathan Yap: You are saying SUnny Point has no land mass now?
[16:54] Theresa Tennyson: I'm seeing just the name and na couple of peopledots.
[16:55] Sonya Haight: yah but its was going all blinky when I stood on teh sim next door Martin, thought I would try it
[16:55] Jonathan Yap: I see a map
[16:55] TankMaster Finesmith: I see gray people
[16:55] MartinRJ Fayray: Lol
[16:55] Sonya Haight: Sunny Point is there, people are tping in fine, but the land is not showing on teh world map Jonathan
[16:55] Kennylex Luckless: :-)
[16:55] Meeter: Timecheck : User Group is almost over
[16:56] Jonathan Yap: I see the road going in from the other regions etc
[16:56] Andrew Linden: Yeah, you're right. It isn't on the map.
[16:56] Sonya Haight: you see it?
[16:56] Jonathan Yap: yes
[16:56] Sonya Haight: the actual land?
[16:56] Jonathan Yap: but, I am probalby using the UDP version of the map viewer
[16:56] MartinRJ Fayray: I don't see it
[16:56] Andrew Linden: So the map update job is not running or is not completing.
[16:56] Rex Cronon: we just entered the twilight zone...
[16:57] Ardy Lay: Is it missing at all zoom levels?
[16:57] Sonya Haight: well kick something Andrew and make it work
[16:57] Sonya Haight: yes seems so
[16:57] Andrew Linden: Sonya, I don't know why it isn't on the map, but I'll ask around at LL later to see if anyone else knows what is up.
[16:57] Sonya Haight: I have played with other sims that are poofing at different levels Ardy, but this one is just gone gone
[16:57] Theresa Tennyson: I think it was yesterday that I saw the weird missing stripes on the map that happened a couple of months ago.
[16:58] Jonathan Yap: Andrew, my old V1 viewer is showing the map
[16:58] Sonya Haight: ok thanks Andrew
[16:58] Andrew Linden: Sonya, whatever I learn, I'll send you an IM.
[16:58] Sonya Haight: thanks
[16:58] SonicAnd Miles: rebake the terrain :-/
[16:58] Sonya Haight: might have to
[16:58] Jonathan Yap: Maybe it is a bad cache entry for the http map server or something
[16:59] Ardy Lay: Tile got generated. The cloud fails yet again.
[16:59] Tiberious Neruda shrugs
[16:59] Andrew Linden: No, I think the map should regen daily, no terrain rebake required.
[16:59] Jonathan Yap: what if you zoom out 1 level, do you see it?
[16:59] Sonya Haight: no, not there at any zoom level
[17:00] Andrew Linden: I wonder if the V1 viewer is using an old map tile.
[17:00] TankMaster Finesmith: latest phoe I think uses the http map
[17:00] Andrew Linden: I can't remember how the V1 map tile generation is different from the new one.
[17:00] Tiberious Neruda: I see the sim to its west, but not that one
[17:00] Sonya Haight: I am on the old fs, darn and tossed out phoenix so cant' try that
[17:00] Meeter: Thank you for coming to the Server User Group
[17:01] Andrew Linden: Well, even if a V1 map works, there is a problem with the map tile generator.
[17:01] Kennylex Luckless: Yw Meeter.
[17:01] Ardy Lay: 020d89ab-b256-fa25-2b56-919ae1cba220
[17:01] Jonathan Yap: Map failure using Radegast, too
[17:01] Theresa Tennyson: There was a time when the world map was missing long vertical stripes a couple of months ago for a while - I noticed that happening again yesterday or the day before.
[17:02] Andrew Linden: Yeah Theresa, I heard about that. There is more than one failure mode that can cause that.
[17:02] Andrew Linden: I was wondering if that event was related, but I'll have to ask around.
[17:02] TankMaster Finesmith: someone mooned the camera, and it broke
[17:02] Sonya Haight: probably was me, took extra long on that restart
[17:02] Andrew Linden: I've been very much focused on this interestlist work so I haven't been paying attention to most other issues.
[17:03] Andrew Linden: I should repeat: this is the last Friday Simulator User Group meeting.
[17:03] Object: Hello, Avatar!
[17:03] Andrew Linden: We'll continue to meet on Tuesdays (12:00 SLT)
[17:03] Sonya Haight: yeah thats it
[17:04] TankMaster Finesmith: thanks for all you lindens do for us
[17:04] Andrew Linden: and we'll also cover some of the simulator issues in the Thursday afternoon (15:00 SLT) meeting on the beta grid (in Morris).
[17:04] TankMaster Finesmith: hope everyone has a good weekend
[17:04] Andrew Linden: Thanks for coming.
[17:04] Sonya Haight: thats not a new map picture though or it would show the platform and other stuff I put in the sky Tuesday night
[17:04] Rex Cronon: tc all those leaving
[17:04] Nalates Urriah: sunny point is not showing up in maps.secondlife.com...
[17:04] Theresa Tennyson: Ooo, you could have a crappy sim and put giant tiles above it making it look cool...
[17:04] Rex Cronon: and have a nice day:)
[17:04] Inara Breen: Thank you as always, Andrew
[17:04] Baker Linden: Thanks for coming everyone! See you Tuesday!
[17:04] Ardy Lay: Sonya, that's dated Fri, 9th Nov 2012
[17:04] Jonathan Yap: Thank you Andrew
[17:04] Sonya Haight: thanks Baker and Anderw
[17:05] Inara Breen: Cheer,s Baske!
[17:05] Sonya Haight: Andrew*
[17:05] MartinRJ Fayray: Bye Andrew
[17:05] Nalates Urriah: Thx Lindens
[17:05] Vincent Nacon: take care
[17:05] TankMaster Finesmith: lol, so I wonder if LL will have an official release with baker's code before his code hits all the servers...
[17:05] Yuzuru Jewell: Thank you, Simon and Baker.
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