User:Andrew Linden/Office Hours/2010 07 06

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Transcript

[11:00] Welcome to Linden office hours
[11:00] Simon Linden: Hello
[11:00] Sindra Aquila: hello simon
[11:00] Simon Linden: be right back ... coffee dash
[11:00] xstorm Radek: that last sec rollback made it so im missing 1 k of inventory
[11:00] Rex Cronon: hello simon
[11:01] Techwolf Lupindo: First question I have is: Why did it take so long for the rollback to be disided when there was two clear showstopping bugs and one of them was inventory losss.
[11:01] xstorm Radek: sounds good brb coffee too
[11:01] Saijanai Kuhn glances at the calendar
[11:01] Rex Cronon: techwolf. what was the second showstopping bug. assuming the first bus was with the inventory?
[11:02] Rex Cronon: the first bug was*
[11:02] Techwolf Lupindo: see my blog post
[11:02] Rex Cronon: link
[11:02] Techwolf Lupindo: or blogaformes I should say.
[11:02] Simon Linden: I spent some time looking into those bugs and it really wasn't clear (and still isn't) that the loss was anything new
[11:02] Techwolf Lupindo: don't have the link.
[11:03] Simon Linden: Anyway, that's the main news ... the main grid is back to 1.38
[11:03] reddot99 Republic: i've seen no loss
[11:03] Moon Metty: hi Andrew
[11:03] Andrew Linden: Hello
[11:03] Rex Cronon: hi andrew
[11:03] Whirly Fizzle: Hi Everyone
[11:03] Sindra Aquila: rumouers say it happened to green emerald viewers mostly not official viewers
[11:03] Techwolf Lupindo: Simon, I've heard that the QA folks KNEW aabout the inventory loss but went ahead and did the pilot roll.
[11:03] Zha Ewry: 'lo Andrew
[11:04] Kitto Flora: UhOh - whats was the big problem with 1.40?
[11:04] Rex Cronon: i am using 1.23 and it happened to me too:(
[11:04] xstorm Radek: yes and do to that stunt of rollback and not telling any one im missing 1k of my inventory and some lindens
[11:04] Gazanfer Jehangir: hello friends and linden demigods
[11:04] Rex Cronon: i got an error message that database item is missing, and i have no idea what items i that:(
[11:04] reddot99 Republic: i've got 47k items, i can spare to lose a few <.<
[11:05] Rex Cronon: can't the database tell u the name of the item that is missing? is it that hard to name it:(
[11:05] Techwolf Lupindo: Short version: On any secondlife client, if the sim crash while you was on it, the relog would cause all attments that you had on before the crash will be missing in the db.
[11:05] Simon Linden: yeah, the experience is not a good one, Rex
[11:05] xstorm Radek: Simon will i have to file a ticket of my lost or woll LL fix the damn mess and put the server back to 1.40 and give back my 1k of missing inventory ?
[11:05] reddot99 Republic: ah, not had any sims crash on me
[11:05] Gunter Vandyke: Hiya
[11:06] Kitto Flora: TY Techwolf
[11:06] Simon Linden: file a ticket for anything ... I don't know of any magic reparing going on
[11:06] Rex Cronon: come on. make the db tell at least the name of item that is missing
[11:06] reddot99 Republic: lot harder than it sounds rex
[11:06] xstorm Radek: so my 1k of inventory may be gone for good ?
[11:06] Gazanfer Jehangir: how about some linden compensation :)
[11:06] Whirly Fizzle: Tickets are being closed as resolved..but no one i know yet has got their items back
[11:07] Beyond Baroque: Venturing a wild guess, the name is part of the missing database record...
[11:07] Keller Teichmann: ^ even if you had the name, odds are it wouldn't be in the database anymore if it was missing. c.c
[11:07] reddot99 Republic: you'd have to store the inventory name list veiwerside
[11:07] Rex Cronon: the sim sends a request to db for an item. that ruquest includes at least the key of the item. the name should be in our inventory. is not that hard to have it tell us the name of item
[11:07] Andrew Linden: Ok so there are several reports of lost inventory here.
[11:07] reddot99 Republic: hello milo
[11:08] xstorm Radek: i hope people know 1k of inventory to builders is real money lost
[11:08] Whirly Fizzle: It was only worn items it affected
[11:08] Simon Linden: yeah, unfortunately our DB doesn't always give us the info and history we wish it should
[11:08] Latif Khalifa: that error message is misleading, it actually means "asset server doesn't have an asset with such uuid"
[11:08] Andrew Linden: I haven't looked into the details of an instance of lost inventory, nor have I spoken to any LL devs who might know more.
[11:08] Simon Linden: Right Latif
[11:08] Andrew Linden: But it looks like it should probably be done.
[11:08] Moon Metty: is it possible the UUID of the asset changed somehow?
[11:09] Whirly Fizzle: Lots of info on the inventory loss here http://jira.secondlife.com/browse/SVC-5966
[11:09] 2 Sim Crash resulting in all worn attatchments on avatars on the sim to give error "Unable to rez object, Object is missing from database" on relog.
[11:09] Andrew Linden: xstorm, at what time did you lose the claimed 1k items? Was it during a crash?
[11:09] Simon Linden: There's one table saying "here's something you're wearing" but when we look into the asset system, nothing's there
[11:09] xstorm Radek: i never had this happen in the past
[11:09] xstorm Radek: after the rollback it seems
[11:09] Simon Linden: Do you remember if a sim crashed right before it happend?
[11:09] Andrew Linden: hrm... that sounds really odd. You weren't involved in a crash then?
[11:09] xstorm Radek: i had 95k now i have 94k
[11:10] Whirly Fizzle: Theresa fair few reports of it happening without a sim crash.
[11:10] reddot99 Republic: could also be faulty math on part of the veiwer
[11:10] Andrew Linden: xstorm, where are you getting those numbers? the UI?
[11:10] Qie Niangao: okay, I'm confused. Was the rollback because of lost inventory during crashes, or too many crashes causing the normal amount of lost inventory per crash?
[11:10] xstorm Radek: no your rollback crashed me
[11:10] Simon Linden: so when it booted you off for the rollback, that's when you lost stuff?
[11:10] Techwolf Lupindo: 5927 and 5966
[11:11] xstorm Radek: yes i have had 95k for some time now
[11:11] xstorm Radek: yes i was booted do to the rollback
[11:11] Rex Cronon: rollback was due to inventory lost, and to another bug
[11:11] Techwolf Lupindo: 5927 and 5966
[11:11] Latif Khalifa: those numbers viewer reports change on every login for me, i wouldn't put too much faith into them xD
[11:11] Andrew Linden: SVC-5927 is not about lost inventory, but some people have been venting about other bugs in the comments there.
[11:11] Temp on Rezzed objects get queued
[11:11] reddot99 Republic: yeah, veiwer rarely gives same numbers twice
[11:11] Keller Teichmann: mine always seems to vary between 10,000 and 11,000.
[11:12] Latif Khalifa: yeah, the point was that the number displayed in the viewer varies
[11:12] xstorm Radek: at this time i have 94,549 items
[11:12] Simon Linden: I think most of the inventory loss reports were with attachments that were worn or modified at that time
[11:12] Techwolf Lupindo: You have to click the "recent Items" or do a inventory search to get an update from the server.
[11:12] xstorm Radek: i had much more then that
[11:12] Rex Cronon: oh. when bullets trigger the gray goo fence
[11:12] Rex Cronon: :(
[11:12] Whirly Fizzle: Thats true Simon
[11:12] Andrew Linden: rex, do you know of any particuolar inv items you lost? or are you basing yoru claims on some number the UI is providing?
[11:12] xstorm Radek: brb
[11:13] reddot99 Republic: i still hadnt seen any of the grey goo occurances
[11:13] Andrew Linden: er... I mean xstorm
[11:13] Keller Teichmann: And the JIRA that the Meeter just mentioned was the big one I noticed. Nothing like being in combat, nothing rezzing, then a couple minutes later the whole sim explodes in bullets and shrapnel. :<
[11:13] Techwolf Lupindo: 5966 was the inventory loss that can be repored and can be used by grifters to cause invetory loss to others.
[11:13] Ardy Lay: grifters?
[11:14] Keller Teichmann: griefers.
[11:14] Rex Cronon: i got an error next time i logged in after the rollback, that said inventory item missing(something like that) but i don't have any idea what item
[11:14] Whirly Fizzle: Cannot rez object...missing from data base
[11:14] Andrew Linden: and the 1k is based on...? some numbers you see in the UI?
[11:15] Rex Cronon: xstorm is the one that is missing 1k items, not me
[11:15] Latif Khalifa: attachment loss on viewer/sim crash is not exactly unheard of
[11:15] Andrew Linden: right, sorry. xstorm, where are you gettting the 94k and 95k numbers from?
[11:15] Ardy Lay: Has to be that, Andrew. Betcha he can't tell you WHAT is missing. :-)
[11:16] Andrew Linden: He said "brb". So I'll ask him again later.
[11:16] Andrew Linden: Rex, sounds like you lost an item you were wearing, if it complained when you logged in.
[11:16] Ardy Lay: Anyway, an inventory database decendent search isn't the same thing as an asset by UUID fetch.
[11:16] Simon Linden: Latif - true ... but I think 1.40 made the loss-on--sim-crash problem worse
[11:16] Andrew Linden: or was it when you were trying to pull something out of inventory?
[11:17] Rex Cronon: when i logged in, while things were still rezzing
[11:17] Eddy Stryker: psst latif, what's the topic? inventory loss in SL?
[11:17] Simon Linden: There's some funky things going on with the multi-attachment work and other viewer behavior
[11:17] Simon Linden: I think it's random, Eddy :)
[11:17] Latif Khalifa: hehe
[11:17] Simon Linden: So did anyone play with llCastRay() ?
[11:17] reddot99 Republic: i did
[11:17] reddot99 Republic: i have a script for it
[11:17] Andrew Linden: Simon, the multiple attachment stuff is in viewer-2 code but hasn't been turned on, right?
[11:18] Andrew Linden: Or has it?
[11:18] Simon Linden: Yes and no ... I'm pretty sure a modifiaction for that caused this loss
[11:18] Ardy Lay: Simon, I had many attachments get points, positions and rotations zeroed out after the roll back from 1.40.2 to 1.38.6 It's annoying but I'll get over it.
[11:18] Rex Cronon: all the things i wear i have made them, except the smiley, and the armor. so is not that big of a deal to me
[11:18] Latif Khalifa: Andrew, it's disabled by default, you have to go into debug settings to enable it
[11:18] Simon Linden: in the simulator, that is. Viewer is off
[11:18] Rex Cronon: i just think the db should dell u the name or at least the key of item u r missing
[11:19] Latif Khalifa: i was testing multi-attachments with legacy viewers, it's not pretty xD
[11:19] Simon Linden: oh, that sounds bad, Latif. I think the instructions say "don't do that", or things get put in odd places :)
[11:19] Simon Linden: fwiw the wiki on llCastRay is :
[11:19] Simon Linden: http://wiki.secondlife.com/wiki/LlCastRay
[11:20] Liisa Runo: speaking of llCastRay and the wiki page about it http://wiki.secondlife.com/wiki/LlCastRay .. on the bottom of the page, idea #4. no idea of how to determine the color of what the ray is hitting (would be awesome though, i want SL camera)
[11:20] Andrew Linden: Oh bummer. Yeah I don't think multiple attachments at single points works. My advice to you all would be to not use it yet. We'll have to go through that stuff looking for bugs I think.
[11:20] MindOfA Razor: i've played around with llCastRay for 1-2 hours. i think it could be very useful, not only for weapons. hope it comes to the maingrid soon
[11:20] Latif Khalifa: Simon, the problem with old viewers is that they assume "oh i got object update for an attachment at point skull, let me detach all from skull first" without waiting for the kill message
[11:20] Ardy Lay: Andrew, yeah. I had forgotten I turned it on.
[11:21] Latif Khalifa: should be easy for a viewer dev to patch that in older viewers i think
[11:21] Techwolf Lupindo: Had a chat with one that was testing that fuction, it really doesn't need throtting. Was able to 10,000+ llraycasts per second. Plenty for weapons makers to make bulletless guns.
[11:21] MindOfA Razor: i saw someone making some kind of object radar with llCastRay. though that might be a little laggy
[11:21] Gazanfer Jehangir: yes it doesmt need throttling
[11:21] Simon Linden: Latif - yeah, that'll do it. It's really a one-way street, or at least the way back will end up very messy
[11:21] reddot99 Republic: bulletless means nothing, its that somebody hit cant be forced to be killed
[11:21] Gazanfer Jehangir: the performance is quite exemplary
[11:22] Techwolf Lupindo: reddot, not for combat system. All the combat system don't use LL damaage.
[11:22] Simon Linden: I wonder if anyone uses damage
[11:22] Andrew Linden: The llCastRay() is a thin wrapper around a direct Havok call. It returns immediately.
[11:22] Moon Metty: does llCastRay return the same information at the llDetectedTouch functions?
[11:22] Rex Cronon: i heared that if the end of ray is higher than 256m the sim crashes. is it true?
[11:22] Moon Metty: as*
[11:22] reddot99 Republic: no military uses a hud for combat systems, all militarys are using damage, keller can vouch for me on this
[11:22] Techwolf Lupindo: Falcon though of that allready and bounded it.
[11:22] Gazanfer Jehangir: having the ability to control which face the ray comes from may make it possible to rotate the object itself for raycast instead of havibg to do it with vectos like sword or ray gun should point the ray where it is facing
[11:22] Keller Teichmann: Yep. We rely on the Linden damage system because we can at least partially regulate it.
[11:23] Latif Khalifa: Simon, how does 1.40 determines what is attached? If legacy viewer says attach xxx to point yyy will 1.40 add it to the list of attachments there?
[11:23] MindOfA Razor: rex, when i was on the betagrid, the whole grid crashed. not sure if it was related to several scripter doing lots of llCastRay calls :)
[11:23] Andrew Linden: llCastRay can't cross region boundaries yet.
[11:23] Gazanfer Jehangir: militarues are not the only combat out there
[11:23] Eddy Stryker: hmm, who's going to build a raycast vehicle now? :)
[11:23] Saijanai Kuhn: llCastRay returns hits in distance zorted order, I presume?
[11:23] reddot99 Republic: they're the biggest organized groups involved in combat
[11:23] Rex Cronon: interesting mindofa:)
[11:23] Simon Linden: yeah, pathfinding with it should be interesting
[11:24] Liisa Runo: and militaries dont need to fight in LL combat box with no rules, LL damage can be used in places where staff enforce rules and remove cheaters
[11:24] Rex Cronon: the whole grid? not just the sim?
[11:24] JB Hancroft has plans for a sub with it :)
[11:24] Gazanfer Jehangir: can it be possible to make the ray emit as same direction as objects direction innately
[11:24] MindOfA Razor: rex, i di dn't try. but on the maingrid someone complained that the betagrid crashed
[11:24] MasterJ Chaplin: sorry i'm late
[11:24] reddot99 Republic: we have our own sims that we regulate,
[11:24] Kitto Flora: How is llCastRay() supposed to help a vehicle? What was it about 'replacing wheels' (There really are no wheels)
[11:25] Simon Linden: Gazanfer - that should be pretty easy to program knowing the object rotation. Just cast in the diretion it's pointing
[11:25] Andrew Linden: Kitto, you'll have to ask Falcon about how llCastRay() can be used for vehicles -- I don't get it.
[11:25] reddot99 Republic: i think its suspension, andrew
[11:25] Liisa Runo: and i dont get the color part
[11:25] Keller Teichmann: Yeeaah. Maybe it could be used for guidance / stability of some kind, but.
[11:25] Andrew Linden: I guess it would be possible... if we have much much faster scripts.
[11:25] reddot99 Republic: simulated suspension
[11:26] Gazanfer Jehangir: the program wont be as fast as an iinate function and its pretty fast in ittself so dont want to slow it down
[11:26] Kitto Flora: Hover-craft height control??
[11:26] Ardy Lay: Use llCastRay() to eliminate collisions with ground and roadway prims.
[11:26] MindOfA Razor: kitto, it doesnt directly help a vehicle. but you could for example make it detect walls and avoid them. or drive up the wall
[11:26] Gazanfer Jehangir: having it innate will reallt save a lot of complexity and performance issue
[11:26] Saijanai Kuhn: seems like it would be easier to have a new physics property to do that server side with Havok, rather than try to fake it with LSL
[11:26] Kitto Flora: OK
[11:26] Techwolf Lupindo: Hmm...three llraycast can be use to track an track. Auto guidence cars.
[11:27] xstorm Radek: Andrew will it help if we did crash tests on Aditi from now on ?
[11:27] xstorm Radek: i can go in to Develop menu and do a crash that way
[11:27] xstorm Radek: just to test for error on the system
[11:28] Andrew Linden: xstorm, haven't you been crashing aditi for a while now?
[11:28] Moon Metty: :)
[11:28] Geo Meek: :-Crash testing may lose inv
[11:28] xstorm Radek: well yes i have
[11:28] Techwolf Lupindo: I think its funny that spammers soon find there sim is no longer up.
[11:28] xstorm Radek: i have been doing load tests on Aditi with teleport and other forms
[11:28] reddot99 Republic: can a raycast be done with an undefined endpoint, so its a true ray, instead of being a line segment cast?
[11:28] xstorm Radek: plus device crash tests
[11:29] Andrew Linden: We have a list of known crash modes. We were going to try to fix most of those for server-1.42
[11:29] Kitto Flora: Run it to the border?
[11:29] Andrew Linden: but now we've got to get server-1.40 back on track
[11:29] Simon Linden: reddot - I think you have to clip it to the region border
[11:29] Andrew Linden: which will probably involve looking into at least one crash mode -- the one with lost attachments.
[11:30] Saijanai Kuhn: you could fake radar by doing the start vector using llGetPos, and just crawling around the edge of the sim
[11:30] reddot99 Republic: i would rather the clipping be automatic, so i dont have to do the math in the script first
[11:30] Saijanai Kuhn: with the call that is
[11:30] xstorm Radek: but i did not have any inventory problems on Aditi but did have a data base call ptoblem on a object that i did not even own
[11:30] office hours is half over
[11:30] Simon Linden: I'm not sure how far up you can go, however. Maybe that would be an interesting object ... detect people flying overhead, throw pillows at them...
[11:31] reddot99 Republic: antiair guns
[11:31] xstorm Radek: i was looking at a UUID problem with a object call on the inventory server last
[11:31] Saijanai Kuhn: AckAck guns
[11:31] Liisa Runo: not fast enough to be reliable to replace sensor with ray
[11:31] reddot99 Republic: actually, rays are faster, they dont call an entire event
[11:31] Simon Linden: that's true
[11:31] Liisa Runo: agents move, could dodge rays
[11:32] Simon Linden: right, rays would be harder to really cover an area, they are hit-or-miss
[11:32] xstorm Radek: there was a broken link to a UUID that the assets server was not finding last on Aditi
[11:32] Techwolf Lupindo: Greenies is gone.
[11:32] Gunter Vandyke: i had a massive chat lag increase with 1.40 on a high traffic sim, also it looks like the MONO bug effect increases. Is this a known bug in 1.40 too?
[11:32] Saijanai Kuhn: and you could fake llSensor stuff using multiple llCastRay
[11:33] Gazanfer Jehangir: faster than sensor for a line of detection yes but compare it to a spheical area detection
[11:33] Gazanfer Jehangir: is it faster than sensor really
[11:33] Kitto Flora: When did the grid rollback to 1.38 happen
[11:33] Kitto Flora: ?
[11:33] reddot99 Republic: 4 rays per frame versus 1 sensor
[11:33] xstorm Radek: odd why am i not getting them bug on Aditi in the Trendone Sim ?
[11:33] Andrew Linden: the 1.38 rollback was Saturday.
[11:34] Rex Cronon: during weekend, kitto
[11:34] Gazanfer Jehangir: if the object's rotation was linked to the ray direction innately then maybe it can be considred for area
[11:34] Kitto Flora: Thats interesting for the last ~48 hours Railcar loss on wengen line has been extreamly low
[11:34] Gazanfer Jehangir: i seriously think it would help a lot
[11:35] xstorm Radek: ok any one that was having problems with the 1.40 server can you please ask Oskar to be let on to the Aditi server so we can look at your problem over on Aditi ?
[11:35] Simon Linden: Could be a side-effect of the restart, and getting lucky about which server you ended up on
[11:35] reddot99 Republic: oh, reminds me, does havok 7 make collisions with sliced prims better? i had bullets penetrating a sliced megaprim easily
[11:35] reddot99 Republic: or rather, have that happening currently
[11:35] Simon Linden: +1 xstorm : we need all the help testing on the beta grid we can get
[11:35] Liisa Runo: rayVecA = llGetPos(); rayVecB = llGetPos()+<666,0,0>*llGetRot(); is what your looking for
[11:36] Andrew Linden: dunno reddot99
[11:36] Gazanfer Jehangir: would thay be as fast as a native function liisa
[11:36] Liisa Runo: nope
[11:36] reddot99 Republic: a sliced cube should have the same collision charectoristics as a normal cube scaled to an equivelent size
[11:37] Gazanfer Jehangir: that is what i asking for
[11:37] Saijanai Kuhn: Simon, could work up some kind of testing contest: work through a set of tests on the beta grid and get xxx lindens on the main grid
[11:37] Saijanai Kuhn: new kind of camping
[11:37] Geo Meek: :-)
[11:37] Opensource Obscure: that would work even with small L$ amounts.
[11:37] Gazanfer Jehangir: currently all projectile weaponsd make sims lag horribly and this was intended to ease it i guess
[11:38] reddot99 Republic: no, they lag because of the mono bug
[11:38] xstorm Radek: well i have a better understanding of how computers handle collistions on Aditi plus how it handles calls to the assets server i let others do scirps but i do run load tests with scrips to see if they will end up broken
[11:38] Keller Teichmann: Gaz, not really. If the projectile weapon is made for a HUD or uses Mono, then yes, it lags atrociously.
[11:38] Rex Cronon: not all bullets make lag:)
[11:38] Simon Linden: yeah, that's a good idea. I'd also like to see more test regions set up ... put some standard objects on them, and develop repeatable tests
[11:38] Keller Teichmann: or, if it uses spheres/sculpts for bullets, it's even worse.
[11:38] Moon Metty: oh Andrew, i made SVC-5975, feel free to change the wording
[11:38] Release candidate server-versions on agni
[11:38] Geo Meek: some people love testing things
[11:39] xstorm Radek: no not all bullets make lag is true but the point on wich they are rezz out makes lag
[11:39] Gazanfer Jehangir: they dont
[11:39] reddot99 Republic: cube bullet= perfect low lag projectile
[11:39] Gazanfer Jehangir: now see them firing them at 100 bps
[11:39] Simon Linden: Thanks Moon - that's been getting some discussion around the office lately
[11:39] Liisa Runo: i believe placing test regions in main grid would also bring more testers, im lazy to go to beta grid
[11:40] reddot99 Republic: actually, liisa, you want <666,0,0>*llGetRot(), the getpos screws it up
[11:40] reddot99 Republic: for the second vector
[11:40] xstorm Radek: yes thats called fast rez and can slow down a sim
[11:40] Rex Cronon: i use scripted spherical bullets that generate no lag:)
[11:40] Simon Linden: The scary thing about test regions on agni is inventory or L$ loss. It's more real there
[11:40] Andrew Linden: That reminds me... I think I've got a meeting to talk about that "RC on agni" today.
[11:40] Moon Metty: yes, or exploits
[11:40] Simon Linden: ah, good point
[11:40] reddot99 Republic: can we come andrew?
[11:41] Opensource Obscure: : )
[11:41] Geo Meek: hehe
[11:41] reddot99 Republic: just joking but i want to see that happen
[11:41] Andrew Linden: Hrm... I'm not seeing it on my calendar. I'll have to hunt down that email I saw about it.
[11:41] xstorm Radek: Simon that reminds me what about a page on the SL website that gives a inventory count ?
[11:41] Rex Cronon: the problem is that u guys use 5-10 scripts to rez same bullet concurrently:)
[11:41] reddot99 Republic: no, the rezzers rez at different times
[11:42] xstorm Radek: it can be used later to report problems
[11:42] Andrew Linden: Oh there it is. Thursday.
[11:42] Geo Meek: how about a page you have to use real names
[11:42] Kitto Flora: Whatever happened to script limits?
[11:42] Andrew Linden: Reminder: Simon and I have to attend another meeting at 11:45 today.
[11:42] xstorm Radek: we need rezzers its how the rezzer is used
[11:42] Rex Cronon: real names? for what?
[11:43] Simon Linden: yeah, it would be interesting to have more info available on your accoutn web page
[11:43] Geo Meek: less crap
[11:43] Rex Cronon: ?
[11:43] Gazanfer Jehangir: interesting for whom?
[11:43] Andrew Linden: Good question Kitto. I'll have to ask around to see what the state of "script limits" project is.
[11:43] Simon Linden: people who want to see how many inventory items they have
[11:43] xstorm Radek: if the rezzer is a poor script like i have seen so many as of late it needs to be fix
[11:44] Geo Meek: great metting thank you
[11:44] reddot99 Republic: most well made weapons are under 100 ms total, counting bullets
[11:44] xstorm Radek: i hope may be C# will fix many rezzer problems
[11:44] Rex Cronon: wait sec ll didn't say anything about using real names
[11:44] Rex Cronon: did ll change policy?
[11:44] Andrew Linden: xstorm, before I go... you said you lost 1k inv items. Where did you get the 95k - 94k numbers?
[11:44] Simon Linden: nothing I know about, Rex
[11:44] Simon Linden: I have to run to my next meeting ... thanks everyone for coming
[11:44] Keller Teichmann: What reddot said. The group I'm a part of has some that are even under .050 when firing. If they're scripted well and efficiently, guns are far from laggy compared to other things like AOs, etc.
[11:45] Andrew Linden: also xstorm, can you name an item that was actually lost?
[11:45] Rex Cronon: tc simon
[11:45] Shyla Timeless: thanks, Simon
[11:45] Simon Linden: You can also 'load' the weapon by rezzing a non-moving bullet, then 'fire' it.
[11:45] Gunter Vandyke: bye simon
[11:45] Qie Niangao: thanks Simon
[11:45] JB Hancroft: thanks, Simon
[11:45] Simon Linden: But then you have lag-on-loading
[11:45] reddot99 Republic: that doesnt work when running around simon,
[11:45] Simon Linden: see you next time
[11:45] Moon Metty: see you soon Simon :)
[11:46] xstorm Radek: i open Inventory it shown 95k befor 1.40 was installed and it was ok till the rollback and the inventory reading is now 94 k
[11:46] reddot99 Republic: xstorm, that number always fluctuates
[11:46] xstorm Radek: unless there is a error on the inventory UI
[11:46] reddot99 Republic: it will never be the same twice
[11:46] Whirly Fizzle: Maybe you emptied trash? :D
[11:46] Andrew Linden: I wonder if that number includes items in trash.
[11:46] reddot99 Republic: it does, andrew
[11:46] xstorm Radek: 1k is a big jump
[11:46] Gazanfer Jehangir: how much bps?
[11:46] Keller Teichmann: Mine's at 10,363 right now. I've seen it around 11,000 and even 13,000 occasionally.
[11:47] Andrew Linden: I thought we actually clean out old items in trash these days.
[11:47] Kerry Giha: 1k is nearly 1/100th of his inventory
[11:47] Kerry Giha: It isn't all that much of a jump
[11:47] Keller Teichmann: Gaz, if you're asking about mine, 'twas 750RPM? Not sure what that equals to per second.
[11:47] Opensource Obscure: that number also includes Library, I think
[11:47] Qie Niangao: well, I routinely drop by more than 1K when I empty trash or lost+found
[11:47] Kerry Giha: if it is approx
[11:47] Andrew Linden: I suppose I should test -- look at the number, then clear trash and see what happens.
[11:47] Moon Metty: it's just a very slow random number generator :)
[11:47] reddot99 Republic: the guns have 1000 rounds perm inute
[11:47] reddot99 Republic: normally
[11:47] Andrew Linden: gotta run
[11:48] reddot99 Republic: otherwise it depletes ammo too fast
[11:48] Opensource Obscure: thanks for hosting the meeting, andrew!
[11:48] JB Hancroft: tc Andrew - thanks
[11:48] Opensource Obscure: goodbye everybody
[11:48] Moon Metty: whoah, amsterdam is trembling
[11:48] Qie Niangao: thanks Andrew
[11:48] Keller Teichmann: cya Andrew.
[11:48] JB Hancroft: bye oobscure
[11:48] Gazanfer Jehangir: well there guns using morethanthat
[11:48] Rex Cronon: tc andrew
[11:48] xstorm Radek: ok i see the problem my inventory is some how put in trash
[11:48] Gazanfer Jehangir: see u andrew
[11:48] Moon Metty: see you Andrew :)
[11:48] Shyla Timeless: thanks, Andrew

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