User:Andrew Linden/Office Hours/2008 07 17

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Transcript of Andrew Linden's office hours:

[17:02] Andrew Linden: Hey Arawn
[17:02] Arawn Spitteler: Hey, Andrew. I was wondering, what other people knew
[17:02] Andrew Linden: ? knew about what?
[17:02] Arawn Spitteler: Don't we normally find people here, by now?
[17:03] Andrew Linden: yeah, but it varies I think
[17:03] Andrew Linden: also, I doubt my office hours are very exciting these days with Havok4 mostly done... but bugs to complain about
[17:03] Arawn Spitteler: I don't think I've seen it so spare, since you showed up on New Years
[17:04] Arawn Spitteler: Have you driven the roads of SL, yet?
[17:04] Andrew Linden: Yeah, I think there was one or two meetings that started with only two or three
[17:04] Andrew Linden: No I haven't used the roads lately.
[17:05] Andrew Linden: I suspect they don't work well, or are in horrible states of disrepair.
[17:05] Arawn Spitteler: They don't require much maintenance, but its easy to get Lag-Orbited
[17:05] Andrew Linden: I've been meaning to get back to fixing some vehicle bugs that will make them better
[17:05] Andrew Linden: but these horrible emergency bugs keep falling onto my plate
[17:06] Arawn Spitteler: I ofen find myself wandering about, wondering if I'll be back in my vehicle again.
[17:06] Andrew Linden: I successfully passed one off to another developer yesterday
[17:06] Andrew Linden: but today I finished this one bug in the latest simulator we wanted to deploy that took me two days to find
[17:07] Andrew Linden: so that was two days where I couldn't work on Havok4 bugs (like vehicles) :-(
[17:07] Andrew Linden: Hi Rex
[17:07] Arawn Spitteler: Take a ride on the roads of SL, sometime, just to relax, at hundreds of meters altitude.
[17:07] Rex Cronon: hello andrew, arawn
[17:07] Arawn Spitteler: Rex has ants in his pants
[17:08] Andrew Linden: alright Arawn, I'll try to follow your advice
[17:08] Arawn Spitteler: The road from Neumogen to Hector, is lots of adventure.
[17:08] Andrew Linden: Was that an avatar animation bug you were trying to show me Rex ;-)
[17:08] Rex Cronon: i have ants?
[17:08] Rex Cronon: that is llmovetotarget going crazy
[17:08] Arawn Spitteler: Your animation seemed agitated
[17:08] Andrew Linden: your avatar was twitching between two different stand animations
[17:09] Andrew Linden: ah... then toggling between walk and stand animations probably
[17:09] Andrew Linden: what do you use the llMoveToTarget() for when walking around?
[17:09] Andrew Linden: is it a push sheild of some sort?
[17:09] Rex Cronon: llgetpos+<0,0,001>
[17:09] Rex Cronon: yes a shield:)
[17:10] Rex Cronon: btw, that llvolumedetect doesn't seem to work with attachments
[17:10] Rex Cronon: the cubes were colliding with me
[17:10] Arawn Spitteler: Didn't they used to?
[17:10] Andrew Linden: Ah, non-attached cubes were firing?
[17:11] Andrew Linden: I wonder how they ever worked for attachments in Havok1
[17:11] Rex Cronon: i was dropping them, but the collisions registered were with my body
[17:11] Arawn Spitteler: llVolumeDetect is the kind of bug a junior could be trained on.
[17:11] Andrew Linden: Sorry, my brain isn't working very well today... could you summarize that bug in one or two sentences?
[17:13] Andrew Linden: Ha! llVolumeDetect is a complicated implementation that threads its way through some pretty messy code (linked objects)
[17:13] Andrew Linden: and looks like it may also need to be threaded into attachments stuff too
[17:13] Rex Cronon: it would certainly maky like esier for shields
[17:14] Andrew Linden: how so Rex?
[17:14] Rex Cronon: right now have to scan like quite a few times a second the surrounding area
[17:14] Rex Cronon: and that is not easy on the sim either
[17:14] Andrew Linden: trying to detect what? fast bullets or slower smart bombs?
[17:15] Rex Cronon: imagine more than 20 avatars each onel with their shield on
[17:15] Arawn Spitteler: VolumeDetect should be something useable for otherwise phantoms, and it would be nice, if it could detect phantoms, but those aren't on the physics engines.
[17:15] Rex Cronon: anything that intersects your avatar pos
[17:15] Andrew Linden: so an ideal shield would be a large cube or other shape that spans out far from your avatar?
[17:16] Rex Cronon: mine is on only for moving objects, but others push, even attach other avatars that get closer
[17:16] Rex Cronon: yes, like shpere
[17:16] Andrew Linden: s/attach/attack/ ?
[17:17] Rex Cronon: if something that is moving enters than the shield can take different actions based on what its owner wants
[17:17] Rex Cronon: yes attack
[17:17] Andrew Linden: well, in Havok1 the VolumeDetect used what Havok called a Havok::Phantom
[17:18] Andrew Linden: however, in Havok4 we had to change it because of some detail I can't remember... we couldn't use the Havok::hkPhantomWhatever class
[17:18] Rex Cronon: possibly using volumedetect will make shields faster to react
[17:19] Andrew Linden: so instead we do it using the regular object's RigidBody plus a special collision group, with a hkCollisionListner in place
[17:19] Andrew Linden: that figures out when to fire the collision_start() and collision_end() calls
[17:19] Andrew Linden: in short... the Havok4 implementation is significantly different from the Havok1... and requires an actual collidable RigidBody in order to work
[17:20] Andrew Linden: ... and attachments don't have RigidBody's
[17:20] Andrew Linden: I'm not saying it is impossible, just thinking out loud, and wondering if it can event be done... how to do it?
[17:20] Arawn Spitteler imagines: Someday, we could have attachemnts with ghost prim followers, to carry riders and register collisions.
[17:21] Rex Cronon: hmmm
[17:21] Rex Cronon: what if u can specify that only some attachments can detect things that enter their volume
[17:22] Rex Cronon: if u do that, their volume is added to the collision body of the avatar
[17:22] Arawn Spitteler wonders why http://jira.secondlife.com/browse/SVC-2625 got so little attention: I've another physical object, that looks phantomish, when not phantom.
[17:22] Rex Cronon: any object that enters that is checked if also is inside any attachemnts
[17:22] Andrew Linden: well... the avatar is a single-prim shape that has its own collision group
[17:23] Andrew Linden: if we could allow multi-prim avatars with per-prim collision groups then maybe attachments could be statically connected to the avatar somehow (that is the current animation state doesn't necessarily determine the attachment's world location)
[17:24] Rex Cronon: can the single prim shape used for avatar, have any shape?
[17:24] Andrew Linden: however... there are difficulties in making the avatar a multi-prim object... what to do when the avatar sits... we already make assumptions in the code that the sitting avatar contributes only one prim to the seat when it sits
[17:25] Andrew Linden is tired... maybe I need caffeine
[17:25] Andrew Linden: well, I'll think about it Rex
[17:25] Rex Cronon: sure, as a mind exercise:)
[17:26] Andrew Linden: fixing that bug (resurrecting the feature) doesn't sound easy... I don't know the solution yet
[17:26] Andrew Linden: sometimes I can understand the solution and estimate the amount of work that it would take to implement
[17:26] Arawn Spitteler: It must have upset a lot of shield buyers
[17:26] Andrew Linden: but in this case I don't even know of a viable solution yet
[17:27] Andrew Linden: That and that other bug where shield llPushObjects() would integrate their forces before the objects own scripted actions
[17:27] Rex Cronon: it isn't usefull only for shields. imagine a sword, an warhammer, and shield, that can detect when it was hit:)
[17:27] Andrew Linden: that bug also broke a lot of effective shields
[17:28] Arawn Spitteler: Are Lightsabers still functional?
[17:28] Andrew Linden: ah right, event driven game elements
[17:28] Rex Cronon: i bet there are other uses too
[17:29] Andrew Linden: Yeah, that is how a lot of these features work. Someon clever out there can always come up with a new use.
[17:29] Arawn Spitteler: Does the physics engine se the primatar as anything but that basic zombie stance?
[17:29] Rex Cronon: but what it be even more interesting is if it would be possible to animate linked sets the way that avatars are
[17:29] Rex Cronon: i belive is call puppeteering?
[17:30] Andrew Linden: Yeah, the puppeteering project got shelved
[17:30] Andrew Linden: however, some puppeteering discussions were flying in the LL internal email lists a few weeks ago
[17:30] Rex Cronon: that is bad
[17:30] Andrew Linden: We'll probably implement it a different way.
[17:30] Rex Cronon: u see the thing on my shoulder?
[17:30] Andrew Linden: Too bad Richard Linden doesn't hold office hours
[17:31] Rex Cronon: it needs a script in each link in order to move
[17:31] Andrew Linden: he was the guy, as I recall, who was kicking around ideas on how to do puppeteering
[17:31] Rex Cronon: and quite a few times the parts are out of synch
[17:31] Andrew Linden: and he wrote most of the animation code, so he knows how it currently works
[17:32] Andrew Linden: hrm... are you talking about animations for attachments?
[17:32] Sindy Tsure: hiyas
[17:32] Arawn Spitteler: He looks like a trademark violation, from somewhere. How does he go out of synch, when his parts all get the same LinkedMessages?
[17:33] Rex Cronon: hi sindy
[17:33] Andrew Linden: That is, keyframed sequences of transfoms for the various bits that make up an avatar's attachment suit?
[17:33] Rex Cronon: no
[17:34] Rex Cronon: that thing on my shoulder is still one linked object even if is attached to me
[17:34] Rex Cronon: it would work the same way if it weren't
[17:34] Andrew Linden: Rex, so the idea you're suggesting is animations on the pieces of a linked set?
[17:34] Rex Cronon: yes
[17:35] Rex Cronon: i actually heard that at qarls office hour
[17:35] Sindy Tsure: oh.. that's using the Puppeteer Player scripts..
[17:35] Andrew Linden: Would the positions of the sub-prims be "real"? That is, would they collide appropriately after moving if they were NOT attachments?
[17:35] Rex Cronon: i have no idea
[17:35] Sindy Tsure: oops
[17:36] Rex Cronon: i think they r relative to the root prim
[17:36] Rex Cronon: and i am not the root prim when is attached to me
[17:36] Andrew Linden: Right, but if the feature works for attachments... it would also work for non-attachments, right?
[17:37] Sindy Tsure: cartoonimals makes heavy use of the script that rex's thing uses.. some very cool stuff at their store - worth seeing if you haven't been
[17:37] Rex Cronon: when u say feature, u mean "the ablity of prims in a linked set to move in synch"?
[17:37] Andrew Linden: Yeah, or move accorrding to some scripted sequence.
[17:38] Rex Cronon: what is catoonanimals
[17:38] Rex Cronon: ?
[17:38] Kooky Jetaime: Hey all....... I got a question, sorry I'm late, but I'll wait till your done with the topic or topics of the day.
[17:38] Rex Cronon: hi kooky
[17:38] Sindy Tsure: it's a really cool store.. they just got a sim - search the map for cartoon and you'll find them
[17:38] Sindy Tsure: hi kooks
[17:38] Andrew Linden: We're just rambling Kooky. Go ahead and mention your question/topic.
[17:39] Rex Cronon: just talking about puppeteering:)
[17:39] Kooky Jetaime: The sliding ground
[17:39] Kooky Jetaime: I see we're not fall-floating anymore
[17:39] Kooky Jetaime: but ground slide seems worse than ever
[17:39] Andrew Linden: we-ell... the word "puppeteering" has special meaning in an SL context
[17:40] Andrew Linden: we were working on some real-time animation override features for a while... a year or two ago
[17:40] Andrew Linden: and we called that project "puppeteering", but it was a very avatar-specific feature
[17:40] Andrew Linden: it did not apply to normal linked objects
[17:41] Andrew Linden: oof, ground slide is broken again?
[17:41] Sindy Tsure saw a video of it recently..
[17:41] Andrew Linden: this is the first I've heard about it (sigh)
[17:41] Kooky Jetaime: Like standing on rollerscates
[17:41] Kooky Jetaime: I can't even stand on my roof
[17:41] Andrew Linden: Kooky, if there are any jira items filed about it... I'll be needing instructions on how to reproduce the problem
[17:41] Kooky Jetaime: Uhm
[17:41] Andrew Linden: sometimes that means a specific location or collection of content
[17:42] Kooky Jetaime: Give me one second.. I don't know about jiras but its happened in a few places
[17:42] Kooky Jetaime: My roof for one
[17:42] Kooky Jetaime: Another sim that we're setting up, private island, did it too
[17:42] Andrew Linden: well, your roof might be a good example of some content that reproduces the problem
[17:42] Andrew Linden: where is your roof?
[17:42] Kooky Jetaime: one second, brb
[17:42] Rex Cronon: your roof has to be impounded for testing purposes:)
[17:42] Arawn Spitteler: I had a recent slide problem, when I was at redued weight.
[17:42] Kooky Jetaime: I'll go grab a copy of it
[17:42] Sindy Tsure: hopefully it's not one of the rainy sims
[17:42] Kooky Jetaime: then we can see if its multiple sims
[17:42] Andrew Linden: If there is a jira item on the sliding, if you could add a comment about it happening on your roof, and the location, that would help me fix it.
[17:43] Arawn Spitteler: Is Physics still turned off, in this sim?
[17:43] Kooky Jetaime: brb
[17:43] Sindy Tsure does not think so
[17:43] Sindy Tsure tests by saying frog
[17:43] Andrew Linden doesn't see any frogs
[17:43] Sindy Tsure: woah.. that's weird
[17:43] Sindy Tsure: ack!
[17:44] Sindy Tsure: don't say the plural!
[17:44] Arawn Spitteler: Looks okay, we were marvelling at an unfalling ball, a couple weeks ago
[17:44] Sindy Tsure: the plural gets you a rain of them.. usually anyway
[17:44] Kooky Jetaime: ffeff
[17:44] Sindy Tsure: is there some weird physics stuff running here?
[17:44] Sindy Tsure: the one frog i saw was pretty weird
[17:44] Kooky Jetaime: how much of a grade is too much for you to expect to slide?
[17:44] Andrew Linden: not that I know of Sindy
[17:45] Sindy Tsure: oh.. rex has a shield
[17:45] Rex Cronon: sorry
[17:45] Rex Cronon: i forget about it
[17:45] Sindy Tsure: no worries.. just wondered what was up with the poor frog..
[17:45] Andrew Linden: oh right... the shield we were just talking about
[17:46] Kooky Jetaime: Yep
[17:46] Rex Cronon: there needs to be a fast way to find what objects are moving in given area or radius(whatever is faster/easier)
[17:46] Kooky Jetaime: slides here too
[17:47] Andrew Linden: I'll try that out Kooky
[17:47] Kooky Jetaime: ok
[17:47] Kooky Jetaime: apparently I got a crappy script somewhere
[17:47] Sindy Tsure heard that andrew put tape on his shoes.. he cheats
[17:47] Arawn Spitteler: Looks like it's just Kooky
[17:47] Free DCS Kung Fu Attachment WEAR ME: releasing controls
[17:47] Andrew Linden: kooky, are you using any odd attachment pusher? or anti-pusher?
[17:48] Kooky Jetaime: must be
[17:48] Kooky Jetaime: racka frack blood..grrr.
[17:48] Andrew Linden: I'm not sliding
[17:48] Rex Cronon: try taking off everything
[17:48] Rex Cronon: don't need to takes clothes off too:)
[17:48] Andrew Linden: Arawn was sliding
[17:48] Kooky Jetaime: I'm not now
[17:48] Sindy Tsure: i do a little when i turn but not as much as kooy
[17:49] Arawn Spitteler gave you Wings Flap.
[17:49] Arawn Spitteler: Andrew now needs a copy of my wings
[17:49] Kooky Jetaime: Now I'm not
[17:49] Andrew Linden: yeah, Arawn's wings make me slide
[17:50] Kooky Jetaime: I'm back to my default attachments
[17:50] Arawn Spitteler: They're just llSetBuoyancy, as frar as I recall
[17:50] Andrew Linden reads the script...
[17:50] Arawn Spitteler: I don't know how they effect buoyancy, before the flapping was activated.
[17:51] Andrew Linden: the wings script use a partial buoyancy
[17:51] Andrew Linden: the buoyancy feature is what I call an Action... it applies a force every step of the physics engine
[17:51] Sindy Tsure: hi creem
[17:51] Rex Cronon: i have seen somebody using an attachment that was affecting physical prims, might be related to this
[17:51] Creem Pye: hey guys
[17:51] Andrew Linden: and it is those pushes that are keeping the avatar body active
[17:51] Andrew Linden: hrm...
[17:52] Creem Pye: weird, Andrew doesn't show up on my radar
[17:52] Rex Cronon: hi creem
[17:52] Kooky Jetaime: Must be in god mode
[17:52] Sindy Tsure: lindenz is stealthy
[17:52] Rex Cronon: he is in god mode
[17:52] Kooky Jetaime: so he can look at the scripts
[17:52] Creem Pye needs to figure that hack out
[17:52] Andrew Linden: that is because Andrew is always in admin mode
[17:52] Kooky Jetaime: what hack?
[17:52] Creem Pye: being invisible to LSL sensors
[17:52] Sindy Tsure: get a job at LL!
[17:53] Kooky Jetaime: thats not a hack
[17:53] Creem Pye: hehe
[17:53] Andrew Linden: LSL sensors will ignore Linden avatars that are in admin mode... unless the object is owned by them.
[17:53] Andrew Linden: thanks for the use of your wings Arawn
[17:53] Andrew Linden: I wonder how I'll fix that bug
[17:53] Arawn Spitteler: So, it's just the action, that makes us activish?
[17:53] Sindy Tsure: oh.. before i forget.. i mentioned a forums thread last week.. llTargetOmega stuff.. the latest RC viewers apparently fix the problem
[17:53] Kooky Jetaime: did you get the boyancy sink bug fixed?
[17:54] Kooky Jetaime: that was affecting the subs?
[17:54] Arawn Spitteler: We pull up Kooky's inventory, and type Worn
[17:54] Andrew Linden: yeah, any attachment that is making constant pushes to the avatar will keep it active
[17:55] Andrew Linden: please observe that Rex's rolling sphere eventually settled down and stopped
[17:55] Kooky Jetaime: ok
[17:55] Andrew Linden: I had to manually tweak things so that those implicit spheres would actually slow down
[17:55] Andrew Linden: they used to roll... forever
[17:55] Sindy Tsure: sounds like it might be fun!!
[17:56] Sindy Tsure: maybe not as the default behaviour, tho
[17:56] Rex Cronon: should a cube slide on a acute angle?
[17:56] Kooky Jetaime: still got the floating problem
[17:56] Gravity check: Touched.
[17:56] Andrew Linden: yeah, it was kinda weird... in a little bowl in the terrain the balls might orbit inside the bowl with uncanny lack of friction
[17:57] Sindy Tsure: space sim!
[17:57] Andrew Linden: use a flatter box Rex, so it doesn't tumble
[17:57] Andrew Linden: are you trying to measure the coefficients of friction?
[17:57] Kooky Jetaime: who?
[17:58] Rex Cronon: just to see if it works
[17:58] Andrew Linden: I was wondering what Rex was trying to demo.
[17:58] Gravity check: Touched.
[17:58] Rex Cronon: i wasn't trying to demo. i was trying to see what happened
[17:58] Rex Cronon: :)
[17:59] Gravity check: Touched.
[17:59] Rex Cronon: works
[17:59] Andrew Linden: btw, the aforementioned bug I was trying to fix on Tuesday was fixed this morning... the next simulator deploy will probably be pushed out to a hundred or so regions tomorrow and then sit over the weekend with the rest of the deploy happening on Mon and Tues
[17:59] Andrew Linden: that's the plan anyway
[18:00] Sindy Tsure: then 2 weeks until we all get mono?
[18:00] Gravity check: Touched.
[18:00] Andrew Linden: Yeah that is also the plan ... 2 weeks to MONO
[18:00] Arawn Spitteler: Oh, Has there been a glance at this? http://jira.secondlife.com/browse/SVC-2625
[18:00] Kooky Jetaime: Just in time for our opening
[18:01] Arawn Spitteler: As a megaprim bug, it's low priority, but I'm also noticing a normal sized draw-bridge with undocumented phanomness.
[18:01] Andrew Linden: No, I haven't seen that bug yet Arawn.
[18:01] Andrew Linden: When you say the megaprim remained phantom... did you ever walk completely out of the megaprim?
[18:01] Sindy Tsure: when avatars are involved or in-general?
[18:01] Andrew Linden: Or did you wander around on the inside only?
[18:02] Arawn Spitteler: Yes, and walked back in, through the side
[18:02] Andrew Linden: Hrm... yeah that sounds like a bug
[18:02] Andrew Linden: Arawn, if you come up with a consise and reproducible recipe for causing the bug, perhaps you could enter it as a comment in that jira item.
[18:02] Arawn Spitteler: It's a hollow- profile cut- path cut tube, but the only fix for its phantom behaviour, was to leave the sim
[18:03] Andrew Linden: I'll be needing to know how to duplicate it... and it isn't clear what the megaprim looks like exactly.
[18:03] Creem Pye: for your avatar?
[18:03] Arawn Spitteler: I just pushed myself through the bridge, with another prim, that somehow did not become phantom
[18:03] Gravity check: Touched.
[18:03] Gravity check: Touched.
[18:03] Gravity check: Touched.
[18:03] Gravity check: Touched.
[18:04] Creem Pye: try a script with something like llSay(0,llList2CSV(llGetPrimitiveParams(PRIM_TYPE))))
[18:04] Creem Pye: to get all the exact parameters together
[18:04] Andrew Linden: Well, I'm going to have to run.
[18:04] Andrew Linden: thanks for coming
[18:04] Rex Cronon: bye andrew
[18:04] Sindy Tsure: cya, andrew! ty!
[18:04] Creem Pye: have a good evening
[18:04] Rex Cronon: i am going too
[18:04] Kooky Jetaime: bye Andrew
[18:04] Sindy Tsure: bye, folks
[18:04] Rex Cronon: bye everybody
[18:05] Kooky Jetaime: Bye Andrew, sorry for the false alarm