User:Andrew Linden/Office Hours/2008 08 26

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Transcript of Andrew Linden's office hours:

[11:08] Kitto Flora: Er not IM - Group Notice
[11:08] Simon Linden: I haven't heard of that one, but that's definitely bad
[11:08] Kitto Flora: I misstype
[11:08] Creem Pye: or just send the object manually after you IM =)
[11:09] Andrew Linden: I forgot about office hours.
[11:09] Rex Cronon: hi andrew
[11:09] Andrew Linden: I remembered earlier this morning, then got involved in some project.
[11:09] Kitto Flora: I got a group notice with attached note, clicked it to open, and its frozen
[11:09] Arawn Spitteler: When you showed up, your nametag didn't rez right away.
[11:10] Kitto Flora: OK worked
[11:10] Arawn Spitteler filed his first wiki entry, on this point: http://jira.secondlife.com/browse/SVC-2901
[11:10] Andrew Linden: Alright. These office hours are so free-form, sometimes I don't know where to start.
[11:10] Andrew Linden: Especially when I don't have much to announce
[11:11] Andrew Linden: I guess 1.24-Server has finished deploying
[11:11] Andrew Linden: but MONO isn't enabled unless you've got a special viewer, right?
[11:11] Kitto Flora: I found another Sim (open space type) that had strange unexplainable lag -
[11:11] Creem Pye: we're still 1.23 here
[11:11] Andrew Linden: That is, you can't compile MONO scripts unless you have the viewer.
[11:11] Creem Pye: but a few sims have 1.24
[11:11] Simon Linden: I think it's on roughly half the grid now
[11:11] Arawn Spitteler: When's the 1.21RC Viewer coming out?
[11:11] Rex Cronon: i thought that 1.24 will finish deployment on friday
[11:12] Kitto Flora: Well, you get the Aditi viewer and hack it to run on MG. It works.
[11:12] Aybabtu Aabye: oh? is it the newest viewer? or another one?
[11:12] Andrew Linden: you're right... 1.23-Server here
[11:12] Andrew Linden: so I guess it hasn't finished deploying
[11:12] Kitto Flora: Crashes/freezes a lot tho
[11:12] Andrew Linden: now that you mention it... I seem to recall an email that i skimmed... 1.24 is partially deployed but will sit like that for a while
[11:13] Arawn Spitteler: I wasn't able to open a menu, with any <ctrl>g. That might be a Linden Only option, or I might have had hte instructions wrong.
[11:13] Simon Linden: I know there were some crash fixes being done this morning
[11:13] Andrew Linden: Sigh, I'm under-informed because I can't take the time to read all my email carefully.
[11:13] Rex Cronon: u tried ctrl+shift+g?
[11:13] Creem Pye: I'm using hte preview viewer now
[11:13] Simon Linden: Arawn - it's some other more complicated modifier like Rex suggested
[11:13] Andrew Linden: Simon, simulator crash fixes?
[11:14] Creem Pye: and managed to compile some objects to Mono in another sim
[11:14] Arawn Spitteler: I think so, but I don't recall what all I tried.
[11:14] Simon Linden: Yes, there was at least one crash-on-exit that was preventing state saving
[11:14] Andrew Linden: Arawn, are you talking about the pre-connect grid selection widget? For connecting to test grids/
[11:14] Andrew Linden: ?
[11:14] Arawn Spitteler: Yeah, that one.
[11:15] Andrew Linden: I think it is CTRL+SHIFT+G, but I can never keep it straight
[11:15] Andrew Linden: I just try until it shows up
[11:15] Andrew Linden: but you have to type it before you press the [Connect] button
[11:16] Andrew Linden: Ok, sounds like Simon is more up to date with the status of the 1.24 effort
[11:16] Arawn Spitteler: I wonder if there's a file or edit menu, with that option.
[11:16] Andrew Linden: I don't really have many announcements to make. Lately I've been working on getting our server code to compile on gcc-4 so we can move forward to some newer hardware that the operations team is trying to set up
[11:16] Arawn Spitteler would like to lobby: On SVC-2901 SVC-1299, could we get that fixed for C#?
[11:17] Creem Pye: I know that they're planning a 1.24.2 server release to fix some bugs, but is the Mono bytecode format going to change anytime soon?
[11:17] Rex Cronon: u might be able to find the var that controls the grid selection if u search debug settings
[11:18] Kitto Flora: Start up options you are wanting?
[11:18] Creem Pye: the --loginuri switch when launching the viewer allows you to select the grid as well
[11:18] Andrew Linden: Is the MONO bytecode going to change anytime soon? The MONO bytecode is somewhat compatible with C# bytecode... it doesn't change very fast I think
[11:18] Creem Pye: so you could probably make a set of shortcuts to the viewer with different grid arguments
[11:18] Kitto Flora: http://wiki.secondlife.com/wiki/Client_parameters
[11:19] Andrew Linden: we add some extra magic bytecodes for the micro-threading stuff we do, but we won't be changing that quickly either
[11:19] Andrew Linden: I'd guess it would be stable for a while (year+)
[11:19] Andrew Linden: er... once it settles down ;-)
[11:19] Creem Pye: ok, just making sure that I'm not wasting my time by recompiling stuff to Mono already =)
[11:20] Andrew Linden: just kidding. You really want to ask Babbage Linden that. But I think this is a good time to recompile some stuff to MONO
[11:20] Andrew Linden: Lessee... SVC-2901
[11:21] Arawn Spitteler: http://jira.secondlife.com/browse/SVC-2901
[11:21] Arawn Spitteler: I closed it in favor of editing this wiki: http://wiki.secondlife.com/wiki/LlSitTarget
[11:21] Andrew Linden: Wow, I don't seem to recall this Havok4 breakage/fix associated with SVC-2901 at all
[11:22] Simon Linden: They definitely want people to try it and report any problems (and any good news :) )
[11:22] Andrew Linden: Arawn, I will study SVC-2901 later (making a note). I think this one is going to take me a while to fully grok. But ok, lobby submitted.
[11:23] Arawn Spitteler: I have a podium, in which I use SLPP to correct the position, and it's a lot easier than trying to work out the mysteries of Sitting. Here's my edit to the wiki: #
# Sit Target sets the position for the Agent Target, Advanced -> Character -> View Agent Target, and has a displacement that will require a bit of examination.
* llSetLinkPrimitiveParams seems to be the easy work-around.
* Animation is relative to the Agent Target, but the Agent Target isn't described by the animation.
[11:24] Arawn Spitteler: It's an issue, that H1 was all screwed up, and nobody really documented it, beyond SVC-1299. It's now documented, but C# shouldn't have to follow.
[11:25] Andrew Linden: Correct, the avatar's (agent's) true position is not defined by the animation. An animation can shift the offset between the visible avatar and its true position
[11:26] Andrew Linden: Animations are a sequence of position changes relative to some local default
[11:26] Arawn Spitteler: Something else, I should wishlist, is that the llDetectedPos() doesn't get the agent target.
[11:26] Creem Pye: so what's up with the Mouselook camera being in the left eye and not in the center? =)
[11:26] Andrew Linden: and you can "animate" the offset of the avatar's visible root
[11:26] Mifune Thibaud: aha I was thinking the same thing
[11:27] Andrew Linden: Arawn, more context please for that llDetectedPos() issue.
[11:27] Andrew Linden: Dunno about the Mouselook camera location. You say it is located in one of the eye's instead from the center between them?
[11:28] Arawn Spitteler: Something that came up, in a teleporting staircase, and I have to do more testing. If you click to set the SitTarget, Sit Target gets set relative to the Avatar position, rather than Agent Target
[11:28] Arawn Spitteler: Unless I was just dealling with the undocumented offset.
[11:28] Creem Pye: yeah, if I make a perfectly symmetrical animation and sit on a cube with another prim aligned in front of it, I need to move the avatar ~2.4cm to the right to face the other prim directly
[11:29] Creem Pye: (I mostly noticed this when I first made an airplane with a gunsight)
[11:29] Andrew Linden: Creem, I'll make a note and ask Richard Linden about it however...
[11:29] Creem Pye: and I figure that 2.4cm might be the distance between the center of my head and my left eye
[11:30] Andrew Linden: sounds like that little left-eye-offset feature has forced you (and probably others) to make workarounds... it may be unfixable -- a misbug
[11:30] Andrew Linden: a misbug is a "feature" that is really a "bug"
[11:30] Arawn Spitteler: Once documented, it becomes a misfeature.
[11:30] Creem Pye: yeah, I guess fixing that would break lots of things that compensated for it
[11:30] Andrew Linden: misfeatures are bugs that are actually features
[11:31] Andrew Linden: I think
[11:31] Aybabtu Aabye: are avatars basically objects in SL, with a bunch of sculpted prims? or something a bit different?
[11:31] Kitto Flora: IS there a way to change the camera position of only mouselook?
[11:31] Andrew Linden: the avatar collision shape is a single prim
[11:31] Creem Pye: not that i'm aware of, kitto
[11:31] Arawn Spitteler: Isn't the camera controllable?
[11:31] Andrew Linden: it is shaped something like a squashed cylinder with a very sharp point on the bottom
[11:32] Aybabtu Aabye: what i mean is, is it possible to allow us to create avatar objects
[11:32] Aybabtu Aabye: that we can then script with animations
[11:32] Andrew Linden: Kitto, I don't know if there is a mouselook offset adjustment
[11:32] Creem Pye: that would be a nice feature to have though =)
[11:32] Mifune Thibaud: yes definitely
[11:32] Andrew Linden: however... if you're making content you'll need to handle the default mouselook offset anyway -- most people woudn't adjust it even if it was easy
[11:33] Kitto Flora: I have Tiny customers who complain they cant see over the steam engine they ride, in mouselook
[11:33] Mifune Thibaud: there is a ForceMouselook function, but not one to adjust the offset of the camera
[11:34] Arawn Spitteler: Bolster Seats? Check camera position, and use slpp to bolster them up.
[11:34] Andrew Linden: lol
[11:34] Aybabtu Aabye: something that would allow us to say create a scripted football team, and allow sl players to call in plays
[11:34] Aybabtu Aabye: or script bot soldiers in a combat area
[11:35] Arawn Spitteler: Foot ball is bot soldiers.
[11:35] Creem Pye: hm the best looking option would be to use a scriptable viewer to do that... creating proper AI would be pretty time-consuming htough
[11:36] Aybabtu Aabye: it would save us from creating many prim body parts, and writing script to do what animations already do
[11:36] Andrew Linden: Feature wishlist brainstorm... I wish I could be more helpful but I'm just loaded with other stuff to do
[11:37] Andrew Linden: many of these feature ideas are not even on the schedule
[11:37] Kitto Flora: Is the owner of that laggy Sim here?
[11:37] Arawn Spitteler: Object Animation certainly belongs on a wish list. I think it's something Andrew should encourage anouter to do, maybe as a stuidy project.
[11:38] Arawn Spitteler: CG has a mock newby, on his parcel, that would profit.
[11:38] Creem Pye: like a texture animation function, but with sculpt maps?
[11:38] Andrew Linden: That sculpt texture animation idea has been kicked around I think
[11:38] Aybabtu Aabye: how do i get av objects on the schedule?
[11:39] Andrew Linden: Residents have already implemented sequenced sculpty settings
[11:39] Andrew Linden: "av objects" ? Arawn, could you elaborate?
[11:40] Aybabtu Aabye: whatever it is that we are, minus the human player control
[11:40] Arawn Spitteler: I'm not sure what Mock Primatars would be called, but AV Objects was Ay's term
[11:40] Andrew Linden: Ah, you want NPC's (Non Player Characters)
[11:40] Aybabtu Aabye: the collision bubble, the shapes prims
[11:40] Aybabtu Aabye: yes
[11:40] Andrew Linden: We've kicked the idea around over the years
[11:40] Arawn Spitteler: NP_Primatars
[11:40] Aybabtu Aabye: coding something that fakes animation would seem overkill since we already have animations
[11:40] Andrew Linden: I don't think it is on the schedule yet
[11:41] Andrew Linden: I don't know how to get it on the schedule... just too much work to do
[11:41] Arawn Spitteler: Animations are viewer side?
[11:41] Aybabtu Aabye: viewer side is fine by me
[11:41] Rex Cronon: when u say animation, u mean animation of prims in a linked set?
[11:41] Andrew Linden: one thing that recently got some momentum internall here at LL was the idea of mesh objects, and import/export pipelines
[11:41] Andrew Linden: such as Maya --> SL
[11:41] Aybabtu Aabye: is it a different office hours that would need to go to, to get it considered?
[11:42] Andrew Linden: There were some people here at LL who thought such a pipeline would be a waste... better to spend resources just making our in-world tools better
[11:42] Kitto Flora: Some people have the good ideas :)
[11:42] Andrew Linden: Aybabtu, I'm not sure who would be able to speak with authority on NPC's...
[11:43] Arawn Spitteler: Have you Jiraed, Ay? Untill you do, office hours can help the wording.
[11:43] Aybabtu Aabye: ok
[11:43] Aybabtu Aabye: importing 3d models from outside SL would be a godsend
[11:43] Andrew Linden: just about any senior developer would have an opinion about them... Babbage, Runitai,
[11:43] Arawn Spitteler: An Avatar counts as a single prim, for linking. Is that what a viewer sees?
[11:43] Andrew Linden: Zero, and Qarl
[11:43] Aybabtu Aabye: i cant log into jira, tried for months
[11:43] Andrew Linden: Arawn, the avatar is a special-case single prim
[11:44] Andrew Linden: it is a single prim for collisions, and for linking
[11:44] Andrew Linden: but is handled very differently for updates and rendering
[11:44] Arawn Spitteler: That single prim isn't usable, outside Agents?
[11:44] Kitto Flora: Andrew, that problem with the phantom table - did anyone look at that or fix it?
[11:44] Andrew Linden: Aybabtu, I thought the jira login was the same as your SL login
[11:45] Aybabtu Aabye: having non-avatat objects behave that way would be nice, some or one for physical collisions and the rest used in rendering only
[11:45] Arawn Spitteler: I've no problem logging in, just with navigation.
[11:45] Andrew Linden: Kitto, I got your message about the table. Sounds like it is the "anti-avatar-entrapment" code kicking in
[11:45] Aybabtu Aabye: it should be, concierge can do it as me apparently, but it doesnt work when i do it, tried mozilla and firefox
[11:46] Andrew Linden: that is, your avatar is getting into a state of penetration and then it decides to stop colliding just your avatar with that object
[11:46] Kitto Flora: Isnt that supposed to eject the avatar from the interseting prim, Andrew?
[11:46] Andrew Linden: if you leave the table and come back it collides, which is exactly how that system works
[11:46] Andrew Linden: Kitto, it tries to eject, but not for long... one second or so I think
[11:46] Kitto Flora: No no - I leave the table - come back and its STILL phantom
[11:47] Kitto Flora: But for another Av, at the same time, the table is solid
[11:47] Andrew Linden: if it succeeds in pushing the avatar (moving it) it will continue to try to push and won't disable the collisions
[11:47] Arawn Spitteler: When I saw that, on my bridge, it seems to've been a sim error
[11:48] Andrew Linden: hrm... that would be unexpected Kitto, when you stop penetrating (out of table) it should start colliding when you come back
[11:48] Andrew Linden: so there is indeed a bug there
[11:48] Kitto Flora: Looks like it - minor one
[11:48] Kitto Flora: Sometimes
[11:48] Andrew Linden: I read your IM, but how easy is it to reproduce?
[11:48] Kitto Flora: Its happeend with the floor too
[11:48] Kitto Flora: Not easy
[11:48] Arawn Spitteler: Does it happen in other sims?
[11:48] Kitto Flora: Just sometimes on TP. Less than 10%
[11:48] Andrew Linden: I guess I'll have to actually go look at it to understand what is going on. The table isn't linked to the ground is it?
[11:49] Kitto Flora: Personally I only see it in that one sim
[11:49] Andrew Linden: er to the floor?
[11:49] Kitto Flora: Table is not linked to anything - its 2 prims linked together
[11:49] Aybabtu Aabye: are larger sims or same size but differently scaled sims idea on the schedule?
[11:50] Kitto Flora: I did see another Av apparently have the same problem, in this sim, with the 'foor' prims here, at the end of last weeks meeting
[11:50] Andrew Linden: Aybabtu, that is not on the schedule. However the schedule I'm thinking about is not very far out. I'm thinking of the "short term schedule"... say three months our or so
[11:50] Rex Cronon: that was me
[11:51] Rex Cronon: i was walking through the floor:)
[11:51] Arawn Spitteler: Has the sim been reset, yet?
[11:51] Kitto Flora: Rex: After TP in? And for others the floor was solid?
[11:51] Aybabtu Aabye: ok, i guess what im trying to find out is how do things get on the schedule, long term or short term, and how are ideas reviewed
[11:51] Rex Cronon: i tried to tp, but didn't as the sim i tried to go to was down
[11:52] Andrew Linden: It is quite complicated Aybabtu, and fluid
[11:52] Andrew Linden: or it used to be...
[11:52] Rex Cronon: when i tp in here, i almost end up on the floor above
[11:52] Creem Pye: I remember Andrew saying several months ago that making something like a "megasim" would be a major endeavor in terms of SL's design
[11:52] Andrew Linden: there are some strategy meetings going on where they are trying to plan farther out
[11:52] Creem Pye: but there are lots of people who want large-scaled sims, so maybe someday...
[11:52] Andrew Linden: but I'm not participating... to much stuff to do
[11:53] Kitto Flora: Run megasim on a Cray?
[11:53] Creem Pye: big, but mostly empty =P
[11:53] Aybabtu Aabye: i think andrew also said that changing the scale of the sim would be far easier than creating a megasim, apologies for talking about in 3rd person Andrew
[11:53] Andrew Linden: Creem, I think the driver for that feature will be "competition". When our competitors catch up and start providing dynamic region sizes we'll bite that bullet
[11:53] Simon Linden: There are a lot of assumptions in the back-end system, for example, about region sizes
[11:54] Creem Pye: guess we need to prod Hipihi about that feature then =P
[11:54] Arawn Spitteler should now be sunk into the floor, and will leave the table's bounding box.
[11:54] Rex Cronon: yes u r arawn
[11:54] Aybabtu Aabye: maybe this one is easier, how about sim owner controls on the script engine
[11:54] Kitto Flora: Well seeing as how 'Open Space' sims are abused - what of even larger area sims?
[11:55] Aybabtu Aabye: so that no script could actually mean no script
[11:55] Aybabtu Aabye: or perhaps restricted script to objects with a specified group tag
[11:55] Aybabtu Aabye: or creator
[11:55] Andrew Linden: oops
[11:56] Simon Linden: That would be good, but people will get upset when their attachments stop working (even if that helps out)
[11:56] Arawn Spitteler: It's not happening here, but seems to be sim specific, proably server specific.
[11:56] Aybabtu Aabye: if it sim level thing, they can complain to the sim owner
[11:56] Simon Linden: Correct - we're looking into the load attachments have on performance
[11:56] Andrew Linden: "sim owner controls on the script engine"?
[11:56] Aybabtu Aabye: i ask because i would like more control over the quality of the experience at my sim
[11:57] Simon Linden: I see that as block or throttle scripts in attachments
[11:57] Aybabtu Aabye: as a sim owner i would like to be able to not allow scripts other than those already running on the sim
[11:57] Kitto Flora: Yay Simon! Do it!
[11:57] Aybabtu Aabye: block and/or throttle, yes
[11:58] Creem Pye: it wouldn't be a bad default to give attachments' scripts lowest priority =)
[11:58] Andrew Linden: I think Babbage Linden is planning on working on better script scheduling post MONO
[11:58] Rex Cronon: it might be better if u can say: as long as script belonging to users don't go over 1MB than they can run:)
[11:58] Kitto Flora: 'nice' for attachments :)
[11:58] Andrew Linden: that is, being able to block out srcipt resources... so much for parcel owners, so much for visitor scripts, and so on
[11:58] Aybabtu Aabye: if lowest priority means 0 time slice then yeah that would be good
[11:59] Aybabtu Aabye: yes that would be even better
[11:59] Creem Pye: is your goal more about sim performance or blocking attachmetn functionality, aybabtu?
[11:59] Andrew Linden: yeah the script prioritization has to be working before we could say, open up the balance numbers for sim owners to tweak
[11:59] Aybabtu Aabye: both
[11:59] Aybabtu Aabye: balance sounds complicated, a toggle could work
[12:00] Andrew Linden: well, I meant the prioritization numbers
[12:00] Arawn Spitteler: Is there any distinction between Linden Estate Owner Authority, and Linden Server Owner Authority?
[12:00] Kitto Flora: Andrew, is Anyone working on Script Prioritization?
[12:00] Andrew Linden: suppose 50% of script resources were devoted to parcel owners, then 25% to attachments, and 25% to visiting scripts
[12:00] Aybabtu Aabye: would that be customizeable?
[12:01] Andrew Linden: ideally those numbers could be tweaked by sim owners, but perhaps in practice it wouldn't have to happen often
[12:01] Kitto Flora: Mmm - Land-Group option rather than parcel owners
[12:01] Andrew Linden: that is, if the parcel owners were only using half of their allocated resources then the attachments/visitors could use the spare cycles
[12:02] Andrew Linden: so that you only get true throttling when the script space gets full
[12:02] Aybabtu Aabye: thats a good direction
[12:02] Andrew Linden: although... currently the scripts just try to go as fast as they can...
[12:03] Andrew Linden: it would seem that the parcel scripts, if there were any, would just go as fast as they could until they had used up all their CPU cycles available
[12:03] Arawn Spitteler: LandOwner Attachments would be one policy question.
[12:03] Andrew Linden: dunno... Babbage was going to work on that, but has not started yet, as far as I know.
[12:03] Aybabtu Aabye: is there a way that you could allow sim owners to restrict things like textures brought onto their sim, or media played on the sim
[12:04] Andrew Linden: Perhaps Simon knows more about it?
[12:04] Kitto Flora: If its Owner / Others only choice, its not going to be useful for the areas where its needed - those are group builds.
[12:04] Arawn Spitteler: Textures are brought in by UUID, and aren't visible to the engine beyond that, afaik
[12:04] Simon Linden: I don't know about textures or media - I don't think there is any specific code blocking that
[12:04] Andrew Linden: Kitto, if the parcel has a group affiliation then I suspect group scripts would fall into the parcel pool
[12:04] Simon Linden: Textures aren't much of a sim load except for passing the data around to everyone
[12:05] Arawn Spitteler: Viewer Side, I think Textures dcfould be throttled.
[12:05] Aybabtu Aabye: not on the sim proper, but in the sims virtual space and all those in it, its a huge load issue on the clients
[12:05] Andrew Linden: Textures are a sim load because the simulator's legacy messaging system packes and sends the data, I think.
[12:06] Kitto Flora: What one needs it to allow group objects scripts to run ok, but reduce time for any av attached scripts, or non-group objects
[12:06] Andrew Linden: There was a "HTTP textures" project that was partially done, by Steve Linden
[12:06] Creem Pye: hm, "visual mute" of avatars was talked about a long time ago, but I wonder if/when that feature will reach trunk
[12:06] Andrew Linden: last I heard he said all the code is done client-side... just need to do the server-side work
[12:06] Kitto Flora: Many class 4 sims were compromised by having too many textures in them
[12:06] Aybabtu Aabye: visual mute sounds interesting
[12:07] Simon Linden: I'll make a note to look into the script code - the AV scripts are run at a different step in main frame loop than regular objects, so perhaps there's something there that can be tweaked
[12:07] Kitto Flora: Limited RAM - footprint too big
[12:07] Aybabtu Aabye: thanks simon'
[12:07] Creem Pye: BigPapi was the one who told me about visual mute.. he might know more about its status
[12:07] Andrew Linden: ugh... information overload -- too many ideas, not enough time
[12:08] Andrew Linden: I'm finding it difficult to keep track of all the ideas, expecially given the slow progress I've been having at getting stuff done.
[12:08] Kitto Flora: Edit apearance, change your head size to hold it all :)
[12:08] Arawn Spitteler: We have buttons, because we haven't time to do everything by firmware. Prioritisze Involvement
[12:08] Aybabtu Aabye: sorry, hopefully these things can make it on the list or schedule and get looked into sometime
[12:08] Andrew Linden: ideas, current state of old projects, the schedule, it is all a blur
[12:09] Kitto Flora: Time for lunch!
[12:09] Arawn Spitteler: Isn't there an idea base, where Lindens can choose things to worry about? We have to debug Ay's Jira Access.
[12:09] Simon Linden: ok, I have a new jira :)
[12:09] Andrew Linden: perhaps it is just today that I can't cope. yeah lunchtime
[12:09] Simon Linden: I'm hungry too ... thanks everyone for coming
[12:09] Aybabtu Aabye: mmm food
[12:09] Rex Cronon: bye everybody
[12:09] Simon Linden: Bye
[12:09] Creem Pye: bye
[12:09] Aybabtu Aabye: bye lindens
[12:10] Rex Cronon: have fun
[12:10] Andrew Linden: Ok Aybabtu, how does your jira login fail? What happens when you try?
[12:10] Arawn Spitteler: Do you know your password, Ay, or is that lost behind the asterisks?
[12:10] Kitto Flora: Byebye
[12:11] Aybabtu Aabye: i tried for months, gave up, trying every day got pointless, havent tried in weeks, back then it was an invalid username/password, i dont remember the exact wording
[12:11] Aybabtu Aabye: i do know the password
[12:11] Aybabtu Aabye: i dont have the remember my password box checked
[12:11] Andrew Linden: And the login name you are trying to use is "Aybabtu Aabye", both words with a space in the same text field?
[12:12] Aybabtu Aabye: yes with title case just like that
[12:12] Andrew Linden: Hrm...
[12:12] Andrew Linden: were you ever able to login to the public jira?
[12:12] Aybabtu Aabye: The credentials you provided cannot be determined to be authentic.
[12:12] Aybabtu Aabye: no
[12:13] Andrew Linden: Tell you what... I don't know how the public jira is administered. I don't have admin access, and don't know who does, or who would handle it, but I'll find out and tell you who to talk to, or what can be done.
[12:13] Arawn Spitteler has such a basic account, as to be blocked from downloading lindens, but logs into Jira
[12:14] Andrew Linden: Mostly so I can learn who/how/what on public jira administration
[12:14] Aybabtu Aabye: thanks andrew, i realize my jira issue cant be that important in the big picture, i can read jira i just cant log in
[12:15] Arawn Spitteler: Is there an NPC Jira? I'd vote for it, and Ay should too.
[12:15] Andrew Linden: alright, I'm going to go get lunch. See you around.
[12:15] Aybabtu Aabye: later