Still alive and kicking, but busybusybusy

Just wanted to drop a quick note for those few of you who might actually care a little bit that I’m not spending much (or really any) time in-world lately or blogging because I’ve been fully consumed by getting the product I am working on in my RL job ready for a dog-and-pony show at a trade conference next week.

The 15 hour days should lighten up within the next few days (I HOPE!!!) and my schedule will slowly get back to normal over the next week.  I’ll still try to get the promised update for the Taketori out this weekend, but I’m not sure I’ll be able to do much else for a few more days yet.

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WTF is the ‘Release Keys’ button for, anyway?

I’ve been reading a very disturbing thread on the SL Forums (registration required) that points to a new type of inventory loss bug : VWR-6610 - Detaching a HUD could lead to the permanent loss of the detached item.

There are multiple ways to detach a HUD, of course, but far and away the most common ‘accidental’ detachment comes from the Second Life® viewer’s damned stupid user interface design.  When you click the ‘Release Keys’ button, it blows off every attachment that has scripted access to your movement key.  This could include nearly all animation overrides, C:SI swords, most in-world weapons of just about any flavor, and even the key display HUD that I created for Aimee.

And it makes me wonder, just why the hell is it necessary to do that?  Why is it necessary to have a button taking up valuable screen real-estate, and even sometimes (depending on what viewer version you are using) intentionally placed as if to encourage accidentally pressing it?  If the devs over at The Lab deem it to be such an indispensable feature, even though it’s almost certainly very rarely used once a person finds out how horrible the results are, couldn’t they at the very least place it in the Tools menu alongside the nearly-useless ‘Stop Animations’ item?

/rant off

Please note that the JIRA issue mentioned, while it gave me a chance to rant about something that irritates the crap out of me, is not limited to problems encountered using the ‘Release Keys’ button : It would appear that under some (unknown) set of circumstances, detaching a HUD by any means could result in the permanent loss of that HUD and all of its contents, which may include very expensive animations.

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Think the Naginata has a long-range kick?

kick Well, it just might turn out that you’re absolutely correct.  I admit that I haven’t spent a great deal of time fighting with or against the naginata, and that may be a part of why I was unaware of the long range of the naginata’s kick.  With all of the comment’s I’ve read lately on both sides, I decided to see for myself and headed to Meiji to nab the nearest volunteer (I forget who it was now though, because Second Life has the most annoying habit of forgetting my chat log preferences and it didn’t get recorded as I expected it to).

In order to test this, I took one of the non-phys vehicles that I recently coded up, and changed the code so that I could sit on it and specify a distance and it would move precisely the distance specified from a given avatar.  This allowed me to very precisely control the distance in order to find out what was or was not in effective range, and I felt that it was more reliable than measurements taken using prim rulers or other similar methods.

So here’s what I found : I was able to be kicked at distances up to 3.8 meters by the Naginata.  Yup, more than a meter more than the Taketori and Wave.

And that brings up another interesting point, actually : I have now checked and double-checked the code on the Taketori and the Wave, and they are specifically coded to have a range of 2.5 meters, but today’s testing showed that they worked up to 2.7 meters.  Not much of a difference, perhaps, but it does indicate yet another way that Second Life doesn’t typically do what you tell it to do :)

I don’t feel that this was a really robust test, since it’s possible that other factors came into play.  For instance, sitting on an object changes your bounding box size to include the object being sat upon, but it shouldn’t change the center of mass that is supposedly what is actually tested for using this method, but I wouldn’t bet too much money on that since Second Life has any number of quirks that don’t exactly follow the documentation.

Also, I only performed the test on a single region and on a single day, so it’s also possible that it’s an issue with that region’s server-side simulator code that may or may not exist in previous or subsequent versions.  Again, I wouldn’t bet any significant money on that, it’s just an idea that occurred to me.

Still, at least I’ve been able to independently verify that reports of the naginata having a longer kick range are true.  Now maybe it’s supposed to be that way, I’ve never been curious enough to ask Archanox before now, but Esprite’s comment on the CombatSI forums leads me to think that it’s not supposed to be that long.

Popularity: 36% [?]

I’ve just about freaking had it (grrrr)

damaged_box-t Okay, seriously….  For the fifth time today I’ve had to log in to Second Life to pass along a sword that didn’t get delivered in-world, and this is probably at least the twentieth time this week.

This is not because the vendors are broken, it’s even happening to the vendors that I’ve used for nearly two years now.  The problem lies in the fact that the Second Life system is currently extremely unstable and fundamentally incapable of scaling to serve the current load.

I simply cannot afford to log in 5 or more times while I’m supposed to be working, I steal quite enough time from work for Second Life as it is.  And this really puts me in a bind because I pride myself on being as responsive as possible and not making people wait until after the end of the business day in my time zone before they get the product they’ve purchase.  I know I certainly wouldn’t want to wait up to 8 hours before something I buy is delivered.

So among the other twenty things I’m working on, I guess I’ll add some research into how to make my own delivery system more robust in the face of an unpredictable and pathologically fragile grid.

/rant off

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