If you haven’t already seen this announcement on the Official Second Life® Blog, you might be interested to know that this latest round of server-side updates suffers from a curious bug: If you take multiple vendors into your inventory at once, each with a different price, and then drag them out of inventory in a new location - you might do this to simplify setting up a new store, for instance - all of your vendors will be set to the same price. There is no word on how the price is chosen among those that were set when the inventory was gathered, so we can assume that for all intents and purposes the selection of price is arbitrary.
Seriously, wtf…. You’d think that LL would have learned by now to either leave the freaking permissions/sale price/attributes alone, or test the hell out of any changes made to this mission-critical subsystem.
This is the kind of laughable mistake that first-year developers make, not developers normally hired by 5 billion dollar (check the comments) companies. I would naturally assume that any company with such a high valuation would have a much more solid quality assurance process.
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I know there have been a few rolling restarts recently, so clearly the grid stability index is not improving, but every time I’ve tried to log in this morning I crash to desktop immediately upon sign-in and before I even get a chance for anything in-world to render.
Is it just me, or is this happening to others as well?
Although I do have to admit that I’m writing this post out of frustration, I’m absolutely serious when I say that Second Life® is without question the most unstable platform I’ve ever tried to work with.
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Harukko, MoxieWolfox, Colin, Megumi, and a few others have all reported that they are still seeing issues with blocking in the new version of C:SI, which is something that we’ve worked very hard to resolve. It will not ever be possible to fix everything 100%, Second Life® is simply not reliable enough for that, but I should have expected to see a great deal of improvement in this version, and our testing seemed to indicate that was the case.
I haven’t yet seen this happen in person, but I know the people reporting the problem well enough to believe that there’s something going on, so I’m asking everyone: If you can come up with a set of steps that can reproduce this problem reliably, I would very much like to know about it.
I’m going to try to spend some time in-world watching people who report this when they fight, and see if I can figure it out. One of the really nice things we did with this version from a developer perspective was make it possible for me to use a custom script that can tell while people are fighting whether or not an attack was blocked, so it may be possible to gather data in real time to see when this is happening.
And as usual, if you have any other issues to report, please feel free to send me an IM or mention it on the official Bug Reports forum.
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Yesterday I received the following offline IM:
The object ‘C.B.T final++’ has sent you a message from Second Life:
Avarege of 4 bullets= (Speed=0) (Energy=0) (Damage=0) (BpS=1.21)
= C.B.T final++ is owned by krilon Arida
I tried to contact the object’s owner to find out why her object was sending me instant messages, which I thought was kind of odd -especially since this particular IM would seem to be a test of a non-C:SI combat system and it occurred in my store, and my message was ignored.
I don’t take kindly to spam, so I decided to mute the object. I did not wish to mute the owner in case she ever actually decided to respond, but I don’t need pointless IM’s like this coming unsolicited from people/objects I don’t know. I knew there was a "Mute Object by Name" feature in Second Life® that would work perfectly for this kind of situation, so I dug through the user interface to find it.
It wasn’t exactly obvious where to find it at first, since I expected to be able to access it from chat history, but I ended up finding my Mute List and opening it. There it was, the button to enable this handy-dandy feature, so I clicked it. Imagine my surprise when it wanted me to hand-type the object’s name… Okay, I thought, that’s a little inconvenient so I’ll just copy and paste the object’s name from my chat history. No dice. You cannot paste into the object name field, you must enter the object’s name by hand, *EXACTLY* the same. This means all punctuation must match, and the name is case sensitive. What a pain in the ass.
Whoever designed this feature had a fantastic idea, but fails utterly in the user-friendliness department. It’s another typical example of how Second Life® has the potential to be a great deal better than it is, and how little thought goes into making the Second Life® client a good user experience.
Sheesh.
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