Archive for January, 2008

Guide to getting the best combat FPS

Just wanted to post a quick little note that Ravish Tyne (a great friend and fellow Tendai-shu clan member) shared with me a guide she’s working on for Combat: Samurai Island members who want to squeeze the best performance out of the Second Life® viewer that they can, to enhance combat and make duels more a contest between you and your opponent and less you against Second Life’s poor rendering performance :)

I might be putting her on the spot a bit by posting this, and if so I apologize, but it’s packed with some pretty good info that I think a lot of people would appreciate.  A lot of the "oldbies" around probably already know much of what’s in it, but it might have a few tips even old timers haven’t seen, it’s fairly comprehensive and easy to follow, so I’d recommend it to everyone.

Popularity: 20% [?]

Samurai Edo is now testing Havok4

Just received this notice from the Samurai Island Warriors Group:

Group Notice From: Esprite Xavier

Hey Everyone!

Samurai Edo has now entered the Early Adopter Program for Havok™ 4, so if you feel like testing stop by the sim! Be sure to report any weirdness you experience with the new physics engine.  I’m sure it will be useful to not only LL but other warriors as well in the development of Havok™ 4.

The directions for filing bug reports for Havok™ 4 can also be found on the website as well as the original LL blog post.

For quick reference, here’s the part of the Second Life® Blog post dealing with how to report Havok4-related problems:

How Do I Report A Problem?

To submit a Havok™ 4 bug:

1) Log in to the https://jira.secondlife.com/ page with your Second Life® avatar name and password.
2) Click “Create New Issue”
3) Set PROJECT to “2 Second Life® Service - SVC” and ISSUE TYPE to “Bug”
4) On the next page, type step-by-step instructions for how to create the problem, and if specific products are involved include the product vendor name and specific product name and version.
5) VERY IMPORTANT: Please set COMPONENTS = “Physics” and AFFECTS VERSIONS = “Havok™ 4 Beta”. If you do not choose these settings, the Havok™ 4 team may not see your bug report for a while!

For a demo of the jira public issue tracker, see Torley’s great video “how to report a bug“. Again, please be sure to set COMPONENTS = “Physics” and AFFECTS VERSIONS = “Havok™ 4 Beta”!

Thanks in advance for helping to test the next generation Second Life® simulator. We really appreciate your help in making Second Life® better.

Popularity: 24% [?]

Second Life® Mono VM Not Yet Useable

As excited as I was at the announcement that I could now test LSL Running on Mono on the Beta Grid, I immediately downloaded the new client and signed in to see how the C:SI scripts would run under this fancy schmancy speedy new backend.

And…  They don’t.  Well, most of them do, though not all that well, but as you will see from the following snapshots, several of them flat-out refuse to even compile ( I didn’t bother to post the duplicates, these two messages were oft-repeated ):

ScriptError1

ScriptError2

I left those that didn’t compile as standard LSL scripts (because I didn’t have any choice), and tried using the swords.  Most things worked fairly well, but among the most obvious symptoms was the fact that any attempt to dash or double-jump would delay by anywhere from 2 to 5 seconds.  In other words, when I’d press W twice in quick succession, I had to wait for a very long time before the dash would kick in.

This puts a severe crimp in my plans to get a few people (thanks for volunteering, Colin!) to test this out, since I already know for certain that several scripts won’t even compile, and I’d have to guess at any symptoms I saw as to whether it was Mono at fault or the fact that the sword contains both Mono and LSL scripts.

While I’m on the topic of the Beta Grid, I have another snapshot that I’d like to share.   It’s not specific to the Beta viewer, the problem I’m about to complain about is common to *all* viewer versions.  You can click the image to see the full version:

SecondLife800x600_UNUSABLE

Now, just in case the problem’s not immediately obvious, lemme just point out that the Search dialog is fecking huge, is not resizable, and you cannot click the teleport button under the location you finally found after 20 minutes of Search not working AT ALL.

There are several other places in the user interface where you get a dialog too large to be useful when you are running in 800×600, which I am forced to do because of the atrocious performance of the viewer in full screen.

It’s pretty clear that either: 1) Linden Lab’s user interface people never actual use what they build in any other configuration, or 2) They just don’t care whether the interface is useful to people forced to run in 800×600.  Either way, I’m sorely disappointed.

Popularity: 33% [?]

Mono Beta Launch - For Realz this time

According to this post on the Official Second Life® Blog:

Mono Beta Launch

Tuesday, January 29th, 2008 at 2:11 PM PST by: babbagelinden

We’re very pleased to announce the beta testing of Mono in Second Life® Mono is a technology which will increase the speed of scripts running in Second Life® The goal is that everyone will experience reduced lag and improved stability and that it will be possible to script complex behaviours that were not previously feasible in Second Life®

If you want to try this out, you need the latest and greatest Beta viewer (available here) as previous versions will not work.

The Mono-enabled regions are:

  • Sandbox Cordova MONO
  • Sandbox Goguen MONO
  • Sandbox Newcomb MONO
  • Sandbox Wanderton MONO

I’m going to try to figure out how to bribe talk some people into testing mono-enabled C:SI weapons on the beta grid, so that we can hopefully flush out any issues and report them before Linden Lab® decides to go live.

[UPDATE]  Check out this interesting tidbit from the Mono Wiki page:

Will the available memory for scripts change? (Currently 16k in LSL2 VM) 
For the same LSL script the Mono bytecode and LSL2 bytecode will be of different size. In order to be compatible with all known scripts, we have expanded the size ceiling for Mono to be 64k. This is ok to do for Mono because unlike LSL2, Mono bytecode assets are dynamically sized. With LSL2 all scripts occupy 16k, with Mono scripts only occupy what they need.

Popularity: 35% [?]



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