Archive for the 'Bug Reports' Category Page 2 of 12

What in the world is wrong with Second Life now?

image I got an interesting IM this morning :

[07:00] Silver Csak:  Dear Robby, The wave and the taketory dont work right in the Shadow sim,,,,,, starting in block position then to kick, then back to block,, takes about 7 seconds if it works at all,,,, pretty serious problem on this sim,,,, but it works fine everywhere else.  Would you tell some one about this please,,,,,, thanks Robby..

Now, I’ve never heard of anything like this before, so I logged in for a bit to check it out.  Turns out, Silver’s right : It is absolutely painful to go into and out of block.  It seemed as if all script state transitions were spotty, and the weapons controlled like mud when going from block->attack, ready->attack, ready->block, etc, etc.  Many times, it simply didn’t work at all.

But it’s not just the Taketori and Wave that were affected.  I even had trouble when using the Cursed Spirit.  The account I used didn’t have all of the weapons, so I wasn’t able to test more than those three, but what I encountered was absolutely abysmal.  The Taketori was worst of all, and the Cursed was best, but none of the three had anything even remotely resembling good performance.

So I went back to my home sim to test.  Same results, I’m sorry to say.  I was flabbergasted.  Surely this couldn’t be a general problem, right?  I mean…  I’d expect hundreds of people to be raising hell over such poor performance, but I’ve not really heard anything that would indicate such widespread problems.

I still had a bit of time to test before I had to return to work, so I headed to Samurai Island and Edo to check things out.  While performance was still relatively lousy compared to what I was experiencing before my recent break from SL, it was at least an order of magnitude better than the last two sims I’d been in.  I started to feel a little better, thinking that I wouldn’t be too surprised if a couple simulators were having problems.  That is, until I teleported to another sim.

So far, three out of four sims were so bad that it was simply not even worth trying.  I can’t state that strongly enough : I would absolutely not try to have a fight in those sims.  You couldn’t pay me to waste my time, even, because there’s absolutely no question that it would be nothing but an exercise in frustration.

Just to be sure, I tried yet another sim.  Same thing, the performance (and by the way I noted that the ’sim stats’ display for all of the sims showed near-perfect numbers) was so bad that I gave up within thirty seconds.  This is exceptionally discouraging, because just a couple of days ago I was having absolutely no problems whatsoever, and the difference was as noticeable as hitting a brick wall at 50mph.

The only anomaly I noticed was that the Samurai Island estate simulators were running a difference version of the sim software (as indicated by a popup notice), but everything else appeared fine.

So, anyone know what this is, and when it started?  Did I just miss out on knowing this because I’ve been out of touch?  Is this a known issue? 

What the hell is going on here?

Popularity: 31% [?]

Taketori V1.0.7 is teh suxxorz?

Some people seem to think so, at any rate.  I’ve gotten a few comments to that effect, though to be honest they didn’t make as much sense to me as I’d like, due to the fact that at least one of them was sent by a person that does not speak English natively, and I had trouble understanding exactly what he meant.  But the basic message seemed to be "it’s broken".

I looked at the source for the update, and it would appear that while I had thought I was using the same code that a few testers had gone through not long ago, I was in fact using a slightly different version.  It is not obvious to me why the few minor differences would cause any problems, but just a few minutes ago I released another update with the code that I thought I was using in the first place.

So, if this latest "latest update" is still broken, I’d love to hear why and how, and I will look into it immediately and see what I can do about that.

Popularity: 45% [?]

Kick bug fixed - Could it be? Really?

Seems that some regions that were updated in today’s rolling restart include Kelly Linden’s fix for the infamous "C:SI Kick Bug", which was introduced with Havok 4 and removed the push part of the C:SI weapon’s kick attacks.  This was a major annoyance for many of us, and required a dramatic change of strategy for most.

Zero Gee sent me an IM notifying me that Samurai Edo was included in today’s update and that it would be a good time to check whether the fix was included, so in-world I went and work be damned :)

It seems that the behavior is a little bit different (kicks are more vertical than previously), and that might take a bit of getting used to, but overall it’s a great deal better than kicks doing nothing at all, and I’m very pleased to report that Kelly Linden is now my favorite-est Linden of all!

Popularity: 45% [?]

Reproducing the Detach-and-lose-item bug

missing I found some very interesting information on Keiki Lemieux’s blog this morning : Keiki posted some repro steps (discovered by Nock Forager) for consistently reproducing the "Inventory Item permanently disappears when detached" bug that I posted about before and which can be found in JIRA as issue VWR-6610

The really frustrating part is that, as I reviewed the posted reproduction steps, I realized that I too have been bitten by this bug literally dozens of times.  When I am working on a sword, I have to detach and re-attach it by necessity any time I edit certain scripts that contain physics calls like llMoveToTarget.  This is less of a problem in Havok 4, but the previous simulator code would not allow such calls to work until the object was re-attached after an edit, so I wouldn’t be able to test the changes until that was done.

So it turns out that my typical process of creating a ‘backup copy’ first, then dropping and re-wearing the sword is actually related to the same damned bug.  I’ve learned to identify the symptoms of this, which typically is demonstrated by the fact that when I attach the sword it does not show up as "worn" in the inventory window (which I leave open when working for the purposes of keeping various backup versions), in fact it doesn’t show up at all, which is not normal behavior. 

When I noticed this in the past, and knew from experience that the sword would be forever lost on the next detach, I would rename the sword (while it was still in my hand) to something like "lost fucking sword" or something else unique and crude so that when I filed a bug report and included the name, the guys at "The Lab" should be able to easily identify it’s orphaned record in the database.  Fat lot of good it seems to have done filing those bug reports, because nearly two years later the bug still exists and seems in fact to be much more prevalent.

So once again, if you’ve been bitten by this bug, I encourage you to go visit the JIRA listing and vote and leave your comments.

Popularity: 35% [?]



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