Check out this dialog I was just presented with when I opened Firefox to read some of today’s blogosphere buzz :
Okay… "Apparently there’s a picture or something in that blog post that is hosted on JIRA, which is causing the browser to ask me for my password", I thought to myself, "I should go to the actual blog post and mention that fact, I bet they’d appreciate that". Well, easier said than done :
Naturally, comments are closed. Well, it’s not my problem, and I don’t have any real responsibility to try any harder than that to tell LL when they screw up, but I would like to point out the irony of a blog post about Payments by Bank Wire which appears to be phishing for my password
PS: The authentication dialog looks the way that it does because I’m using Firefox 3 with the Nasa Night Launch Theme.
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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!
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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.
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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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