Archive for the 'Rants' Category Page 2 of 3

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

Popularity: 46% [?]

Flabbergasted: Why don’t users report issues?

bugs-icon First of all, I do know that, despite the inflammatory headline, many users do in fact report bugs, and those users are a valuable asset and are appreciated.  But without any way to know specific numbers, I’d guess that maybe 75% of the bugs that are experienced by C:SI users go unreported.

This is especially frustrating because I have on many occasions heard people - either first-hand or through stories related by very close friends - saying derogatory things about C:SI developers (and me specifically) because of the bugs.  This is pretty unfair in my opinion, and such people are a part of the problem they are complaining about.

Not everyone says nasty things, of course, probably most people simply don’t say anything at all.  I guess I can’t fault people too much for that, it is after all not their job to spend their own time helping us with a product they had to spend money on, though in some cases it is only the end users who are in the position to see a problem.

For instance, there was apparently an incident last night (on Meiji?) that was reported to me by my buddy Zai, where several people had their C:SI weapons break in a short period of time.  This seems to be the same problem that has been discussed several times recently both here on this blog and the C:SI forums, and which is so sporadic and uncommon that no dev has been able to reproduce it. 

Every time I’ve written about it, I’ve asked people to report when it happens, with as much information as they could give, and only a few people have responded to the call (a special THANK YOU to those that have!!!!), certainly fewer people than have experienced the issue.

For whatever reason, though, of the supposedly several people who experienced the problem last night, so far as I know at this point only Zai has reported it.  It may be that the others have reported the problems to other devs, I don’t know yet, but I do know that only one person reported it to me personally.

Because I know Zai in real life, I was able to discuss the problem with him and ask him questions in real-time over the phone, and I think that the information he gave me was very enlightening.  For instance, he is the very first person to my knowledge to describe the actual symptoms of what it means when the "weapon broke". 

According to him, after the script errors occurred, people could still attack with the swords, but while the weapon would still play the attack animations, there was no damage, no blood sprays, and no sounds. In addition, it didn’t seem to be happening to the Wave (or at least not to him personally).  I have yet to find another person to validate that information, but if it is true and is what most people who experience the problem are seeing, then I believe that it tells me at least which one of the scripts is most likely to be the culprit.

If the info he reported is correct, then I am pretty excited to know that I can localize the problem to a (hopefully) single script and start really looking into it.  This is the first big break we’ve had on this bug in terms of locating the offending code, though thanks to Darien we might know *what* is happening, just not where.

So I’m asking again, please, we really do want to fix this bug.  If you experienced this issue or experience it in the future, please send us a notecard or IM with as much information as you can remember about what happened.  Did it happen during a fight?  Did it happen drawing the sword?  Could you still attack, was there blood, sounds, etc?  You never know what important details might be critical to fixing the issue, so please please please send us any information you can.

Popularity: 37% [?]

You’re Killing Me Here!!!

Just announced on the Official Second Life® Blog (emphasis mine) :

We are aware of multiple issues affecting the whole of Second Life® and are working to resolve them as quickly as possible.

Please refrain from uploading textures or making any transactions for the time being. You may notice problems with logging into Second Life® grey textures/avatars,  inability to Teleport, failing transactions.. among other things.

We will update this blog as soon as we have information to update with.

I know it’s not really like the metaverse is actually saying "Don’t buy Robby’s stuff, we don’t want him here", but with all of these "Don’t buy stuff" warnings having become practically a daily occurrence, for the first time in over 18 months I’m starting to worry whether I’ll make enough sales to pay rent on my in-world stores.

Okay, rant’s over.  Sorry for the off-topic venting :)

[UPDATE] Just tried to view the Second Life® blog announcement mentioned above (because I followed the link while testing my blog in IE7), and discovered that when I open the SL™ blog in IE it tells me that the Lindens have no guns.  What a relief, I was worried I might have irritated them today :

lindenGun

Popularity: 100% [?]

Proceed with caution - Second Life® Utilities

It’s a bit of old news now (in Internet time, at least), but not long ago there was quite a bit of buzz in the Second Life® blogosphere about a new program called Second Inventory, whose stated purpose is to allow a Second Life® user to create a local backup of their Second Life® inventory - Scripts, notecards, textures, the works.

Of course, there was an immediate buzz (see Dedric Mauriac, Vint Falken, and Your2ndPlace for example and comments) in the SL™ blog scene and lots of interesting speculation, discussions, and outright accusations on SL-related forums about how the software could be used to steal from content creators.  I don’t know and won’t speculate here on whether that’s true, but I could actually envision myself using this software for it’s intended purpose, as there have been many times when I’ve wished that I had a local copy of a script or texture that I can no longer find or that Second Life® seems to have lost. 

Most recently Second Life® had lost the notecard for my ZHAO animation override, but even more importantly (and more frequently) I’ve lost several important scripts over the last two years.  Unlike my real-world software development environment, Second Life® has no version control, automated backups, or even adequate inventory search functionality, and this has led to my rigidly following a practice of doing *all* of my SL™ scripting work offline using SciTE-ez, lslint, and Subversion.

So, as I say, I can see wanting to use the Second Inventory program myself, but I just can’t get past the most powerful of trust issues : It requires your Second Life® username and password.  Having developed several kinds of utility software for myself using libsecondlife, I’m well aware that this is a requirement for which there is no workaround, and that’s not the part that makes me uncomfortable.  The part that makes me uncomfortable is that I am just fundamentally wary of giving my password to anything but official Second Life® software.

There’s another program generating a lot of buzz in the blogosphere right now that provides a pretty concrete example of why that unease is justified : G-Archiver.  Jeff Atwood of Coding Horror fame recently received an email from Dustin Brooks (who reverse-engineered the program) describing how he had discovered that the program sends user’s GMail login and password info to the software’s creator.  Mr. Brooks apparently discovered the sign-in credentials for 1777 GMail users!

Now, I’m not saying Second Inventory is a phishing scam, I don’t know if it is or isn’t (I tend to believe it’s not, but not as strongly as I believe that the Nicholaz viewer is not), and that’s not the point I’m trying to make.  The point I’m trying to make is that thousands of people get fooled by malicious programs because they don’t have a fundamental mistrust of software that asks for sign-in credentials.  Even fairly intelligent and tech-savvy people fall for these kinds of things, perhaps in part because they *do* understand the technical reasons behind the software asking for such sensitive information, and they are very comfortable with technology.

I strongly suspect that with the Second Life® viewer being released as open source and libsecondlife growing steadily more capable, we can expect to see an explosion of third-party utilities and programs.  While that’s generally a good thing in my book, and I look forward to seeing what kinds of things such software will enable with respect to bridging the real and virtual worlds, I think it’s important to remind potential users to proceed with caution.

Popularity: 69% [?]



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