Archive for the 'Second Life' Category

WTF - Password required to read SL Blog?!?!?!

Check out this dialog I was just presented with when I opened Firefox to read some of today’s blogosphere buzz :

ll-password-request-rss

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 :

ll-password-request

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.

Popularity: 40% [?]

Second Life network problems - Taketori Sales Offline

In the last 15 minutes, I’ve gotten 30+ emails from my in-world vendors and various user’s swords that indicate that Second Life objects are failing to contact my web server, so I have temporarily disables sales once again.

This weekend, I will be removing all in-world Wave Katana vendors in preparation for switching over to networked vendors.  I hope this doesn’t cause anyone any inconvenience, and I ask for your patience and understanding.

One last note : Because in-world objects seem to be unable at the moment to contact outside web servers, it is possible that the C:SI grid-wide scoring system is currently not storing all win/loss data that it should be.  I am not able to get in-world long enough to verify this, and it could be that it is just inconsistent rather than failing every time.  There’s nothing we can do about this : If Second Life is having network problems, it’s beyond our control :(

Popularity: 25% [?]

Kelly Linden gives hope with a reply to SVC-1648

200px-Tkddemonstration Aimee pointed out on a comment to my blog today about the fact that Kelly Linden has finally posted a follow-up comment on the SVC-1648 PJira issue (colloquially known as "The Kick Bug" to us C:SI fans) :

Kelly Linden said:

I believe I have a fix for the horizontal component of the push not happening. In short the friction keeping an avatar from sliding downhill was just too much for the push to overcome. We had this problem with forces from attachments before (among other things) and fixed it specifically for attachments. I have adjusted the model used for external forces to match how we do attachments (give or take some anti-gravity specific hacks) and it looks much better.

However, when comparing to havok1 the push is still only about 75% the force in havok4. Specifically in the script you gave me, if I adjust the version in havok1 to have a basepow of 15 (instead of 20) the pushes look about the same. Conversely increasing the basepow on the havok4 version to ~26 seems to be pretty close.

Due to the nature of this function - how finicky it is, that I know there are some things with too much push and that it is already live in its current version - I’m tempted to just fix what I already have - the horizontal component change - and leave it with the reduced force.

Thoughts? Curses? Flames?

This is Good News™, because the horizontal component of the push was the part that was really the sticking point for us to create our own reliable and consistent workaround.  With that part [Resolved], we can certainly increase the push power to compensate for the reduced push efficiency, and then Shindo won’t have to "kick a Linden in the junk."

That bit of news has made my day much better :)

Popularity: 26% [?]

[Resolved] Avatar Jump Height SVC-1975

For those of you not following the JIRA issues that are related to C:SI, I wanted to just quickly point out that Andrew Linden has indicated that a fix is in the works for the inability to jump as high under Havok 4 as you could in Havok 1, and seems likely to be released in the near future (emphasis added) :

Andrew Linden said…

The simple formula for peak height of a projectile in uniform gravity is:

h = (Vo)^2 / (2 * gravity)

Where Vo = initial velocity
Solving for Vo we get:

Vo = sqrt( 2 * gravity * h)

The ratio of Vo1 by Vo4 is:

Vo1 / Vo4 = sqrt( h1 / h4 )

Solving for Vo1 we get:

Vo1 = Vo4 * sqrt( h1 / h4)

Putting in the numbers:

Vo1 = Vo4 * sqrt( 3.967 / 2.80 ) = Vo4 * 1.19

So, the impulse velocity of jump needs to be increased by a factor of about 1.19.

I scaled the avatar jump impulse by the value above and it worked perfectly. However, the fix won’t be deployed until next week at the earliest.

While I’m sure we’d all like to see fixes for other important issues such as the kick problem, it’s good to see that they are at least working on some of the Havok 4 bugs that are causing us headaches.

I would like to encourage everyone who has not yet done so to head over to JIRA SVC-1648 and vote for the kick problem to be fixed, and explain to "The Lab" in comments why you think they should give the problem some consideration and assign developer time to fixing it.

Popularity: 20% [?]



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