I have tested this on adjacent regions on our grid in an attempt to determine why we keep seeing these types of messages fly acrossed our consoles. Avatar textures appear to work okay for us, however we do see the error when uploading an oar file. Additionally we also see the EOC Codestream Marker is corrupted after j2kDecode throws errors relating to textures. This appears to happen with mesh as well though I suspect it is because the texture hasn't been decoded previously.

The one time in the past we had the problem with the avatar textures not rezzing I cleared out the database (not recommended if you've done a lot of work or have a big user base and you should always backup your database tables) and reloaded the avatar related stuff into the database which appeared to correct our problem.

I did notice however, that some viewers do seem to take longer to rez the avatar for the first time. Usually this is due to inventory fetching however it could be something with the viewer to as we've been seeing odd behavior with viewers rezzing avatars but haven't found the actual problem as of yet.

I tested so far on Imprudence (a viewer 1.23 version based viewer) and Firestorm (For Opensim) which is the current viewer 3 based code and actually found that the problem with avatars taking to long is longer in the viewer 3 code.

Thus I would conclude that it could just be the texture file type that j2kDecode doesn’t particularly like. A good way to test this would be trying avatars for example from lindakellie.com or another opensource site to see if they work. If they do work it would mean that there is something with your particular avatar textures. I have done this to find that the image decode process seems to not like some formats though it does ultimately decode it to the closest format it believes to be relevant.

I am not sure if this will be of any help to you, however it might at least give you an idea of ways to determine if it’s the textures themselves or a larger issue. Hopefully it would just be the textures and not a bigger bug.

Emperor

----------------------------------------------------------------------

Message: 1
Date: Thu, 14 Feb 2013 01:14:30 -0600
From: Chris <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] What setting and level is needed to show
        LSL errors on console ?
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

On 2/13/2013 7:48 PM, Justin Clark-Casey wrote:
In this case, Chris, this only controls one log message about loading
scripts in the XEngine class (since this can get very noisy on console).

XEngine in OpenSimulator 0.7.5, unlike previous versions, is actually
currently logging script failures to the console for debug purposes.
This may also prove too noisy and have to be tuned down, possibly this
time with an explicit debug level.


Ahhh I see. Thanks for clarifying that Justin =)

--
OpenSim: 10 Region Standalone on 0.7.5 Dev
Physics: Open Dynamics Engine
OS: Windows 7 (x64)
CPU: AMD Phenom II X4 840 3.2 GHz
Memory: 11 GB DDR3
Database: MySQL 5.1.63 (x64)



------------------------------

Message: 2
Date: Thu, 14 Feb 2013 10:05:38 +0100
From: caro t hart <[email protected]>
To: "[email protected]" <[email protected]>
Subject: Re: [Opensim-users] Avatar texture corruption(InuYasha Meiji)
Message-ID: <[email protected]>
Content-Type: text/plain; charset="utf-8"

Justin,
Thanks for the clarification about the textures.
The problem does not occur when teleporting into another simulator.
It only happens when walking into an adjacent region which runs on
another opensim instance.? The problem never happens when teleporting
into a region or crossing boundaries of regions running in the same
opensim instance.? I've tried 3 viewers and the pattern of missing
textures is consisent on my system.
So I really don't know why this is happening, only that it happens
consistently.
InuYashy confirms the problem, and I hope that some of the readers
running multiple opensim instances with adjacent regions are willing
to do the test and do the console "appearance show" after a walk into
an adjacent region.
Btw. I am running Windows 7, opensim in grid mode, with 8 opensim
servers running in total 11 regions (7 * 1 region and 1 * 4 region).

Please see testoverview in previous thread (sorry, I seem te make a
mess of the message threads).Met vriendelijke groet,

Caro


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Message: 3
Date: Thu, 14 Feb 2013 04:09:40 -0500
From: John Sheridan <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Vivox module question - enable echo back?
Message-ID: <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"

@Nebadon - I have but they stated that they don't provide support for
OpenSim and suggested that I ask on the list.
@InuYasha - After hearing back from the Vivox support rep I didn't get
the impression that this was a high level (paid) feature.  Its likely
just a configurations witch somewhere along the line.
@Justin and Toni - I'll have to do some digging around to see if I can
find an API reference for Vivox.  If its available I'll gladly do some
poking around in the module to see if I can add in a configuration flag.

Thanks :)

John Sheridan / Orion Pseudo
Pseudospace Virtual Worlds
(HG Middle) grid.pseudospace.net:8002:Ellis Island


On 02/14/2013 01:42 AM, Toni Alatalo wrote:
On Thu, Feb 14, 2013 at 5:36 AM, InuYasha Meiji
<[email protected] <mailto:[email protected]>> wrote:

    Hey, I am happy to be able to use what Vivox gave us.  If we want
    things available to us that vivox allows in SL then we might end
    up paying the huge licencing fee that Vivox requires of SL to get
    those other options.  I for one can't afford a change like that
    for my simple hobby sized grid.


I wouldn't think that is a risk really.

My assumption is that the licensing model that Vivox generously offers
to Opensimulator users is based on the business model / type of usage
and perhaps for using open source in general -- not mainly about a
restricted featureset. I mean the difference is exactly that you have
(more of a) hobby grid, whereas something like Linden with SL is a
corporation running a commercial service .. not that in SL you can
test audio settings which would be crippled with Opensimulator.

And even if there are features they reserve for paying customers, I'd
imagine that giving a nice simple way to test voice is not among them
but something that is good to have always available to make Vivox
usable, is elementary I think that voice settings and quality etc. can
be tested.

I guess the case is simply that you need to setup such a service
somehow, have the behaviour with the loopback audio implemented ..
exactly what Justin was after with setting up channels and wondering
about the API they provide.

So I'd also just ask them .. or study the API if they have something
suitable.

    InuYasha.


~Toni
BTW: thanks for the reminder, I've always really liked the Echo Canyon
.. and we currently don't have it implemented with the Mumble plugin
that's used with Tundra in realXtend. There is a audio settings wizard
GUI which has a local loopback for setting mic level etc. but I think
a service for testing the audio over the net, which the Echo Canyon
and Skype test call do, would be good too. That voice impl is quite
decent nowadays, is good I think that there's also an open source
option as well even though Vivox is good and friendly (and with Tundra
we don't currently have the option for Vivox anyways, might be
interesting if also that integration would exist but AFAIK we'll be
just using mumble/murmur .. there's sometimes been talk of Skype etc
integrations though as they also have an SDK & API nowadays).

On 2/13/2013 8:51 PM, Justin Clark-Casey wrote:

    Interesting. Unfortunately, there's no obvious switch for this in
    the Vivox module currently, let alone something that would be user
    configurable.

    However, I would imagine that this would be the place to turn it
    on, maybe a channel creation parameters in
    VivoxVoiceModule.VivoxTryCreateChannel().  Unfortunately, I don't
    know if there is any public doc for the options that Vivox will
    accept through their API.

    On 12/02/13 19:59, John Sheridan wrote:

        Hi gang,

           I just got voice setup and running with Vivox and had a
        quick question regarding configuration options.  Over in the
        evil alternate universe (SL) there's a region called Voice
        Echo Canyon where users can go to self adjust their own
        viewer voice settings. Mainly, when you speak on mic your
        voice is echoed back to you. Would anyone happen to know if
        there's an option in the Vivox module somewhere to enable a
        similar echo-back for an OpenSim instance?

        Thanks, :)

        John Sheridan / Orion Pseudo
        Pseudospace Virtual Worlds
        HG (Middle): http://grid.pseudospace.net:8002/ellis
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--

    ________________________________________________________________________
    Opensim User: In Gridmode  on Version 0.7.4. Nine Instances with
    56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core,
    Terabyte Hard Drive, 8gig DDR2 RAM.  Used XAMPP to load PHP
    Version 5.3.0, Apache
    and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
    Offline Messages all working. (Not yet Public, 10 user accounts so
    far).
    ________________________________________________________________________



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Message: 4
Date: Thu, 14 Feb 2013 11:53:01 +0200
From: Fokides Manos <[email protected]>
To: "[email protected]" <[email protected]>
Subject: [Opensim-users] Whisper module
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"

Hi all,

Is anywhere available or has anyome compiled the whisper module (Whisper.dll, Ice.dll, Glacier2.dll) for opensim 0.7.5? The dlls for the 0.7.4 version doesn't seem to work in 0.7.5 and opensim crashes.

Thanks in advace for your replies

Emmanuel Fokides
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End of Opensim-users Digest, Vol 66, Issue 19
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Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com
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