Re: [opensource-dev] Very Strange occurrence...

2010-12-29 Thread Frans
I was in a event a hour ago, and towards the end the viewer forgot my own
name, I appeared as ??? (???) in chat and in the balloon above my av. I had
all avatar names hiding while this happened, and wonder if that is somehow
related.

On Wed, Dec 29, 2010 at 11:36 PM, Trilo Byte wrote:

> Very interesting - what specific Viewer & version are you running?  The
> only 1.x Viewers I've heard of that are also experiencing the problem are
> recent builds of Phoenix (which are Display Names capable).
>
>
>


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Re: [opensource-dev] MOSES & Stuff

2012-10-20 Thread Frans
Yup, it's using Open Sim and it seems like the firestorm viewer.

Frans

On Sat, Oct 20, 2012 at 9:03 PM, Skye Menjou  wrote:

> As far as I can see, It's the replacement for the SL Enterprise project,
> an older project by Linden Lab to create a Second Life "behind the
> firewall". Basically internal grids for companies.
> I know the US Army had interests for this training/meeting wise and
> looking into it, put money in it.
>
> http://www.hypergridbusiness.com/2012/03/second-life-enterprise-was-a-costly-mistake/
>
> http://www.hypergridbusiness.com/2010/08/second-life-discontinues-enterprise-platform/
>
> http://venturebeat.com/2009/11/03/linden-lab-launches-enterprise-version-of-second-life-virtual-world/
> It's not really LL related I think.
>
> On Sat, Oct 20, 2012 at 8:37 PM,  wrote:
>
>> Hi!  When i read the dev mail about MOSES & MIAB & stuff, i couldn't help
>> but ask.  What does SL (or i guess, LL) have to do with the military?  Is
>> there any kind of real connection or something?  Are some of the SL devs
>> military people?
>>
>> Thx!
>>
>> - AK
>> ---
>>
>>
>> http://sitearm.wordpress.com/2012/10/19/moses-office-hours-screenshot-19-oct-2012/
>>
>> October 19, 2012 — sitearm
>>
>> MOSES Office Hours Screenshot 19-Oct-2012 013-D Web is the set of internet
>> technologies that put user browsers in an online, interactive 3D
>> environment.
>>
>> MOSES (Military Open Simulator Enterprise Strategy) is a privately-hosted,
>> OpenSim, online virtual environment with stringent security from hackers.
>>
>> MIAB (MOSES In A Box) is a portable, publically-licensed version of the
>> experimental Project MOSES virtual environment which can be downloaded and
>> installed on standalone individual or enterprise servers.
>>
>> STTC (United States Army Simulation and Training Technology Center)
>> provides state-of-the-art applied research to develop simulation
>> technologies.
>>
>> Hot topics at today’s Office Hours meeting were the Approved Participation
>> Agreement and Recent Performance Adjustments to the MOSES Firewall. After
>> a lengthy discussion on the formalized status of MOSES and MIAB,
>> participants were invited to conduct a free-for-all, spontaneous capacity
>> performance test by running and jumping and flying around all at once
>> while still talking in chat. It was marvelous!
>>
>> Selected Quotes
>>
>> The project has reached a level of maturity such that it is no longer
>> considered "proof of concept" and the STTC has decided to formalize the
>> participation agreements between the MOSES project and its users.
>>
>> Douglas Maxwell, MSME
>> Science and Technology Manager
>> Virtual World Strategic Applications
>> U.S. Army Simulation & Training Technology Center (STTC)
>> Web: http://brokentablet.arl.army.mil/
>> Email: arl.sttc.open.simula...@us.army.mil
>>
>> See also: http://sitearm.wordpress.com/category/moses/
>> Posted in 3D Web, MOSES, News. Leave a Comment »
>>
>>
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>
>
> --
> *Have a safe and productive day.*
> Dax Hyena/J. Putseys
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>
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Re: [opensource-dev] Script Memory Limits UI

2010-03-06 Thread Frans
In response to the OP. I agree the UI will have to present that information
differently. As it is now people will merely make a decision on memory usage
and choose LSL scripts, and remove mono scripts. Likely negatively impacting
their own experience. Scripters will be driven to compile scripts as LSL for
marketing reasons, to make a product report a lower value
Preventing LL from achieving it's goal of a full move towards MONO.

As for the dynamic vs fixed memory usage. Of course it would make sense to
have dynamic memory usage, but I haven't seen a response yet on how to solve
the problem that Kelly described, about scripts suddenly running out of
available memory to use, when they fill up lists with info, etc. And break
because of it. Or is this considered not to be a big problem?

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Re: [opensource-dev] Question related with rotation of object

2010-03-17 Thread Frans
Uhm, he is asking where it is saved viewer side, and wanting to use
setRotation(x,y,z)
function of lviewerobject. Looks like to me he is using the viewer source
code to develop something. This list is the place to ask, not the scripting
list that is about LSL.

On Wed, Mar 17, 2010 at 5:00 PM, Opensource Obscure wrote:

>
> On Thu, 18 Mar 2010 00:06:27 +0900, Rustam Rakhimov 
> wrote:
>
> [...]
>
> > And last question is what does it means jira from your sentence "which
> jira
> > is relevant to this?"
>
> jira is the SL bug tracker, and this mailing list is devoted
> to the open source SL development.
>
> you may have more luck asking in the scripting SL mailing list:
> https://lists.secondlife.com/cgi-bin/mailman/listinfo/secondlifescripters
>
> this list is very active, but scripting questions are not really
> in topic here.
>
> HTH! :)
>
> opensource obscure
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Re: [opensource-dev] [solved?] Re: SLPlugin lagging my viewer like crazy, maybe it was a bad idea from the start?

2010-03-26 Thread Frans
We have already seen the first sandwich men in SL, experiments with that
have happened early on. One of those times was I believe 06, during the
beginning of the hype.  It came to be because of the LlLoadURL function, for
the first time it was possible to link to the web from a Object.

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On Sat, Mar 27, 2010 at 1:58 AM, Glen Canaday  wrote:

> zOmg ty. I know have my first wearable html prim object project. I
> couldn't think of a *use* for that!!
>
> --GC
>
> On 03/26/2010 04:29 AM, Lance Corrimal wrote:
> > Am Mittwoch, 24. März 2010 23:58:39 schrieb Tayra Dagostino:
> >
> >> On Mon, 8 Mar 2010 09:39:00 +0100
> >>
> >> Lance Corrimal  wrote:
> >>
> >>> Anyways, shouldn't SLPlugin exit when it is done doing what it
> >>> thought it should be doing?
> >>>
> >> installed and configured Pulseaudio
> >> now only ONE SLPlugin thread executed, with very low processor
> >> usage.
> >>
> > ok, switched to pulse audio here...
> >
> >
> > ...after some serious KDE related headache it works now, and with way
> less
> > trouble in SL tan last time i tried, at least as far as sound quality
> goes.
> > except that it didn't really help with the SLPlugin issues. Still more
> than
> > one running at times, eating CPU like crazy, and loads of errors...
> >
> > sometimes i get "no plugin for the mimetype none/none", sometimes i get
> popups
> > _outside_ sl from flashplayer complaining about a "script is slowing down
> > adobe flash player"...
> >
> >
> > I'm still not convinced about any benefits of that slplugin architecture.
> >
> > besides... fully interactive HTML on a worn prim?
> >
> > ... any of you guys still remember those sandwichboard advertizing guys
> in the
> > streets? When will we see the first one in SL,  offering you to play
> mafia
> > wars in-world?
> >
> > ... or how about a prim that for all intentions seems to present the
> login
> > page on the SL website, but of course it is not hosted on secondlife.comat
> > all, instead it's from somewhere in asia? how many newbies will fall for
> that
> > &  end up with an emptied credit card?
> >
> >
> > bye,
> > LC
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Re: [opensource-dev] Open Development project: extendingavatar wearables

2010-03-29 Thread Frans
I might be wrong, but doesn't Viewer 2 already cover some the things you
want? Creating links to other outfits, and putting them all in the new
outfit folder(not sure what it is called, atm). It does put everything
together, so if you buy new hair you would have to redo them, I think.

On Mon, Mar 29, 2010 at 4:53 PM, Carlo Wood  wrote:

> I like this idea!
>
> To translate it back to it's purest abstract form,
> we would like to be able to construct outfits in
> an object oriented way: be able to derive an outfit
> from other outfits.
>
> The "folder link" would be a pointer to the "base class"
> so to speak.
>
> However, we have to solve the following problems:
>
> 1) If I'd add a link from every outfit to 'naked',
> then right-clicking an outfit folder and selecting
> "Remove items" would become pointless (broken).
>
> 2) If the derived outfit has an attachment on the
> same spot as one of the base outfits, then we need
> to make sure that most-derived one prevails. I doubt
> that is already functional.
>
> 3) Once it is allowed to wear more than one wearable
> of the same type, it becomes totally unclear what
> you want to do with "add to outfit". I doubt that
> in most cases you want to actually only put on extra
> shirts and not take off the previous ones.
> Combining folders in this object oriented way should
> allow to specify if, at the derive level, if a "add"
> action should *remove* the items of the same type in
> the base outfit(s) (like happens with attachements),
> or that you want those to stay, and just add to it.
>
> 4) Finally, such way to derive from another outfit
> would make it impossible to specify an ordering of
> the combined wearables: what to do? Always put all
> new shirts in the derived outfit on TOP of the ones
> in the base class outfit? Also unclear.
>
> On Mon, Mar 29, 2010 at 04:28:30PM +0200, Kitty wrote:
> > > This method as several disadvantages: it's a lot of work, I
> > > have to find back the folder outfit that I'm currently
> > > wearing, there is the danger that I accidently click 'replace
> > > outfit' in the last step and it causes often two or three
> > > rebakes instead of one.
> > >
> > > What I'd like is an improvement here, a way to switch outfits
> > > with a single click.
> > >
> > > Does anyone have ideas?
> >
> > Folder links would work fine for that...
> >
> > Create a folder link to your "Naked" folder inside of both the "Swim
> outfit"
> > and "Disco Outfit": when you right-click and "Replace Outfit" from one of
> > the other LLAppearanceMgr::updateCOF() would follow the folder link
> inside
> > of the outfit folder and collect in the items from the "Naked" folder as
> > well.
> >
> > Right now it doesn't actually follow folder links but since there is code
> in
> > place for it (take a peek at LLInventoryModel::collectDescendentsIf I
> > think), it's probably on the roadmap *somewhere* :). If not, it probably
> > shouldn't take that much coaxing to get it working :p.
> >
> > [Personally I really dislike like the "Outfit concept" though and much
> > prefer "Add to Outfit" on the new folder followed by a "Remove from
> Outfit"
> > on the old folder if need be because it's infinitely more flexible than
> > being forced to always wear a certain "outfit" one specific way]
> >
> > Kitty
> >
>
> --
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Re: [opensource-dev] Brown-bag meeting to continue dialog on TVPV

2010-04-08 Thread Frans
Maybe we could setup a chat bridge?

So people can comment from the web or opensim. Though that depends if it is
going to be voice or text.


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Re: [opensource-dev] Brown-bag meeting to continue dialog on TVPV

2010-04-09 Thread Frans
That's odd. But you can browse the list here.
https://lists.secondlife.com/pipermail/opensource-dev/2010-April/thread.html

<https://lists.secondlife.com/pipermail/opensource-dev/2010-April/thread.html>Scroll
to the bottom.

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Re: [opensource-dev] Transcript for today's brown-bag, 4/20 noon PDT

2010-04-20 Thread Frans
Thanks Latha.
Latha++

On Tue, Apr 20, 2010 at 10:55 PM, Brent Tubbs  wrote:

> Thank you Latha!  Your work is much appreciated.
>
>
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Re: [opensource-dev] flickering mousepointer in snowglobe 1.3.x

2010-04-25 Thread Frans
>
>
> as long as viewer 2.0 isn't sure which saved outfit it should put on
> my avatar on login, the one it saved locally for some asinine reason,
> or the one that the asset server tells it, 2.0 is dead in my eyes.
> and don't even get me started about the new UI.
>
>
That only seems to happen when I switch between a 1.23 based viewer and a
2.0 based viewer. They both look for the current outfit in a different
place.

-- Frans
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Re: [opensource-dev] [WEB] Viewer 2 JIRA meta issues

2010-05-02 Thread Frans
Thanks! :)

On Sat, May 1, 2010 at 3:49 PM, Opensource Obscure wrote:

>
> I created some issues in PJIRA about Viewer 2:
>
> Viewer 2 problems meta-issue
> https://jira.secondlife.com/browse/VWR-19310
> (I thought it already existed, but I couldn't find it)
>
> Viewer 2 Inventory problems meta-issue
> https://jira.secondlife.com/browse/VWR-19308
>
>
> also see:
>
> Meta-Issue: Viewer 2 Sidebar Issues
> https://jira.secondlife.com/browse/VWR-17012
>
> Meta-Issue: Summary of non persistant settings in the Beta Viewer 2.0
> https://jira.secondlife.com/browse/VWR-17387
>
> Meta-Issue: Viewer 2.0 Chatbar
> https://jira.secondlife.com/browse/VWR-17172
>
>
> and also
> Meta-Issue: Meta-Issue Organization
> https://jira.secondlife.com/browse/MISC-398
>
>
> Please check these out,
> link your favorite Viewer 2 bug reports as appropriate,
> comment, vote, spread the word, etc.
>
>
> opensource obscure
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Re: [opensource-dev] Introduction

2010-05-18 Thread Frans
Hey Scott,

Welcome aboard! Love the skateboard, it makes me think you are more of a
west coast/Californian at heart?  That is something LL has been losing,
regardless where your heart lies, you seem to  be a great addition to the
Lab! :)

Looking forward to hearing more from you in the future.

-Frans

On Tue, May 18, 2010 at 10:46 PM, Oz Linden (Scott Lawrence) <
o...@lindenlab.com> wrote:

> This is just a quick note to introduce myself - I'm Scott Lawrence, and
> this week I've become Oz Linden.  I've just started at Linden Lab as the
> Director of Open Development.
>
> I'm a long time open source user and developer - for the last ~7 years
> I've been leading the sipXecs SIP PBX project
> <http://wiki.sipfoundry.org/display/sipXecs/sipXecs>
>
> My new role here is to expand and improve the open source viewer
> program.  I hope to get to know most of you well, and to hear your
> thoughts on how Linden Lab and the open source community can work better
> together.
>
> I'm also heading up the Applied Engineering team with the mission of
> making our sustaining activities for the viewer even more responsive to
> the needs of our Residents, and I hope that part of that will be
> achieved by accelerating the incorporation of the good work of open
> source contributors.
>
> I'm based in the Boston office, which will give you some idea of when
> I'm most likely to be awake.
>
> I am very much aware that I've taken on a big job, and that there's much
> to do - I'm going to be looking to you to help me set my agenda.  Please
> understand that I'm sending this note on my second day as an employee -
> I have not yet finished all my new-hire paperwork, and it will take me
> some time to get up to speed; please bear with me.
>
> Outside work, I play billiards in the APA <http://www.poolplayer.org/>,
> and ride my electric skateboard (if you've got a Facebook account, you
> can see a very short ride
> <http://www.facebook.com/video/video.php?v=1435574887089>). (I rode it
> today from the train station to the office).
>
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Re: [opensource-dev] icesphere

2010-05-28 Thread Frans
Very impressive.

On Fri, May 28, 2010 at 3:14 AM, Dzonatas Sol  wrote:

> Robert Martin wrote:
> > http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/Icesphere
> > seems to be what website is availible
> >
> > hint for the developer
> > 1 could you please get a website for this and not have your stuff
> > scattered across 5 different sites
> >
>
> Thank you for the requests. I'll try to get that done.
>
>
> > 2 a patched build would be a good thing
> >
>
>
> The patch itself is posted here:
> https://jira.secondlife.com/browse/SNOW-375
>
> The SG2.0 patched source is here:
> http://gitweb.dzonux.net/?p=snowglobe-2.0-375.git
>
> I planned to release the patched binary when version 0.10.2 of the patch
> is released. I been away for a month, so this was delayed.
>
>
> Icesphere itself is here:
> http://mono.dzonux.net/file/Snowglobe375/icesphere.zip
>
> After you start SG2.0 and login, then start Icesphere. It's a two-step
> process, but I started to add features to automate that into one. The
> sysicon/statusicon contains the menu to hide/show the UI windows.
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Re: [opensource-dev] viewer-external update

2010-06-11 Thread Frans
Thanks for the heads up Merov.
Keep up the good work. +1

Regards,
Frans

On Sat, Jun 12, 2010 at 2:42 AM, Philippe (Merov) Bossut <
me...@lindenlab.com> wrote:

> Hi,
>
> If you're following @sldev-commit, you've seen a huge commit today being a
> 2.0.2 update. There's a new one coming marked 2.1 with more code (parabuild
> in progress before export). The whole code should be available shortly.
>
> However, there are issues with that branch: viewer-public contains code
> newer than viewer-release and the resulting executable is, today, very
> unstable. I've been crashing on Mac as soon as I login. I would not
> recommend using that code base for your casual build/test. Pull that code
> *only* if you're curious about the code of the new features (voice morphing
> for instance).
>
> viewer-public will certainly be beaten back into shape in the new few days
> by the viewer team (most of them working in viewer-public) and
> viewer-external will follow suit at the next daily sync, as always.
>
> This suboptimal state of affair underlines a problem that we need to solve:
> there is enough new development happening in viewer-public that this branch
> can be at time unreliable. Similar unstabilities were was the reason why we
> decided for instance to pause syncing Snowglobe 2.0 with viewer-external,
> waiting for a complete Snowglobe 2.0 to be released.
>
> For new releases though (like 2.1 beta 0), this is really annoying as it
> sorts of create a blur between releases and workable FLOSS code.
>
> As a consequence, we decided to create a clean export of that branch in a
> separate svn repo. We will in the future do a similar export for all viewer
> releases.
>
> I've been working on this today and hope to get something cleanly exported
> within the next few days.
>
> Cheers,
> - Merov
>
>
>
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Re: [opensource-dev] VWR-20006

2010-06-27 Thread Frans
oops, I had sent this message only to Robert by accident.

Mesh support is being worked on in secret. The NDA was temporarily lifted
last week, by mistake, but in the short time it was lifted some information
came out.
http://secondslog.blogspot.com/2010/06/nda-on-mesh-uploads-was-temporarly.html

Though it does not speak about a Inworld modeller.

-Frans

On Sun, Jun 27, 2010 at 7:06 PM, Robert Martin  wrote:

> On Sun, Jun 27, 2010 at 12:57 PM, Tigro Spottystripes
>  wrote:
> > -BEGIN PGP SIGNED MESSAGE-
> > Hash: SHA512
> >
> > I know that part of this would require LL to contribute, i'm bringing
> > this up in the OSD list because i know somtimes an outside in approach
> > is possible, perhaps some developers in the community can figure it out
> > and put it in code without the acquisitions being necessary; so, may i
> > direct your attention to http://jira.secondlife.com/browse/VWR-20006 ?
>
> since it seems that the LLM source needed to fix the existing avatar
> mesh has reached
> "ark of the covenant" levels then we need to have a very deep toolset
> to create mesh replacement avatars.
>
>
> --
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Re: [opensource-dev] VWR-20006

2010-06-27 Thread Frans
On Sun, Jun 27, 2010 at 9:44 PM, Robert Martin  wrote:

>
> does anybody know the passcode/secret handshake to get into the mesh beta??
> what im looking for is a way to convert a DAZ3d type figure to SL
> (even if you had to dump it down to 20% of the polys)
>
> --
> Robert L Martin
>

No idea Robert, I guess they invited people through office hours, or knowing
they made sculpties with 3D mode ling programs.


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Re: [opensource-dev] Coping with duplicated display names.

2010-08-21 Thread Frans
I like this idea, and the IRC analogy makes sense, I would like it even
going a bit further and have not the same display names in the same
estate/continent. To prevent abuse in 4 corner sims situations.

-Frans

On Sat, Aug 21, 2010 at 1:41 PM, Carlo Wood  wrote:

> While there may be 1 million users (at some time in the future)
> using Second Life, the display name would be used for distinguishing
> friends and people in your neighborhood.
>
> Being an old-time IRC developer, I see simularities with
> IRC nick names (that can collide) and how I'd have solved
> that if I had been given the chance :p.
>
> What I'd do is tag every display name (internally) with
> the time at which it was set. Then, when someone enters
> a sim where someone has the same display name, the youngest
> of the two is reset (the server could reset it to empty
> and ask at the same time for an alternative; the viewer
> could be changed to provide an alternative automatically,
> provided that didn't exist also already). An empty display
> name would result in the username being displayed, of course,
> which is supposedly unique.
>
> This would reduce griefing a lot, since you'd have to guess
> what display name someone is going to use before they set
> it. It would also reduce confusion because it would not
> be possible for two people to have the same display name
> when in the same sim.
>
> Most of this idea (adding a timestamp and comparing
> display names when someone logins in or teleports to
> a new sim; resetting it and asking for an alternative)
> is almost exclusively server-side though; not sure who
> to contact to propose it.
>
> --
> Carlo Wood 
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Re: [opensource-dev] 1-bit alpha textures

2010-09-11 Thread Frans
I assume you are talking about Avatar Alpha Masks. It's in the viewer 2+,
and 1.23 has backwards compatibility. It is for avatars, so you can make
(parts of) the avatar invisible.

http://www.youtube.com/watch?v=O8UDHD2S_-I

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On Sun, Sep 12, 2010 at 1:20 AM, Stickman  wrote:

> I seem to recall something about 1-bit alpha textures (the same that
> the Linden trees use) being usable in viewer 2. I was looking for it
> the other day and couldn't find it, and a Leben Schnabel just asked me
> about it. Apparently it's in another of the beta clients, but isn't in
> the main viewer 2.
>
> Did this get lost somewhere? Is it done? Is it hidden? I'm rather
> uninformed at the moment, so I apologize if this is obvious.
>
> Thanks,
>
> Stickman Ingmann
> Seawolf
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Re: [opensource-dev] Option to send notices to email even when online

2010-09-19 Thread Frans
I think a rephrased jira might be in place, I don't care if it goes to email
or some other solution is made.

*As a user I would like to have easier, more robust, access to all group
notices of the groups I'm in.
*Solutions:
1) have a option to always send them to email, even when online. (easiest)

2) provide a menu in the viewer that lists all the notices from all my
groups, being able to sort them by group, date/time or notice creator.
(better user experience)

This reminds me of something else I would like

*As a user I would like the group notices that are send to my email to
contain all Information that it does in the client.*

Right now the avatar sending the message is not included in the email, and
when there is a attachment it just says there is a attachment.

I would like to see the avatar name be included, and the attachments.
If the attachment is:

   - a landmark, it could be converted to a slurl, or map. url.
   - a image, include the full image, or if that is a permission problem,
   use the search version of the image/texture, like this:
   http://secondlife.com/app/image/7d9c36d7-dd00-5ee7-eed6-3249d2c693a5/1
   - a notecard, include the text, surls and images.
   - If it is a object, sound, animation, something else, say what kind of
   asset it is and it's name.


-Frans

On Sat, Sep 18, 2010 at 1:25 PM, Boroondas Gupte  wrote:

>  On 09/18/2010 07:42 AM, Marc Adored wrote:
>
> I wasn't sure if this is the right place to post this but on 
> thehttps://lists.secondlife.com/cgi-bin/mailman/listinfo page it says
> sldev has been moved here
>
>  Yes, the list was moved quite some time ago. The old name was the same as
> that of a much older but unrelated inworld group, so this step was taken to
> avoid confusion between the two programs.
>
>
>  I posted a jira for this option because I couldn't find an existing
> jira and just wanted to get the word out about it and see others
> opinions on it. I know there are other people who at one point and
> time needed a past notice to review past events to make better
> decisions on current events and didn't have in in their email because
> they where online when the notice was sent out. Specially in large
> groups with lots of RP action and disciplinary notices.
>
> The jira is at:http://jira.secondlife.com/browse/SVC-6330
>
>  I think I've seen a jira issue about the same topic some time ago, but
> can't seem to find it again. However I found 
> SVC-4547<http://jira.secondlife.com/browse/SVC-4547>which is similar, but 
> about IMs (not group notices) and also mentions "IM to
> email when Busy", which would be very useful for some, too.
>
> To allow maximum flexibility with minimum UI clutter, one could replace the
> current checkboxes for these settings with drop down lists:
>
> Send incoming personal IMs to email: Always When offline or busy When
> offline Never
> Send group notices to email: Always When offline or busy When offline
> Never
>
> (For those receiving this mail as text-only: The options in both the drop
> downs are: "Always", "When offline or busy", "When offline" and "Never".)
> What server side changes would be needed for those options to work, I don't
> know.
>
> Cheers,
> Boroondas
>
>
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Second Life: Frans Charming
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Re: [opensource-dev] Openjpeg/KDU the cold hard metrics

2010-09-26 Thread Frans
I dropped the CSV file in a google spreadsheet.
https://spreadsheets.google.com/ccc?key=0ApsYm0HWlUhPdDluVzd6MnBUbDl3Ni1uYlYxbjRYeVE&hl=en&authkey=CLvQuRI

-Frans

On Sun, Sep 26, 2010 at 9:02 AM, Sheet Spotter wrote:

> I created a crude profiling tool to determine where to focus on improving
> the performance of OpenJPEG v2.
>
> The profiling tool records the number of function calls and combined
> execution time for every function in the main source files (openjpeg.c,
> j2k.c, dwt.c, tcd.c, t1.c, mqc.c, and raw.c).
>
> Results from running the test harness on the 748 files from the
> "local_assets" folder were recorded in a CSV (Comma-Separated Value)
> format.
> The results were placed here:
>http://pastebin.com/7K9PCFcB
>
> The three columns in the file are:
> 1. Function name
> 2. Number of times the function was called
> 3. Combined execution time for the function.
> The order the rows appear in the file is not significant. (You can sort the
> rows in any order you like after importing the file into a spreadsheet.)
>
> Enabling the profiling tool definitely distorts the results. Overall
> execution time for the test increased from 21 seconds to 129 seconds.
>
> The crude profiling tool was able to identify where most of the decoding
> time is spent. Only a small number of routines are responsible for most of
> the execution time. Hopefully this information can lead to improvements in
> the performance of the OpenJPEG v2 library.
>
>
> Sheet Spotter
>
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Re: [opensource-dev] crazy land idea

2010-09-26 Thread Frans
James Linden made a video of Lindenworld august 2001, for the 2006 SLCC. He
shows many things, you can find a mention of rain at 4:50.
http://www.youtube.com/watch?v=uK3x3FNlleU

-Frans

On Sun, Sep 26, 2010 at 3:46 PM, Tammy Nowotny  wrote:

>  This is purely anecdotal (though maybe someone knows more than my
> anecdote): I have heard that the SL game engine is not good at determining
> which points are under/above/inside an enclosure such as a building.
> Moreoever, legend has it that there is a whole weather system in the engine
> which was never activated because there was no way to stop rain, snow etc.
> from going through roofs, walls, etc.
>
> --Tammy Nowotny
>
>
> --
Jeroen Frans
Virtual World Technology Specialist @ http://VesuviusGroup.com
Second Life: Frans Charming
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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-27 Thread Frans
For some reason I can't access the Jira. I'm not sure what you are asking
for. If you are asking for a script counter, there is the top scripts
counter in the estate panel.

-Frans


On Mon, Sep 27, 2010 at 4:47 PM, miss c  wrote:

>
> I added it to the Jira : https://jira.secondlife.com/browse/VWR-23200
>
> If it is a duplicate, I apologize, I did search and didn't find anything.
>
> TY
>
> Miss
> --
> *From:* miss c 
> *To:* opensource-dev@lists.secondlife.com
> *Sent:* Mon, September 27, 2010 9:21:39 AM
> *Subject:* [opensource-dev] 2.0 Absolute Dealbreaker - script count
> feature request
>
> As a sim owner I have to have script counter so we can keep our scripts low
> in the sim because of the excessive us of resizing scripts.  Several times a
> day we have an exercise in our sim where we make an estate announcement to
> count your scripts and your neighbors to reduce the load on the servers.
> Even though we do this several times a day there is always someone who
> forgot their scripts in something, you can easily find a good 5-10 people
> with 400+ scripts on them.  I am completely sold on the 2.0 code and can
> live without some of the other features in Phoenix/Emerald, but this one is
> an absolute deal breaker for me.  I combed through the code to try and see
> if this was something handled in xml commands and its not, its in the
> Phoenix/Emerald code.  Can we please get this option, also the option of
> avatar announcement upon entering the sim helps combat scripts.  I have it
> announcing when an avatar enters and announcing region script count change
> so i know as soon as they enter and their script count if I am paying
> attention.
>
> TY
>
> Miss
>
>
>
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Re: [opensource-dev] So long!

2010-09-30 Thread Frans
 I hope the best for you both in your next endeavours, Tofu and Aimee. Be
Excellent.

-Frans

On Thu, Sep 30, 2010 at 9:30 PM, Aimee Linden  wrote:

> Likewise, I feel incredibly lucky to have been a part of this at all. I
> will still be around as my pre-Linden self Aimee Trescothick, though
> probably not quite so much as I work out where I'm going next.
>
> Aimee.
>
>
> On 30 Sep 2010, at 16:42, Tofu Linden wrote:
>
> > It's been great working with you folks, some of you for years now!
> >
> > SL is an amazing place, made amazing by its residents.  Thank you
> > all.  Please keep on making peoples first and second lives better!
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Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-04 Thread Frans
Teravus++

On Mon, Oct 4, 2010 at 2:32 PM, Teravus Ovares  wrote:

> When working on IdealistViewer, I noticed that, generally, third party
> 'general purpose' renderers like Irrlicht and Ogre are not well suited for
> rendering objects at the quantity that SecondLife prims require.   Rendering
> prims /can/ be done with them, however, not at the level that can be done
> with the SecondLife viewer.
>
> With Irrlicht, for example, the memory load of a typical 5000 prim scene
> runs up against the 2GB memory limit.
>
> With SecondLife prims, it's more about segmenting the render data so that
> only the unique things are kept and everything else is a reference to
> something that was calculated before.   Out of the box, Irrlicht requires
> per-instance knowledge about texture, mesh buffer, face and lighting
> settings configurations.   This and reference/const/value type semantics
> used in the engine causes far more data duplications then are necessary.
>
> Prims are strange for rendering.  The prim's mesh result is complex in
> terms of vertex count however, in a given 5000 prim scene there's on average
> 130 'unique' prim mesh.   Those 130 unique mesh are duplicated with various
> textures, colors, orientations and associated data to make for the entire
> prim count in the region.   In theory, you can manage memory reasonably well
> by using a 'mesh factory' pattern where by the mesh factory keeps track of
> instance counts and generates a new mesh when required.   In practice,
> however, the associated data makes this very difficult.   In Irrlicht, the
> API is such that the texture configuration data is 'stuck in with' the mesh
> data object.So, to get the variability that the secondlife prim scene
> requires, you're also duplicating the mesh and making small changes to the
> object's visual configuration data.
>
> Irrlicht, like Ogre, is better optimized for a smaller number of more
> complex mesh objects then a very large number of highly 'instancable'
> objects with very small differences.   I'd comment on the opposite of the
> last statement...   but I don't really know about how the SecondLife viewer
> works under the hood to do so (OpenSimulator Developer).
>
> I don't think that this issue is going to 'go away'.   In fact, introducing
> mesh in the viewer is going to make that memory, speed, and instancing
> balance even more difficult to maintain.The gap between the viewer and
> 3rd party 'general purpose' rendering tools will narrow in both directions..
> the viewer will get better at managing arbitrary mesh and 3rd party 'general
> purpose' rendering tools will be able to render secondlife scenes better
> because there will be less 'prim' to render as a result of there being
> arbitrary mesh.
>
> In either case, the future is full of interesting technical challenges.
> I think in unity, like with Irrlicht, smaller, more specialized scenes will
> work OK with regards to prim rendering.  And, I don't think 3rd party
> renderers are going to be able to come close to the capability of the
> SecondLife viewer when dealing with prim.  They're just not designed for the
> same type of data.  The object models and API just are not really
> appropriate for prim.   I'm not saying that it isn't worth pursuing a render
> plugin architecture.  I am saying, however, that given that 3rd party
> 'general purpose' renderers are never going to be able to meet the
> SecondLife viewer's capability in rendering prim, it probably shouldn't be
> very high on the priority of things to do.
>
> Regards
>
> Teravus


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Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Frans
I really hope LL is not going to add a Mesh Editor in the client. That's
just going to be so bloated.

I agree though, that plugins will be important, and some months(year?) ago
it was mentioned that there is a team at LL working on doing just that. Can
anyone (at LL) confirm that there is still a team working on making plugins
a possibility?

-Frans

On Mon, Oct 4, 2010 at 10:15 PM, Daniel Smith  wrote:

>
> Am happy to see some input on the idea of Unity.  It makes me smile.
>
> My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
> codebase.  A lot of folks want the viewer to do quite a bit (mesh editor,
> anyone?).  Fulfilling the wishlist without going to a plugin strategy will
> result in a bloated client that will run on fewer and fewer machines.
>
> So if Unity is relegated to a cool TPV project somewhere, that's fine ;)
>
> Proposing something radical like that will hopefully get people to think
> more about what it would take to do a very plugin oriented client (can the
> 2.x codebase do it?  or does it call for a reset of sorts?)  Where do people
> want to see an SL client, 2 years from now?
>
> I dont think much of possible approaches that dont handle the physics /
> animation / terrain / sound angles.   It's just asking to reinvent too many
> wheels.  Oh, and as for the objection to Unity outputting to game consoles:
> snap out of it.  The mere existence of code on a console doesn't make it a
> game.  The overall idea is to make SL / OS ubiquitous (Linux client doesnt
> go away, other approaches open up the Web, phones, and consoles.. all good
> moves).
>
> cheers,
>
> Daniel
>
>
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Re: [opensource-dev] Enhanced Script Editor Request

2010-10-20 Thread Frans
I have the same problem as Suezanne. When I use the popup is usually for
something longwinded and frequently have to make the popup appear several
times. If the popup would appear automatically and I could hit tab,space or
enter to have it auto complete that would be perfect.

Frans

On Thu, Oct 21, 2010 at 12:08 AM, SuezanneC Baskerville
wrote:

> I'd be pleased if the popup tip remained visible somewhere. My short term
> memory is bad, if there are many parameters I have to make the popup appear
> more than once.
>
>
> --
> v i r t u a l   w o r l d   e n t h u s i a s t
> -- http://www.google.com/profiles/s u e z a n n e --
>
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Re: [opensource-dev] Files deleted by uninstaller don't appear in Recycle Bin

2010-10-26 Thread Frans
In games unistallers it is pretty common for them to ask separately if you
want to delete your save games as well.

-Frans

On Tue, Oct 26, 2010 at 10:28 PM,  wrote:

> i've seen several products that have an uninstall option to "delete user
> data?"  Like, the uninstall won't delete anything except its executables
> and program data that it installed unless you give it permission to do
> more at uninstall time.  At least one program i've seen asked two
> uninstall questions like that, the one for user data and another for
> config files.  That program asked about config files because the company
> had several different versions of its product and sometimes people would
> switch between them.  i know, that's not the best way to do things.  i'm
> just sayin what i've seen.
>
> - AK
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Those two parts are not the sum of the problem.
>
> Deleted files can appear in the Recycle Bin,  which would allow the user
> to restore them without the use of any special file undelete utitilities.
>
> The files SL deletes don't.  Someone should check to make sure I'm wrong.
>
> TPVs aren't always going to follow best practices any more than LL is
> going to always follow best practice.  Best practice would be that if you
> ask about deleting files in C:\Program Files\SecondLifeDevelopment, you
> confine your deletions to files in those folders.
>
> Regardless of the flaws in the uninstaller's logic, the question I'm
> asking here is "Can the deleted files be made to do to the Recycle Bin
> instead of bypassing the Recycle Bin and thus being, at least in the mind
> of most users, permanently and irreversably gone?"
>
>
> On Tue, Oct 26, 2010 at 1:56 PM, Robert Martin 
> wrote:
>
>On Tue, Oct 26, 2010 at 2:51 PM, SuezanneC Baskerville
> wrote:
>> The uninstaller asks if you want to delete files left in the SL
> program
>> files folder and then if you answer yes it proceeds to delete not
> only files
>> in the SL program folder, it also deletes files in the Application
> Data and
>> Local Settings folder, including files that were created by TPVs.
>
>the problem is in two parts
>1 the uninstaller is being unclear and "helpful"
>2 best practices for a TPV would be to use its own folder by default
>(with maybe doing a copy of the avatar log files and such)
>
>--
>Robert L Martin
>
>
>
>
> --
> v i r t u a l   w o r l d   e n t h u s i a s t
> -- http://www.google.com/profiles/s u e z a n n e --
>
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