Mysql should have my.ini somewhere there in the install folder (mine is
under bin), if you have some gui manager im sure you can find it from there.
The param in the ini file is max_allowed_packet, at least with my xamp
installation it was 1mb so you could not even push jack.mesh to taiga :) Hop
Hi Toni
thanks for the hint about clearing cache and checking again.
looks like in my case the mesheswhere just shown from cacheand didn't
upload to the server.
I will be trying to find the size limit, but if that could be
adjusted
somewhere in mysql it would be great and any detailed hint
of
This reply would belong to the developers list 'cause is about
programming and not user things, but as the misunderstanding I'd like to
correct was posted here I'll post the reply too. If this continues to be
a thread where the work is planned, please reply on the -dev list.
Jonne Nauha
Toni Alatalo kirjoitti:
Forgot one kind of central thing, briefly here:
Jonne Nauha kirjoitti:
Anyways, it's a bit sad that Naalis building capabilities are what
they are and you and most other need to use old viewer to upload
meshes/textures and build with old viewer then just view with
Gustavo Alberto Navarro Bilbao kirjoitti:
Last test tonight before go to sleep (i'll must to wake up in 5 hrs to
go to work ;-D ).
I hope that went fine :)
1.- Logged and now the meshes 660 and 717 are lost, only the
(picture 1)
2.- Right click a item and select copy asset ref last one in
*Toni:* The upload failing to show to others but shows locally was that we
werent getting upload caps to inventory, so basically it uploaded showed
the mesh locally. Relogin and you could not see it even locally. Those are
now fixed and moreover we use the webdav inv with opensim accounts anyway
Right click a item and select copy asset ref last one in the menu. I dont
know what that properties should show but doesent seem to work properly. If
you get Asset url ref not set to assetname then collapse and expand the
folder again. This should do a propfind to the folder and fetch the custom
I found out what was the problem with ogre rendering. Things works
well with 0.42 viewer, but
not with any derivatives, renaming executable/and or changing main
window title will disable this feature.
Looks like new code detects what viewer is running and only sends
running rex mod to the viewer