#SL Server Scripting Update Wk6

Flight Limit

If you start flying straight up you stall out a bit below 200 meters, about 175. This is a limit imposed by the Lab’s servers. We get around the limit by using flight feathers and other devices that let us fly higher and faster.

There is some discussion about removing that limit. Simon Linden thinks people using Animation Over Riders (AO) will be popping into orbit. I don’t have any AO’s that have flight enhancement. So, I’m clueless as to where that idea comes from.

However, without a limit a flight enhancement will likely speed up your accent. Whether it will slam you into orbit I have no clue. But, if we suddenly hit high altitudes when we start flying we’ll know that the flight limit has been removed.

It is unclear of the limit will be removed or just raised. May be the limit will be 1,000m or 2,000m, or some other value.

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#SL Server/Scripting News Update Wk5

The work is the roll out from Magnum to the main grid went well. The LSL function llSetRegionPos() is now on the main grid. Oskar says this is Kelly’s first major roll to the main grid for 2012. Yay Kelly.

Server/Scripting Meeting

Ghosting – Can’t Login

Two of the release channels were running a release that had ghosting problems in week 4. The problem was in the new foundational region crossing code. Carmilla Linden fixed the problem. When they merged the fix with the release code for Magnum, a crashing issue was found. The roll of the repaired code had to be foregone. So, that code planned for Magnum was replaced with the same release as Blue Steel and Le Tigre.

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#SL Response

I hear lots of people bitch about something they know next to nothing about. Unfortunately they are not limited to Second Life. Oskar recently gave a good reply to one such… (put your own adjective and noun or pronoun here). I think it is worth reading Oskar’s response to understand what it takes to get server fixes rolled out. There is also some interesting information on timelines and drop dead dates for fixes rolling out.


WolfB——- Bears—- wrote:

So you have fixed the ghosting issue. Great.

But you’re not deploying the fix for another 30+ hours. Not Great.

If you do have an explanation for continuing to run server code which you know is broken, I would like to hear it.

The best answer would be that you are running the fix through QA processes. That still doesn’t explain why, when some regions are inaccessible because of the number of ghosted AVs, you have not reverted them to an earlier, known-safe, version of the code. 

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#SL Server/Scripting News Wk5

The code from the Magnum release channel has rolled to the main grid. That means, according to Simon Linden, we now have the new function llSetRegionPos() available across the whole grid. The existing function llGetEnv() gets the new return value frame_number. Plus a bunch of bug fixes. You can see them listed in previous Server News articles.

Server/Scripting Meeting

Blue Steel

This release channel gets the performance enhanced server maintenance package. The big news is in the speed up of LIST handling functions.

This is the functions’ second time in a release channel, if I remember correctly.

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#SL Server News Wk4 Update

The reason no new code rolled to main grid was because of problems with the diagonal region crossings code. The code failed because the utility servers in AGNI were running an older version of their software than the utility servers for ADITI. The utility servers have been updated, the diagonal crossing code has more fixes and all are now in testing in the release channels.

Test Area in Magnum Sandboxes

Can’t Login

We have been seeing a number of requests for help with ‘Can’t Login’ in the SL Forum. It seems this is caused by a problem in the region crossing code. The Linden answer to the problem for now is call support. I suggest you run through the steps here: I Can’t Login. With any luck the fix should roll to a release channel next week… but, I was a little confused on the issue. It may only be in the release channels that this problem has come up. In which case the roll to the release channels will solve the problem and it will never be rolled to the main grid.

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