KirstenLee’s Viewer S22(1a)

I thought I had seen the last of KirstenLee’s viewer. But, a couple of days ago a new post popped up on the blog and the code repository was updated 9/23/2012. Since then there have been over 14,000 downloads of the Kirsten Viewer. I was 14,695.

I am not sure how up to date the viewer is. My last download was 21(9) in July 2011, over a year ago. The current version is 22(1a). The install notes say there are only minor changes from 21(9).

I found the time to download and rez things to be long. Inventory took a couple of minutes to download. Of course my avatar would not rez until I had most of my inventory. I suspect the viewer is still using the UDP protocol for several services that have updated to HTTP.

Direct Delivery’s Received Box is there. Mesh is handled. The Interface is mostly Viewer 2, it has the sidebar. Menu buttons can be turned on and off but no button drag and drop.

It is amazing how little Viewer 3 has changed, interface-wise, from viewer 2 days.

The speed is good. I’m getting 25 to 40 FPS without Lighting & Shadows, Ambient Occlusion, and Sun & Moon.

I don’t know if this new release means Lee has time to work on the project or what the story is.

But, it is nice to see a new version of the viewer out.

#SL Mesh Deformer Discussion

There is some discussion going on in the JIRA thread STORM-1716. Everyone should be able to see the item. I am not sure who can and cannot comment on it. The comments over the last week or two are on the current Deformer, which I call 0.4.

Problem with Default Sit Pose

User Error

One of the Deformer problems Karl described as User Error. That term is going to mean different things to different people. I think Kitsune Shan best described the problem saying, “Anyway, I see why Qarl says that about “user error”. Most people here use Blender, they trend to just select the mesh and the skeleton, so the weights are copied, but NOT correctly applied. Handmade weights are always necessary if you want to do a good job. And the other factor is that people keep paying more attention in how the default mesh deforms than using a custom one. Tests can be done using a very high poly density mesh, so changes, spikes and vertex problems are more visible. Using the default avatar shape isn’t too bad as “test” but remember, no one will use the default mesh to make clothes.

Read more

Pathfinding Events Change

About the 6th of September Maestro Linden updated the Pathfinding Events. See the Wiki page: Event path_update. I hadn’t looked at the page for some time. So, I had not noticed until now.

Events are triggers for scripts. They are sort of thing that says: this just happened. You then have a chance to have the script do something in response. The Pathfinding events now include these things:

  1. PU_SLOWDOWN_DISTANCE_REACHED
  2. PU_GOAL_REACHED
  3. PU_FAILURE_INVALID_START
  4. PU_FAILURE_INVALID_GOAL
  5. PU_FAILURE_UNREACHABLE
  6. PU_FAILURE_TARGET_GONE
  7. PU_FAILURE_NO_VALID_DESTINATION
  8. PU_EVADE_HIDDEN
  9. PU_EVADE_SPOTTED
  10. PU_FAILURE_NO_NAVMESH
  11. PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED
  12. PU_FAILURE_PARCEL_UNREACHABLE
  13. PU_FAILURE_OTHER

The green items are new.

Being able to detect when a region has disabled Pathfinding allows the scripter to move the character out of the area and restart it. That will stop PF Characters from piling up at the borders of disabled regions.

When I looked at the page the links from these items had not been added yet. So, we don’t have detailed information on each event. For instance at what distance does PU_SLOWDOWN_DISTANCE_REACHED trigger? Can one set the distance?

Eventually the pages will get written and appear. Until then we’ll just have to go with the short descriptions provided on the path_update page.

 

#SL News 3 Week 38

There were problems with the Tuesday roll out. Some noticed the problems and others of us didn’t. For those that ran into problems it was an annoyance. Things just weren’t working correctly.

Server Beta Meeting Sept 2012

Oskar Linden explained what happened:

Things were going great this week ‘til Tuesday then…

So, this is what happened. Our release system is a big machine. It’s operated by hand but it’s still a machine. [I’m visualizing a big Steampunk thing huffing and puffing with levers and stuff.] You put code in one end and it gets released at the other end

Read more

#SL Direction Speculation

After listening to last week’s Metareality podcast and this week’s announcement of CreatorVerse™ and Patterns™ it occurs to me there may be a plan at work here. This is speculation on my part so it may just be my hallucination.

Patterns™ Splash

First, one of things I mention in MetaReality Podcast Week 37 at time mark 32:45 is the number of beginning Internet and computer users. A major number of people using computers now have never used Internet or for only a very short time. The number of Internet users has increased 500% over the last 10 years. The number of first time computer users is going up too.

Read more

MetaReality Week 38

Another Metareality podcast is out, named: Less is More? This is my outline of the timeline, summary, and comments. It is not a transcript. At best I paraphrase and at worse miss the point entirely. So, if you react strongly to something, listen to the original audio.

[youtube r74hkI-JcHY]

0:00 – Introductions – Kimberly Winnington = Gianna Borgnine, Karl Stiefvater = Qarl Fizz, formerly Qarl Linden, and Bernhard Drax = Draxtor Despres.

The first part of the audio was recorded before the introductory videos or IGN article were out. At about 29:00 they see the video and article release pops up. They stop to watch it and then the conversation changes a bit. So, take that into account as you read.

Read more