#SL Server-Scripting News Week 8

None of the packages running in the release channels passed testing, so no packages were rolled to the main grid today. Also, in an oversight, blending the main trunk and release channels last week was missed. So, we will probably see the same packages running on the release channels with a few more fixes and blending with the main trunk running on the release channels next.

However, selected regions were restarted Tuesday. There are some problem regions that get a weekly restart whether there is a roll out or not. We will see the release channels restarting tomorrow as new software is rolled to them.

Map Tiles

Apparently there is a problem with some regions not generating Map Tiles for the World Map. SVC-7629 – Map tile generator not working.

llGetParcelMaxPrims(llGetPos(), TRUE)

There was some discussion about the fix for this function, SCR-121Entire sim (65,536sq.m.) owned by group, llGetParcelMaxPrims(llGetPos(), TRUE) Returning odd number. It still returns the parcel prim count times the region multiplier, but caps at 15,000 (or less if a Homestead/void). TehKellz says, ‘which is the behavior it had for any non-entire-region parcel.’

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#SecondLife Directions

It is hard to know what anyone is thinking when they don’t tell you. One tries to figure it out by watching actions and pondering statements made. In the case of Linden Lab, we have lots of people analyzing what is known about the Lab. Recently we have seen the Alpha release of Pathfinding and the acquisition of Little TextPeople. So, speculation swirls around those new items.

Crystal Ball Speculation

When Hamlet at New World Notes posted on the acquisition of Little TextPeople Rod Humble,  Linden Lab CEO, commented:

Hey Hamlet. Just by way of clarification this team is working on product 3. 

I first started to talking to them December (although I have known them personally for longer). 

When we chatted about IF/Adventure a few months ago it was in relation to product 2, which is also still in production, not this product 🙂 

Hopefully things will become less opaque in the near future but yes this team is working on a separate product (one of several we have in development). 

Sorry for the cloak & dagger stuff, shouldnt last to much longer. 

Posted by: Rodvik Linden | Friday, February 17, 2012 at 08:32 PM

Hamlet follows up with some speculation based on the comment in: Rod Humble Drops Hints About Linden’s New Projects. Hamlet’s speculation is rational and suggests some directions the Lab may have taken.

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Imprudence Viewer to Live

The development team building Imprudence started work on a new viewer Kokua. They were attempting to maintain Imprudence and build the new viewer. With limited resources working on both slowed development of both. It also seemed to me to be burning out the developers. Whatever the case, during the last of 2011 and January the … Read more

#SL Outfits

I’m taking another look at the viewer’s My Outfits panel in this article. People have used it enough to have formed opinions. Also, some may have figured out efficient ways to use Outfits. But, I have yet to find anyone that is really happy with Outfits as they exist. I also expect to see Outfits change at some future date. The question is can we influence the change?

#SL Outfits - Good, Bad, or Ugly?

I have ambiguous feelings about the ‘My Outfits’ panel or more technically correct the Appearance Panel. Since I am usually in the My Outfits tab I tend to think of and call it the Outfits Panel.

I like it and have issues with it. When it first arrived there were so many other new ways to do things in Viewer 2 I put off dealing with it. When I did start looking at it, it was so awkward to use I put it off some more. Now a discussion at SLUniverse got me thinking about it again. (Reference) The result follows.

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Cool VL Viewer 1.26.2 (17) Released

There are not many changes in the last two versions. But, the experimental version 1.26.3 has an important change for me, which is the addition of Qarl’s Mesh Defomer 0.2. Henri has done something a bit different in his implementation. In his words from the forum:

Second version of Qarl’s mesh deformer implemented (with a new “Force Mesh Deformer” advanced settings in Advanced -> rendering, to force the same behavior as in the first version, i.e. to apply deformers even to meshes which were not designed for them): the new default/normal behavior of the code is to apply deformers only to meshes which were flagged as deformer-compatible at upload time (with a new “Deform to avatar shape” option added to the “Upload Options” tab of the “Upload Model” preview floater).

This should give us the ability to see how the 0.1 and 0.2 versions of the Deformer differ.

Download

I found the download horribly slow. It basically ran at 150kbps taking 30 minutes to download. My connection will handle 31mbps according to SpeedTest.net. Other downloads were running well, so who knows…

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Blender 2.62 Released

A new release of Blender is out. Domino Marama and Gaia Clary have been working on this version. Also, Juha Mäki-Kanto, a Blender developer, has helped with Collada Export in this version. Domino and Gaia are well known in Second Life. At least those of us that have worked with sculpties and mesh know of them.

Blender for Second Life

Gaia has published an article on the Machinimatrix.org blog: Blender 2.62 supports SL meshes.

If you have not been working with mesh, this means little to you and you haven’t run into the problems of getting mesh from Blender to Second Life. For those of us dealing with the problems this is great news.

So, the effort by Domino, Gaia, and Juha are greatly appreciated.

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