Re: [opensource-dev] ok wtf is this?
On 9/5/2011 12:53 AM, Tateru Nino wrote: In order of likelyhood (most to least), I'd say: corrupted texture header data, corrupted heap, fragmented heap. After a few moments of reflection of my own, I agree with your assessment.. The question that springs to mind is why does it happen in an area where I know all the textures have been loaded successfully in previous builds without any of the three issues showing up? ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
Hello, With the latest build I keep getting an alert box for memory pool low, some sl functions disabled to avoid crash and sure enough I crash a couple minutes later.. but memory pool low? I've usually got over 2g of physical memory free when it hits, and the machine isnt even breaking a sweat. I dont see a ramp up in memory use that might indicate a leak, I look at the logs and I see the latest ERROR level entry is a bad memory allocation for a texture. Somebody who's more current with the code tell me where I should look to narrow this thing down enough to file a JIRA... There is a memory pool that got enabled 4 days ago. Which could cause this problem aswell. The change is here: https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e Maybe there is a bug in the Memory pool that is causing You could try disabling it in your settings and see if the error still persists. Cheers, Nicky ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Anybody else see crashes similar to VWR-26729?
On Mon, 22 Aug 2011 13:05:40 -0500 Ron Rogers Jr. cronocl...@mchsi.com wrote: https://jira.secondlife.com/browse/VWR-26729 CronoCloud Decided to take some more diagnostic steps with 3.0.5 23990 and start with clean settings. (Hadn't done it yet, because changing the default settings are annoying.) That did the trick with preventing crash immediately after start. So I started changing my settings back...and it did crash...with enabling Plugin Read Thread which might explain the LLPlugin related error messages in the crash logs I saw. CronoCloud signature.asc Description: PGP signature ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Anybody else see crashes similar to VWR-26729?
On Mon, Sep 5, 2011 at 16:13, Ron Rogers Jr. cronocl...@mchsi.com wrote: On Mon, 22 Aug 2011 13:05:40 -0500 Ron Rogers Jr. cronocl...@mchsi.com wrote: https://jira.secondlife.com/browse/VWR-26729 CronoCloud Decided to take some more diagnostic steps with 3.0.5 23990 and start with clean settings. (Hadn't done it yet, because changing the default settings are annoying.) That did the trick with preventing crash immediately after start. So I started changing my settings back...and it did crash...with enabling Plugin Read Thread which by the way, I have no idea what Plugin Read Thread does and when/why/who should enable it. I found this answer and I wonder if it is correct: http://community.secondlife.com/t5/Technical/What-does-quot-Use-Plugin-Read-Thread-quot-on-the-Advanced-Menu/qaq-p/858437 any comment? thanks in advance.. -- Opensource Obscure https://twitter.com/oobscure https://my.secondlife.com/opensource.obscure Join this group to discuss Second Life Viewer: https://j.mp/slv2group ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
On 9/5/2011 2:32 AM, Nicky D. wrote: There is a memory pool that got enabled 4 days ago. Which could cause this problem aswell. The change is here: https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e oh yeah, that's an aha! moment for sure.. Thanks, Nicky. Checking the changes since last good on the download page there it is on build 239990, the most recent, which correlates exactly with when I started to see this failure mode. If switching it off means I dont crash at all tonight then I'll leave a little gift on JIRA for the kindly folks at the lab to discover after their long weekend :) Dave. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
On 6/09/2011 1:57 AM, Dave Booth wrote: On 9/5/2011 2:32 AM, Nicky D. wrote: There is a memory pool that got enabled 4 days ago. Which could cause this problem aswell. The change is here: https://bitbucket.org/lindenlab/viewer-development/changeset/298722ecdb2e oh yeah, that's an aha! moment for sure.. Thanks, Nicky. Checking the changes since last good on the download page there it is on build 239990, the most recent, which correlates exactly with when I started to see this failure mode. If switching it off means I dont crash at all tonight then I'll leave a little gift on JIRA for the kindly folks at the lab to discover after their long weekend :) Indeedy. An excellent catch. If it _is_ the memory pool, though, it is hard to figure out why unit-testing didn't catch the underlying fault. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
On 9/5/2011 11:14 AM, Tateru Nino wrote: Indeedy. An excellent catch. If it _is_ the memory pool, though, it is hard to figure out why unit-testing didn't catch the underlying fault. At a guess, and this is total speculation because I havent done any side by side test runs with the setting on and off yet followed by spelunking through the logs, I suspect that the easiest way to escape notice in the unit tests is if it's a flaw elsewhere that was masked by not using the memory pool - unit tests could easily not catch that, things like that usually show up in integration testing and UAT and well, that's what folks like me are for isn't it - pulling a new build every day and spending time inworld with it to see what breaks :) ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
A good way to follow what is happening in viewer-development is to subscribe to the commit mailing list: https://lists.secondlife.com/cgi-bin/mailman/listinfo/viewer-development-commits On Mon, Sep 5, 2011 at 12:32 PM, Dave Booth d...@meadowlakearts.com wrote: On 9/5/2011 11:14 AM, Tateru Nino wrote: Indeedy. An excellent catch. If it _is_ the memory pool, though, it is hard to figure out why unit-testing didn't catch the underlying fault. At a guess, and this is total speculation because I havent done any side by side test runs with the setting on and off yet followed by spelunking through the logs, I suspect that the easiest way to escape notice in the unit tests is if it's a flaw elsewhere that was masked by not using the memory pool - unit tests could easily not catch that, things like that usually show up in integration testing and UAT and well, that's what folks like me are for isn't it - pulling a new build every day and spending time inworld with it to see what breaks :) ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Feedback wanted for VWR-26858 (User-defined build icons)
Partly to solve a lack of new icon space needed by Storm-49 and partly to improve in-world building I have created VWR-26858 (https://jira.secondlife.com/browse/VWR-26858) and would appreciate your comments on this proposed new feature I would like to work on. Oz and Esbee might appreciate a few this is a good idea comments to convince them that yes, it is a good idea, and I would appreciate any comments of technical changes you can think of. -Jonathan ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Feedback wanted for VWR-26858 (User-defined build icons)
On 09/05/2011 08:20 PM, Jonathan Welch wrote: Partly to solve a lack of new icon space needed by Storm-49 and partly to improve in-world building I have created VWR-26858 (https://jira.secondlife.com/browse/VWR-26858) and would appreciate your comments on this proposed new feature I would like to work on. Oz and Esbee might appreciate a few this is a good idea comments to convince them that yes, it is a good idea, and I would appreciate any comments of technical changes you can think of. It would probably be good to ask the target audience (i.e. SL builders) about this feature request. I don know where to best reach them, but I think there's one or several forums on the SL community platform dedicated to inworld content creation. Cheers, Boroondas ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Review Request: STORM-64: Local Bitmaps 2.0 implementation.
On Sept. 4, 2011, 8:16 p.m., Tankmaster Finesmith wrote: indra/newview/lllocalbitmaps.cpp, line 83 http://codereview.secondlife.com/r/347/diff/2/?file=7058#file7058line83 mLastModified should be 0 in order to compile on 64bit Linux systems. Null will fail in this case. (found this out in my implementation of it on Firestorm) See http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/0431f7d7cb8c Hu. What would 0 or NULL mean here, anyway? This isn't a pointer, is it? - Boroondas --- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/347/#review1013 --- On Sept. 4, 2011, 8:22 a.m., Vaalith Jinn wrote: --- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/347/ --- (Updated Sept. 4, 2011, 8:22 a.m.) Review request for Viewer. Summary --- Local Bitmaps is a mechanism to locally load images into the viewer, track them and optionally (per each image) have it check if the image has been overwritten locally and if so - update it in the viewer and inworld. This change affects the texture picker - adding radio checks that let the user choose between the Inventory (regular inventory) and Local tabs (list of locally added files). * Only tested this myself, as opposed to the previous implementation which has been live for, uh, a year, this one is completely new, written mostly from scratch and uses different mechanisms ** This is strictly a review/alpha version, but i'd appreciate feedback on it before i finalize it. This addresses bug STORM-64. http://jira.secondlife.com/browse/STORM-64 Diffs - doc/contributions.txt 8da01486a36a indra/newview/CMakeLists.txt 8da01486a36a indra/newview/lllocalbitmaps.h PRE-CREATION indra/newview/lllocalbitmaps.cpp PRE-CREATION indra/newview/lltexturectrl.h 8da01486a36a indra/newview/lltexturectrl.cpp 8da01486a36a indra/newview/llviewertexturelist.h 8da01486a36a indra/newview/llwearable.h 8da01486a36a indra/newview/llwearable.cpp 8da01486a36a indra/newview/skins/default/xui/en/floater_texture_ctrl.xml 8da01486a36a Diff: http://codereview.secondlife.com/r/347/diff Testing --- Texture/Sculptmap/Avatar Layer show. Texture/Sculptmap/Avatar Layer update. Multiple sculpties update. Thanks, Vaalith ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Review Request: STORM-64: Local Bitmaps 2.0 implementation.
On Sept. 4, 2011, 8:16 p.m., Tankmaster Finesmith wrote: indra/newview/lllocalbitmaps.cpp, line 83 http://codereview.secondlife.com/r/347/diff/2/?file=7058#file7058line83 mLastModified should be 0 in order to compile on 64bit Linux systems. Null will fail in this case. (found this out in my implementation of it on Firestorm) See http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/0431f7d7cb8c Boroondas Gupte wrote: Hu. What would 0 or NULL mean here, anyway? This isn't a pointer, is it? Never mind, I missed that the LLSD class has an overridden operator=(Integer v). - Boroondas --- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/347/#review1013 --- On Sept. 4, 2011, 8:22 a.m., Vaalith Jinn wrote: --- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/347/ --- (Updated Sept. 4, 2011, 8:22 a.m.) Review request for Viewer. Summary --- Local Bitmaps is a mechanism to locally load images into the viewer, track them and optionally (per each image) have it check if the image has been overwritten locally and if so - update it in the viewer and inworld. This change affects the texture picker - adding radio checks that let the user choose between the Inventory (regular inventory) and Local tabs (list of locally added files). * Only tested this myself, as opposed to the previous implementation which has been live for, uh, a year, this one is completely new, written mostly from scratch and uses different mechanisms ** This is strictly a review/alpha version, but i'd appreciate feedback on it before i finalize it. This addresses bug STORM-64. http://jira.secondlife.com/browse/STORM-64 Diffs - doc/contributions.txt 8da01486a36a indra/newview/CMakeLists.txt 8da01486a36a indra/newview/lllocalbitmaps.h PRE-CREATION indra/newview/lllocalbitmaps.cpp PRE-CREATION indra/newview/lltexturectrl.h 8da01486a36a indra/newview/lltexturectrl.cpp 8da01486a36a indra/newview/llviewertexturelist.h 8da01486a36a indra/newview/llwearable.h 8da01486a36a indra/newview/llwearable.cpp 8da01486a36a indra/newview/skins/default/xui/en/floater_texture_ctrl.xml 8da01486a36a Diff: http://codereview.secondlife.com/r/347/diff Testing --- Texture/Sculptmap/Avatar Layer show. Texture/Sculptmap/Avatar Layer update. Multiple sculpties update. Thanks, Vaalith ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Review Request: OPEN-69 Make autobuild function with msbuild and keep devenv
--- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/462/ --- Review request for Viewer. Summary --- Background: At Linden Lab (LL) windows libraries are built using a Visual Studio (VS) 2010 full version that is overlaid with Incredible Build (IB). Within IB there are two methods to build libraries. The first is to use devenv.exe through an IB hook and use IB's distributed building capability. The second is to bypass the IB hook and build on a local machine's devenv.exe. This provides an excellent solution for LL. However, it leaves Open Source (OS) developers using VS2010 Express Edition lacking the ability to seamlessly build LL's 3p- libraries. An earlier suggested approach was to use msbuild.exe to build all libraries since it is available in both full and express editions of VS2010. This approach works, but requires that both the autobuild system and each 3p- library be changed. This approach was not acceptable to LL. This change: Detect the presence of which VS2010 product is installed on the machine giving preference to VS2010 Express (VCExpress) and fallback to VS2010 Pro or better (VisualStudio). This is provided by the added python script vsproduct.py. This script is imported into common.py and called with the result written to a new environment variable, AUTOBUILD_VSPROD, thus ensuring its visibility to sub-process calls within autobuild. When the bash function build_sln( ) is called from the 3p-xxx build_cmd.sh; AUTOBUILD_VSPROD is compared to VCExpress and if true parses the config variable and splits into config and plat for the subsequent call of msbuild.exe. Else, the original call to devenv.exe is used. This addresses bug https://jira.secondlife.com/browse/OPEN-69. http://jira.secondlife.com/browse/https://jira.secondlife.com/browse/OPEN-69 Diffs - OPEN-69-README.txt PRE-CREATION autobuild/autobuild_tool_source_environment.py ac90b03614ea autobuild/common.py ac90b03614ea autobuild/vsproduct.py PRE-CREATION Diff: http://codereview.secondlife.com/r/462/diff Testing --- Testing: Good: 3p-llconvexdecompostionstub 3p-freeglut 3p-quicktime 3p-fmod Need work: 3p-ogvorbis* 3p-glui* *These libraries use a top level solution file *.sln and do not build ompletely using msbuild.exe. 3P-glui has dependency to 3p-freeglut and ikely would fail using devenv.exe also. These libraries and others need tested by OS developers against devenv.exe to ensure a known good starting point. Future: Test each 3p- library and on failure decide to change 3p-'s build-cmd.sh to work on devenv and msbuild or detect the library within autobuild's build_sln() and make it work with msbuild at that point. Commented out code in this changed build_sln() shows a capture method example. Thanks, Nicky ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Mesh and Scripting
Just pinging to see if anyone knows the current status of such? Grepping around in JIRA I found these entries: https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh change through script commands https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a mesh by UUID However, both are closed as Won't Finish and I'm suspecting that the status really means This isn't the mesh team's job. If so, then the JIRA entries should be moved to the correct team, not just shut off. I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim type 7) on Server 11.08.22.239223, with a UUID, presumably of the mesh, and a sculpt type of 5. From some reading of rather dated office hours, (https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29) I've determined that scripting support is waiting on arbitrary skeletons and scripted animation controls - which is to say a long way in the future. Or have I missed something? (Quite likely, as I get most of my SL news from this list...) I've a few suggestions for script+mesh myself, where should they go? SVC? Thanks, Ricky Cron Stardust ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
maybe their machines have more memory? maybe they didnt have the proper test? I dunno but i see it too... Date: Mon, 5 Sep 2011 13:22:07 -0400 From: jhwe...@gmail.com CC: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] ok wtf is this? A good way to follow what is happening in viewer-development is to subscribe to the commit mailing list: https://lists.secondlife.com/cgi-bin/mailman/listinfo/viewer-development-commits On Mon, Sep 5, 2011 at 12:32 PM, Dave Booth d...@meadowlakearts.com wrote: On 9/5/2011 11:14 AM, Tateru Nino wrote: Indeedy. An excellent catch. If it _is_ the memory pool, though, it is hard to figure out why unit-testing didn't catch the underlying fault. At a guess, and this is total speculation because I havent done any side by side test runs with the setting on and off yet followed by spelunking through the logs, I suspect that the easiest way to escape notice in the unit tests is if it's a flaw elsewhere that was masked by not using the memory pool - unit tests could easily not catch that, things like that usually show up in integration testing and UAT and well, that's what folks like me are for isn't it - pulling a new build every day and spending time inworld with it to see what breaks :) ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh and Scripting
As I understanded it there won't be support for UUID flipping and meshes are not addressable by UUIDs https://wiki.secondlife.com/wiki/Why_UUID_Flipping_is_Bad Am 06.09.2011 05:05, schrieb Ricky: Just pinging to see if anyone knows the current status of such? Grepping around in JIRA I found these entries: https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh change through script commands https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a mesh by UUID However, both are closed as Won't Finish and I'm suspecting that the status really means This isn't the mesh team's job. If so, then the JIRA entries should be moved to the correct team, not just shut off. I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim type 7) on Server 11.08.22.239223, with a UUID, presumably of the mesh, and a sculpt type of 5. From some reading of rather dated office hours, (https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29) I've determined that scripting support is waiting on arbitrary skeletons and scripted animation controls - which is to say a long way in the future. Or have I missed something? (Quite likely, as I get most of my SL news from this list...) I've a few suggestions for script+mesh myself, where should they go? SVC? Thanks, Ricky Cron Stardust ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh and Scripting
I'm afraid that I allowed myself to create a writeup that made it easy to conflate several independent things: 1) Scripting and meshes in general. 2) Mesh UUID flipping - VERY bad for animations, as you noted and thanks for the link, but has valid uses. 3) Where to put scripting requests - which I just found myself while looking for something else: SCR Scripting Thanks for the link to the wiki page. Ricky Cron Stardust On Mon, Sep 5, 2011 at 8:22 PM, Kuraiko Yoshikawa kura...@gmx.net wrote: As I understanded it there won't be support for UUID flipping and meshes are not addressable by UUIDs https://wiki.secondlife.com/wiki/Why_UUID_Flipping_is_Bad Am 06.09.2011 05:05, schrieb Ricky: Just pinging to see if anyone knows the current status of such? Grepping around in JIRA I found these entries: https://jira.secondlife.com/browse/CTS-298 - Feature: Support mesh change through script commands https://jira.secondlife.com/browse/CTS-654 - Allow scripts to set a mesh by UUID However, both are closed as Won't Finish and I'm suspecting that the status really means This isn't the mesh team's job. If so, then the JIRA entries should be moved to the correct team, not just shut off. I've noticed that llGet[Link]PrimitiveParams returns as a sculpt (prim type 7) on Server 11.08.22.239223, with a UUID, presumably of the mesh, and a sculpt type of 5. From some reading of rather dated office hours, (https://wiki.secondlife.com/wiki/User:Nyx_Linden/Office_Hours_Transcript_2010-09-29) I've determined that scripting support is waiting on arbitrary skeletons and scripted animation controls - which is to say a long way in the future. Or have I missed something? (Quite likely, as I get most of my SL news from this list...) I've a few suggestions for script+mesh myself, where should they go? SVC? Thanks, Ricky Cron Stardust ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
On 9/5/2011 10:13 PM, Erin Mallory wrote: maybe their machines have more memory? maybe they didnt have the proper test? I dunno but i see it too... Even if the size of the memory pool allocated was impacted by the total available RAM on the machine, which I'm not sure it is, I can see them having more memory on their test machines than I do on my laptop, which has only 6G but I've twice that on my gaming rig and I saw the issue on both. Too soon to be absolutely certain yet, but so far I've been inworld for hours on my laptop tonight with the private memory pool switched off in the debug settings and havent had a problem, so at least there are indications of a workaround. I'm thinking Bao still has a little debugging to do. Once I get a chance to run a test or three on the gaming rig I'll file the JIRA with my results. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] ok wtf is this?
Having experienced several hours without the issue recurring on both my systems since turning off the use of the private memory pool, have filed https://jira.secondlife.com/browse/VWR-26864 Have fun finding out what crawled out from under the rock you flipped over, Bao.. Sooner you than me in tracking this one down ;) ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges