[opensource-dev] Near clip plane for impostors

2014-08-14 Thread Marine Kelley
Hello all,

Does anyone know how I can control the value of the near clip plane for the
rendering of impostors please ? I've noticed that the camera will clip them
from 1m away, leaving holes in it, but sometimes the camera is restricted
to even closer than that, so I need to be able to render them fully even
from up close.

Thanks,
Marine
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[opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Hi all,

I've been looking and doing trial-and-error for hours, and still haven't
found out how to do this :

I'd like to add a way to the RLV to actually not render the diffuse
textures in world (but still render them on the avatars and their
attachments, and render normal and specular maps in-world as well), both in
deferred and forward rendering. Basically I want the world to look as if no
texture was rezzed, except for the avatars and all their attachments. As a
bonus, I want partly (not totally) transparent surfaces in world to be
opaque and untextured as well.

Anyone among you knows how to do that without butchering the rendering
pipeline ? It shouldn't be hard, but I've been searching for hours for the
spot where the viewer retrieves a texture by its UUID in the fetched
textures, to apply it to a face, but no way to find that.

Thanks for any pointer you could give me,
Marine
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Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Yes I have been looking into them already, but they at best display even
more geometry on top of what's already rendered. I would like not to add
more strain on the rendering than there already is. As for the reason, it
is to go with the new features I'm adding to the RLV v2.9 (see my blog for
details : realrestraint.blogspot.com). In short, it is meant for the avatar
to be blindfolded in a more interesting way than just to have a big prim
hogging the screen and blocking the view. I want the immediate vicinity to
be visible but things a little farther to be hidden from view. With all the
camera restrictions that come with it. All that is already done and working
well, but I want the textures to be hidden (save for the bump  shine),
because the color of a surface is not supposed to be visible, only the
touch feeling of it. On a side note, this won't be appropriate only for
blindfolds, but also for mazes and multiplayer games where the camera is
supposed to be restricted to be close to the avatar.


On 12 June 2014 15:28, Ambrosia chaoss...@gmail.com wrote:

 Why not look at parts of the code that get used for fancy displays already?

 For example the development - render metadata - physics(?) dipslay. It
 removes all in-world textures and shows physics as colors on the objects.

 I am sure you can find something interesting in that code.

 --Chalice Yao


 On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley marinekel...@gmail.com
 wrote:

 Hi all,

 I've been looking and doing trial-and-error for hours, and still haven't
 found out how to do this :

 I'd like to add a way to the RLV to actually not render the diffuse
 textures in world (but still render them on the avatars and their
 attachments, and render normal and specular maps in-world as well), both in
 deferred and forward rendering. Basically I want the world to look as if no
 texture was rezzed, except for the avatars and all their attachments. As a
 bonus, I want partly (not totally) transparent surfaces in world to be
 opaque and untextured as well.

 Anyone among you knows how to do that without butchering the rendering
 pipeline ? It shouldn't be hard, but I've been searching for hours for the
 spot where the viewer retrieves a texture by its UUID in the fetched
 textures, to apply it to a face, but no way to find that.

 Thanks for any pointer you could give me,
 Marine

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Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
Oh, right, I didn't think of looking into the Highlight Transparent
feature, thanks !


On 12 June 2014 16:11, Marine Kelley marinekel...@gmail.com wrote:

 Yes I have been looking into them already, but they at best display even
 more geometry on top of what's already rendered. I would like not to add
 more strain on the rendering than there already is. As for the reason, it
 is to go with the new features I'm adding to the RLV v2.9 (see my blog for
 details : realrestraint.blogspot.com). In short, it is meant for the
 avatar to be blindfolded in a more interesting way than just to have a
 big prim hogging the screen and blocking the view. I want the immediate
 vicinity to be visible but things a little farther to be hidden from view.
 With all the camera restrictions that come with it. All that is already
 done and working well, but I want the textures to be hidden (save for the
 bump  shine), because the color of a surface is not supposed to be
 visible, only the touch feeling of it. On a side note, this won't be
 appropriate only for blindfolds, but also for mazes and multiplayer games
 where the camera is supposed to be restricted to be close to the avatar.


 On 12 June 2014 15:28, Ambrosia chaoss...@gmail.com wrote:

 Why not look at parts of the code that get used for fancy displays
 already?

 For example the development - render metadata - physics(?) dipslay. It
 removes all in-world textures and shows physics as colors on the objects.

 I am sure you can find something interesting in that code.

 --Chalice Yao


 On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley marinekel...@gmail.com
 wrote:

 Hi all,

 I've been looking and doing trial-and-error for hours, and still haven't
 found out how to do this :

 I'd like to add a way to the RLV to actually not render the diffuse
 textures in world (but still render them on the avatars and their
 attachments, and render normal and specular maps in-world as well), both in
 deferred and forward rendering. Basically I want the world to look as if no
 texture was rezzed, except for the avatars and all their attachments. As a
 bonus, I want partly (not totally) transparent surfaces in world to be
 opaque and untextured as well.

 Anyone among you knows how to do that without butchering the rendering
 pipeline ? It shouldn't be hard, but I've been searching for hours for the
 spot where the viewer retrieves a texture by its UUID in the fetched
 textures, to apply it to a face, but no way to find that.

 Thanks for any pointer you could give me,
 Marine

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Re: [opensource-dev] Question about the rendering and how to hide textures selectively

2014-06-12 Thread Marine Kelley
That did the trick ! I replaced tex in that method by
LLViewerFetchedTexture::sDefaultImagep, and the whole world is untextured
(although colored, which I will fix too). Now I just have to find out how
to differentiate between world surfaces and attachment surfaces, and it
will work perfectly.

Thank you Nicky and all !


On 12 June 2014 17:09, Nicky D. sl.nicky...@googlemail.com wrote:


 Anyone among you knows how to do that without butchering the rendering
 pipeline ? It shouldn't be hard, but I've been searching for hours for the
 spot where the viewer retrieves a texture by its UUID in the fetched
 textures, to apply it to a face, but no way to find that.


 I'd start by looking at  LLVolumeGeometryManager::registerFace and swap
 out the various textures that go into LLDrawInfo.

 Nicky

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Re: [opensource-dev] Not all Open Source developers are honest...

2013-06-01 Thread Marine Kelley
Henri has been putting a considerable number of hours over several
years into fixing bugs and making improvements, including into other
people's viewers !

If what he says is true (and I have no doubt that it is since it is
easy to verify), this kind of thing is totally unacceptable. TPV
developers ought to behave exemplarily because users put their data
into their hands and trust them not to mess around with it. When one
dev misbehaves, it drops a shade of doubt on every other dev in the
community. I sincerely hope this was a misstep.

On 01/06/2013, Henri Beauchamp sl...@free.fr wrote:
 On Sat, 1 Jun 2013 18:57:31 +0200, Martin Fürholz wrote:

 Ah! I misread the “joined” date on that forum page as the “posted” date,
 this happens all the time :D
 I’m sorry, last time that I’ve heard anything about Kirstenlee’s viewer
 was
 a couple of years ago, and S19 is also a couple of years old, as far as I
 can tell (and I’m pretty sure about that). See
 http://virtyou.com/viewer_track/ as a proof (Kirstenlee’s viewer “S20” was

 built in 2010).

 S20 is a v2 viewer, so it's obviously a different branch.
 It is quite possible that Kirsten used the Cool VL Viewer sources and the
 incremental patches I publish with every release to follow my progresses on
 it, but it's obviously the very same viewer with just a couple of patches
 added (a 600Kb diff is NOTHING, especially when you see what the changes
 are about in this diff... a i++ instead of a ++i is not significant a
 change !).

 In fact, I don't care if Kirsten forks my viewer, what I care about is that
 he obviously pretends being the person behind the 3000+ hours of coding *I*
 spent on this code over the 6+ years of continuous development !

 If anyone got more to say about this matter, please let's move it to the
 Cool VL Viewer forum: I don't want to polute this list more than I already
 did (but I thought it was important to bring up such an issue).

 Henri.
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Re: [opensource-dev] Serious regression in SSB-enabled regions

2013-03-01 Thread Marine Kelley
What Henri said. Avatar height offset is a variable that currently
changes OFTEN, that's even the reason why it was added as a RLV
command, so that it could be changed automatically without annoying
the user too much.

If this is now a shape slider, and viewer devs like me have to deal
with accordingly, this means this RLV command will trigger a shape
rebake every time it is issued, which would happen, like I said,
OFTEN. And like Lance mentioned, I'm not even sure this would work on
no-mod shapes anyway.

I'm not saying the old parameter was ideal. In fact it was a just
acceptable solution since it didn't actually modify the altitude of
the avatar but its height, its bounding box. It would have been better
if it were an offset, and we could modify it in X, Y and Z
independently, and beyond [ -0.5, +0.5 ].

I'm saying that this new parameter will make it even less ideal. The
formula for calculating the correct value to send to the viewer via
the RLV command is not trivial, the extrema of this new slider are [
-2.0, +2.0 ] if I'm not mistaken, and we will have to issue the
command in two different ways according to whether we are in a
SSB-enabled region or not. That's a lot of work and development time
for us. Perhaps it is easy for you to add a slider, but this solution
is far, far from ideal for us.

It is currently a debug setting (which name varies from viewer to
viewer). Can't we have a solution that involves a debug setting
instead of a shape slider, so we don't have to rewrite everything ?
Please ?

Marine

On 02/03/2013, Henri Beauchamp sl...@free.fr wrote:
 On Fri, 1 Mar 2013 16:20:10 -0500, Nyx Linden wrote:

 https://bitbucket.org/lindenlab/sunshine-external/commits/108ae1ed56ea38426df239ef3247f57fb63d0806

 Added a new parameter to shapes to replace the viewer-side height offset.
 Since it is stored in a wearable, the new back end can read and use the
 value. Will send an email to third party devs later today to let them
 know
 to pick up the patch.

 ARRRG !

 Adding a new parameter to the shape is NOT a suitable way to achieve
 equivalent results as what we could get so far in non-SSB sims: each
 time a new (sit, lay, kneel, crouch, crawl...) animation is played,
 you need to adjust the Z-offset: this can't obviously be achieved by
 each time changing a shape parameter, saving the new shape, and then
 asking for a (full !) rebake: the Z-offset (and more exactly the avatar
 height as requested by the viewer depending on the currently worn shape
 and the Z-offset) needs to be accounted for in real time (like what
 LLAgent::sendAgentSetAppearance() allowed to do), indenpendently of the
 other visual parameters; the shape wearable itself should be left
 untouched when the height is adjusted via the Z offset.

 Marking SUN-38 as resolved.

 Nope, I'm sorry, but it's far from resolved 

 Henri.
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Re: [opensource-dev] I just filed two jiras against the current viewer-development source that are kind of bad.

2012-08-18 Thread Marine Kelley
Confirmed, voted and watched for both. That would explain the strange
behaviors I have been observing on the latest build the last few days.
Thanks for creating these tickets.

On 18/08/2012, Lance Corrimal lance.corri...@eregion.de wrote:
 https://jira.secondlife.com/browse/VWR-29531
 https://jira.secondlife.com/browse/VWR-29532


 those two together make 3.4.1 as it is just now pretty much unusable...


 bye,
 LC

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[opensource-dev] Camming inside an object makes the camera jump again

2012-08-12 Thread Marine Kelley
Hi all,

For a month now, any viewer built from the v-d repository has that odd
bug back :

When you focus your camera inside a hollowed-out prim and you move the
camera itself inside it as well, it makes you zoom in instead, making
it very difficult to focus on anything. This bug had been fixed a few
months ago to my great joy, and now it surfaces again.

Does anybody know where to find this feature in the code so I can
fix it please ? Any pointer is appreciated.

Thanks,
Marine
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Re: [opensource-dev] ok this may sound dumb but what is the llphysicsextention package

2012-08-08 Thread Marine Kelley
Seconded !!

On 08/08/2012, Henri Beauchamp sl...@free.fr wrote:
 On Tue, 07 Aug 2012 16:45:03 -0700, Oz Linden (Scott Lawrence) wrote:

 On 2012-08-07 16:09 , Angel Dreams wrote:
  its something i saw i never seen that package before is it new or
  something?

 It is the wrapper around the Havok functionality in the viewer.  It
 replaces (and incorporates) llconvexdecomposition.
^^
 Which is unfortunate... because Open Source viewers all use HACD to
 replace the closed source llconvexdecomposition.

 I'd suggest that the HAVOC stub is kept separate from the
 llconvexdecomposition stub.

 Henri.
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Re: [opensource-dev] Fix for SH-2941 breaks HACD-k ?

2012-05-14 Thread Marine Kelley
Thanks for the precisions. I am using v178, ported on to Dolphin and
then to my RLV by Lance... I don't know how it works at all,
personally. All I know is that the changeset I pointed is the culprit
for all the errors I get (well, I got only MAV_BLOCK_MISSING so far).
It's deterministic : with the changeset it occurs everytime, without
the changeset it never occurs.

The changeset adds mutexes all over llmeshrepository so maybe it is
related (it makes the upload time out or something). The changes are
many across that file, so I didn't look in detail (I don't have time).

On 14/05/2012, Nicky Perian nickyper...@yahoo.com wrote:
 Using OpenMP based library.

 https://bitbucket.org/NickyP/viewer-development-os-mesh-upload/downloads/Second_Life_3-3-3-db7e740f3883-d84e0f52d036_LindenDeveloper_Setup.exe

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[opensource-dev] Fix for SH-2941 breaks HACD-k ?

2012-05-13 Thread Marine Kelley
Hello all,

Having pulled the latest changesets from v-d to my viewer lately, I
observed that the resulting build would not be able to upload mesh
anymore, ending up with a MAV_BLOCK_MISSING message every time (no
matter what I do, even following the several options depicted in
https://jira.secondlife.com/browse/MAINT-872).

After some search, it appears that the change 23045 (eab0b05bf0bc)
(SH-2941 Fix for crash on shutdown due to race condition between
LLCurl and LLMesh) is the cause of the error. Reverting
llmeshrepository.cpp (the only file in this changeset) to its previous
version fixes the problem, but negates Dave's fix.

I am aware that HACD-k is not under the responsibility of LL, it is an
open source work, but would someone like to look into this ? I am not
qualified at all, having no clue about how mesh upload works.

Thanks,
Marine
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Re: [opensource-dev] Need help about EXT-1285

2011-10-31 Thread Marine Kelley
Thanks WolfPup. With this change and a couple other tweaks, I could
finally get an inverted dialog box, which achieves exactly what I
wanted with my option 1.

Kudos !
Marine

On 31/10/2011, WolfPup Lowenhar wolfpu...@earthlink.net wrote:
 The position of the buttons can be easily move by changing line 87 of
 panel_notification.xml.
 Orginal : follows=left|right|bottom
 Top placement : follows=left|right|top  - this should move the buttons to
 the top of the layout but also might have to move lines 85-99 to the top of
 the xml file as well plus modify the other sections accordingly.

 -Original Message-
 From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-
 boun...@lists.secondlife.com] On Behalf Of Marine Kelley
 Sent: Monday, October 31, 2011 11:54 AM
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Need help about EXT-1285

 Hi all ! I need help !

 I'm working on adapting my RLV to version 3.2.0 of the viewer, and
 hitting a wall here. Let me explain the problem :

 In V1.x, script dialog boxes (the blue menus) were located on the
 upper right corner of the screen, with a fixed size text area in which
 the script could write what it wanted (up to 512 chars), with a
 scrollbar when needed. Then there were the buttons below that area.
 This had a nice side effect though, the buttons were always at the
 same place on the screen, so for repetitive tasks with dialogs you
 knew well, you didn't have to actually read before clicking.

 The scrollbar wasn't very practical, so LL decided to move the dialogs
 down to the lower right corner of the screen in v2.x, in exchange of
 making the dialogs variable in size. Best of both worlds, the dialogs
 were showing all the info at first glance without the need for a
 scrollbar, and the buttons were always at the same spot (although the
 sidebar was complicating things a little, but it was still workable).

 Now in v3 the dialogs are back to the upper right corner of the screen
 as part of EXT-1285 (coded and released by Seth Productengine). Ok,
 but no scrollbar means the buttons are NOT always at the same place
 anymore and that... is unacceptable to me. I absolutely need to change
 this, this is not practicable as it is.

 So I have two options. Either leave the dialogs where they are now and
 move the buttons of the dialog window BEFORE the text, or move the
 dialogs back to the lower right corner of the screen.

 Option 1 is good for v1 users, but a little confusing since the
 dialogs would not look like they always did. However I have spent some
 time looking for a way to do this, and never found HOW to move these
 buttons up before the text. I know the dialog is roughly defined in
 notifications.xml under the name ScriptDialog, but I don't see where
 the list of buttons is constructed. The point of this email is partly
 to ask how to do this.

 Option 2 is good for v2 users, however it has a nasty side-effect :
 notification boxes (are you sure you want to quit and such) are
 linked to the tool bar or something. I haven't found where to change
 that and this is also the point of this email.

 I prefer option 1 personally, but I fear moving the buttons would look
 like a lame hack. Can anybody give me pointers about how to implement
 either option please ? Or better, both options !

 Thank you in advance,
 Marine
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Re: [opensource-dev] how to read minidumps

2011-10-04 Thread Marine Kelley
The Shadok is strong in this one...

On 04/10/2011, Henri Beauchamp sl...@free.fr wrote:
 On Tue, 4 Oct 2011 12:23:51 +0200, Thickbrick Sleaford wrote:

 On Tuesday 04 October 2011 09:31:00 Lance Corrimal wrote:
  hi,
 
  I'm pretty sure noone at LL is interested in the minidumps from my
  TPV, so I'll have to read them myself... how do i do that?

 At least on the Linux side, breakpad provides minidump_stackwalk,
 which takes a minidump file and a symbols file and produces a stack
 trace. That executable is not provided with the linden-packaged
 breakpad though. You will also need to make sure the symbols file
 you are using is from the same build that produced the minidump.

 We've got a saying for this kind of silliness, in France:
 Pourquoi faire simple quand on peut faire compliqué ?
 (Why doing it the simple way when you can find a complex way to
 do it ?)

 I guess the stack_trace.log file what just too simple in LL's view...
 * rolls eyes and shakes head, sighing deeply *

 Henri.
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Re: [opensource-dev] Current status of Mesh??

2011-09-01 Thread Marine Kelley
On 31/08/2011, Robert Martin robertl...@gmail.com wrote:

 2 are there any simple tools to make models (Blender does not qualify).

Why doesn't Blender qualify ?
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Re: [opensource-dev] Current status of Mesh??

2011-09-01 Thread Marine Kelley
On 01/09/2011, Lance Corrimal lance.corri...@eregion.de wrote:
 Am Donnerstag, 1. September 2011 schrieb Marine Kelley:
 On 31/08/2011, Robert Martin robertl...@gmail.com wrote:
  2 are there any simple tools to make models (Blender does not
  qualify).

 Why doesn't Blender qualify ?

 try it, then look at the word simple again :)

Heh, I've been using it steadily for two years now, and two of my
best-selling items have been created with it... It's not simple
indeed, its learning curve is almost flat (steep would mean exactly
the opposite : it takes a long time to learn something on Blender so
the curve is flat rather than steep), but it is extremely consistent
and actually you can become very productive when you get used to its
bizarre UI. But unlike Maya, it is made by developers with a developer
mindset, which suits me better since I am no 3D artist. Maya is more
powerful, 3D artists are more productive with it, but it is also
infinitely more expensive than Blender :p

So for a tourist like me, Blender is the tool of choice.
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[opensource-dev] How to upload a mesh on v-d rev 20205 ?

2011-08-24 Thread Marine Kelley
Hi all,

So I have tried to upload a mesh on a viewer built from v-d rev 20205
(the latest I could find, with the llconvexdecomposition fix).

I click on Build  Upload  Model..., I get the dialog to select a
.dae file, when I select it I get the model upload window, so far so
good.

But when I press on the calculate weights  fee button, I get some
kind of overlay debug message saying Mesh Uploads: 0 (on a side note
that message stacks on others and I don't know how to clear it without
reloading, I see in the code that it's a temporary hack, but it has
made its way into the official viewer v3.0.3 as well), and nothing
happens. The upload fee stays TBD, as well as download, physics
and server, and the Upload button never becomes available. I guess
my viewer never receives the response from the sim.

I have made the exact same manipulation on the official v3.0.3 with
the same mesh and succeeded, the price came right through and I got a
Mesh Uploads: 1 message.

Is there something I need to do in my viewer for it to work ? Is it a
matter of channel ? Am I missing something there ?

Thanks in advance,
Marine
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Re: [opensource-dev] How to upload a mesh on v-d rev 20205 ?

2011-08-24 Thread Marine Kelley
Thanks... I wouldn't have guessed that all by myself. lol.

I see on that JIRA entry that I'm not the only one who is confused one
about this issue. I'll give a try to the open source version when
able, it seems promising.

Marine

On 24/08/2011, Oz Linden (Scott Lawrence) o...@lindenlab.com wrote:
 On 2011-08-24 14:47, Marine Kelley wrote:
 So I have tried to upload a mesh on a viewer built from v-d rev 20205
 (the latest I could find, with the llconvexdecomposition fix).
 [...]
 Is there something I need to do in my viewer for it to work ? Is it a
 matter of channel ? Am I missing something there ?

 Yes... you're missing the (commercial) Havok library that we use to
 create the convex decomposition of the model.

 The short version is that unless you license Havok, you can't build a
 viewer today that does model uploads.

 A few people have been working on an open source solution - watch OPEN-105.



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Re: [opensource-dev] Unjust Banning of residents?

2011-08-16 Thread Marine Kelley
Careful, it could be a phishing attempt. Do NOT click on any of the
links inside this email (unless you're certain it comes from Linden
Lab, but then again emails can be spoofed).

On 16/08/2011, mala...@tamzap.com mala...@tamzap.com wrote:
 exactly which is why this message is so disturbing. accounts have been
 terminated from second life for using a viewer not listed in the
 directory.


 This email is notification that Linden Lab has terminated
 your access to the Second Life virtual world due to severe
 or repeated violations of the Second Life Terms of Service
 or Community Standards. Your (account name 'xx') and
 alternate Second Life accounts have been
 made permanently inaccessible.


 On Tue, 16 Aug 2011 13:33:39 -0400, Erin Mallory wrote:
 Last I checked there is no requirement to use an approved tvp. even
 on the tvp listing page. Looking at the policy and the directory
 pages, no where does it say that the viewer must be listed in the
 tvp...
 http://secondlife.com/corporate/tpv.php
 http://wiki.secondlife.com/wiki/Third_Party_Viewer_Directory

 You may connect to Second Life using software released by a
 third-party developer. Linden Lab provides a Policy on Third-Party
 Viewers [1] to promote a positive and predictable experience for all
 Second Life Residents.

 Date: Tue, 16 Aug 2011 10:23:21 -0700
 From: mala...@tamzap.com
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Unjust Banning of residents?

 Violation: Third Party Viewer Usage
 You are connecting to the grid with a viewer that is not in the
 third
 party viewer directory.


 However...

 A viewer does not need to be on the Third Party Viewer Directory in
 order for development or usage of it to be compliant with the Third

 Party Viewer Policy (see Policy on Third-Party Viewers | Second
 Life)
 and the Terms of Service. While I am sure you are well aware of
 this, it
 can also be deduced through common sense that the open source
 program
 (Snowstorm, Snowglobe, etc) would not be able to exist in an
 environment
 where every personal compile had to be listed on the TPVD before it

 could even begin to undergo any form of live quality assurance
 processes.

 Long story short, unless there have been recent changes to the
 Terms of
 Service that I am unaware of, or if there are relevant sections
 that I
 have missed that indicate that a viewer that complies with the
 Third
 Party Viewer Policy still must be in the Directory to be
 legitimately
 used, I would request that you provide me with them.

 What this means is every single BETA tester for every client on the

 TPVD is at risk of losing their accounts because that compiled
 version
 of that client is not listed on the TPVD. Each and every Developer
 who
 has worked so hard to help Linden Lab build their Client into what
 it is
 is at risk of losing their accounts because each time they
 recompile the
 source it isn't listed in the TPVD and is now considered a
 Violation of
 some hidden TOS clause.


 I am posting this to this forum because I wanted to get feed back
 from
 the community. As I myself and a developer who has contributed
 patches
 to various TPVD Clients and am now finding myself cautious to even
 use
 these clients source codes to help them. I would like clarification
 from
 Linden Lab as well as other Developers on this new banning policy
 that
 is requiring every compiled client that connects to second life to
 be
 listed in the TPVD.
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Re: [opensource-dev] Concerned about frequent crashes

2011-08-07 Thread Marine Kelley
I crash a lot on 2.8.0, at least twice a day. It is usually a sudden
crash to desktop, and from the log it looks like the viewer goes short
on memory. It happens more often with deferred rendering on, but it is
always random, I could never link it to any particular action I take.
My computer has 4GB memory, and is running Win 7 that takes 1.5GB all
by itself. But I would believe that 2GB should be enough for the SL
viewer... It keeps eating more and more memory though. Seems there is
a huge memory leak in the deferred renderer.

On 07/08/2011, Lee ponzu lee.po...@gmail.com wrote:
 I am concerned that the latest viewers have been crashing a lot for the last
 week or two.  I crash as often as 3 times per hour.  I attach one crash
 report below.  Is this problem known and being worked on, or is it just me?
  I am sort of a canary in the coal mine because this is an older iMac and I
 use Satellite internet, so maybe I expose problems that don't crash other
 people.

 Question:  When OS X pops up a Problem Report for a crashed app, and says
 the report is being sent to Apple, do those actually go anywhere?  Is there
 any maybe automated analysis and statistics done?  If not, would it be
 useful?  Maybe I could help there.

 ponzu

 Process: Second Life [908]
 Path:/Applications/Viewers/Project Viewer -
 Mesh.app/Contents/MacOS/Second Life
 Identifier:  com.secondlife.indra.viewer
 Version: Second Life version 2.8.2.237321 (2.8.2.237321)
 Code Type:   X86 (Native)
 Parent Process:  launchd [631]

 Date/Time:   2011-08-07 13:26:05.591 -0400
 OS Version:  Mac OS X 10.6.8 (10K549)
 Report Version:  6

 Interval Since Last Report:  228428 sec
 Crashes Since Last Report:   4
 Per-App Interval Since Last Report:  29574 sec
 Per-App Crashes Since Last Report:   3
 Anonymous UUID:  18404959-AFD8-476A-807F-8B2EE7A368F6

 Exception Type:  EXC_CRASH (SIGQUIT)
 Exception Codes: 0x, 0x
 Crashed Thread:  1  Dispatch queue: com.apple.libdispatch-manager

 Thread 0:  Dispatch queue: com.apple.main-thread
 0   libSystem.B.dylib 0x91b75c5a __kill + 10
 1   libSystem.B.dylib 0x91b75c4c kill$UNIX2003 + 32
 2   libSystem.B.dylib 0x91c085a5 raise + 26
 3   libllcommon.dylib 0x04965480
 default_unix_signal_handler(int, __siginfo*, void*) + 432
 4   libSystem.B.dylib 0x91b7b05b _sigtramp + 43
 5   libSystem.B.dylib 0x91b40f56 wait4 + 10
 6   libSystem.B.dylib 0x91ba25e5 pclose + 215
 7   libllcommon.dylib 0x04a333de LLMemoryInfo::loadStatsMap() +
 3598
 8   libllcommon.dylib 0x04a34763 LLMemoryInfo::refresh() + 35
 9   libllcommon.dylib 0x04a401ee FrameWatcher::tick(LLSD const)
 + 606
 10  libllcommon.dylib 0x04a356d2
 boost::detail::function::function_obj_invoker1boost::_bi::bind_tbool,
 boost::_mfi::mf1bool, FrameWatcher, LLSD const,
 boost::_bi::list2boost::_bi::valueFrameWatcher*, boost::arg1  , bool,
 LLSD const::invoke(boost::detail::function::function_buffer, LLSD const)
 + 82
 11  com.secondlife.indra.viewer   0x0175e689
 boost::signals2::detail::signal1_implbool, LLSD const, LLStopWhenHandled,
 float, std::lessfloat, boost::functionbool ()(LLSD const),
 boost::functionbool ()(boost::signals2::connection const, LLSD const),
 boost::signals2::mutex::slot_invoker::m_invoke(boost::shared_ptrboost::signals2::detail::connection_bodystd::pairboost::signals2::detail::slot_meta_group,
 boost::optionalfloat , boost::signals2::slot1bool, LLSD const,
 boost::functionbool ()(LLSD const) , boost::signals2::mutex  const,
 ...) const + 57
 12  com.secondlife.indra.viewer   0x0175e94d
 boost::signals2::detail::signal1_implbool, LLSD const, LLStopWhenHandled,
 float, std::lessfloat, boost::functionbool ()(LLSD const),
 boost::functionbool ()(boost::signals2::connection const, LLSD const),
 boost::signals2::mutex::operator()(LLSD const) + 525
 13  libllcommon.dylib 0x049a71df LLEventStream::post(LLSD
 const) + 63
 14  com.secondlife.indra.viewer   0x000de32d LLAppViewer::mainLoop() + 1453
 15  com.secondlife.indra.viewer   0x01350918 main + 568
 16  com.secondlife.indra.viewer   0x9ad6 start + 54

 Thread 1 Crashed:  Dispatch queue: com.apple.libdispatch-manager
 0   libSystem.B.dylib 0x91b3b382 kevent + 10
 1   libSystem.B.dylib 0x91b3ba9c _dispatch_mgr_invoke + 215
 2   libSystem.B.dylib 0x91b3af59 _dispatch_queue_invoke + 163
 3   libSystem.B.dylib 0x91b3acfe _dispatch_worker_thread2 + 240
 4   libSystem.B.dylib 0x91b3a781 _pthread_wqthread + 390
 5   libSystem.B.dylib 0x91b3a5c6 start_wqthread + 30

 Thread 2:
 0   libSystem.B.dylib 0x91b14afa mach_msg_trap + 10
 1   libSystem.B.dylib 0x91b15267 mach_msg + 68
 2   libexception_handler.dylib 0x04d27bcd
 

[opensource-dev] llconvexdecomposition on private servers

2011-08-06 Thread Marine Kelley
Hi all,

When trying to build rev 20010 (0fd2a1181a96) of viewer-development, I
stumbled across a problem with llconvexdecomposition : autobuild.xml
links it to http://s3-proxy.lindenlab.com/private-builds-secondlife-com
(which is unreachable for anyone outside LL), refusing to download it
and leaving me with an old and non source-controlled
llconvexdecomposition.h in packages/include/.

As a result, llmeshrepository.cpp fails to compile because :

- LLConvexDecomposition::getInstance()-setMeshData() should now take
2 arguments whereas the old class only declared one in its pure
virtual method (ok that one is trivial to fix)

- LLConvexDecomposition::getInstance()-buildSingleHull() is not
declared or defined anywhere

- Same for LLConvexDecomposition::getInstance()-getSingleHull(), not
declared or defined anywhere

I assume the latter two fail because these methods are neither
declared in llconvexdecomposition.h nor defined in the lib I have,
whereas they must be in the new ones.

Is there a way to get the updated package please ? I will try to walk
around the problem but sooner or later it will come back and bite me.

FYI, this comes from the merge at rev 19901 (73b94c4e3f81)

Thanks,
Marine
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Re: [opensource-dev] llconvexdecomposition on private servers

2011-08-06 Thread Marine Kelley
Thanks. That doesn't solve my problem though... I am always using
ReleaseOS, and I already had my FMOD package ready with its hash (all
included in my autobuild.xml file long ago), all was ready there. My
only problem is with the llconvexdecomposition package. What I did in
order to build my RLV was this :

- Add the missing bool in the method declaration

- Turn #if 1 into #if 0 in llmeshrepository.cpp

Still, that deactivates things that I don't think should be deactivated.

On a side note, while testing this viewer I have noticed that the
Ruler drop-down combo list has moved from the Build window into the
Options floater of said window. One more click is now needed and even
more screen real estate is now required in order to do something that
was easier before, with no positive counterpart for this change.
Seriously... I can foresee that this is going to piss off a lot of
people...

On 06/08/2011, WolfPup Lowenhar wolfpu...@earthlink.net wrote:
 That will happen when you are using the build configurations that do not end
 in OS as the llconvexdecomposition lib is a private lib using Havok source
 code.

 The following configurations will build in an Open Source Evnironment:

 DebugOS
 RelWithDebInfoOS
 ReleaseOS

 If you are on Windows there s one 3p lib that you will have to build
 yourself so that you have sound and that is for Fmod and then you can edit
 the autobuild.xml to use a file:/// url pointing to the package you just
 built also do not forget to change the hash to match the one for the new
 file.

 -Original Message-
 From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-
 boun...@lists.secondlife.com] On Behalf Of Marine Kelley
 Sent: Saturday, August 06, 2011 5:04 AM
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] llconvexdecomposition on private servers

 Hi all,

 When trying to build rev 20010 (0fd2a1181a96) of viewer-development, I
 stumbled across a problem with llconvexdecomposition : autobuild.xml
 links it to http://s3-proxy.lindenlab.com/private-builds-secondlife-com
 (which is unreachable for anyone outside LL), refusing to download it
 and leaving me with an old and non source-controlled
 llconvexdecomposition.h in packages/include/.

 As a result, llmeshrepository.cpp fails to compile because :

 - LLConvexDecomposition::getInstance()-setMeshData() should now take
 2 arguments whereas the old class only declared one in its pure
 virtual method (ok that one is trivial to fix)

 - LLConvexDecomposition::getInstance()-buildSingleHull() is not
 declared or defined anywhere

 - Same for LLConvexDecomposition::getInstance()-getSingleHull(), not
 declared or defined anywhere

 I assume the latter two fail because these methods are neither
 declared in llconvexdecomposition.h nor defined in the lib I have,
 whereas they must be in the new ones.

 Is there a way to get the updated package please ? I will try to walk
 around the problem but sooner or later it will come back and bite me.

 FYI, this comes from the merge at rev 19901 (73b94c4e3f81)

 Thanks,
 Marine
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Re: [opensource-dev] llconvexdecomposition on private servers

2011-08-06 Thread Marine Kelley
Thank you for that. I will try when I get the time.

On 06/08/2011, WolfPup Lowenhar wolfpu...@earthlink.net wrote:
 Then try building this lib:

 https://bitbucket.org/WolfpupL/llconvexdecompositionos

 and use the file method like you do with Fmod to point to the new
 llconvexdecompositionos lib and see if that helps with the build as there is
 a couple of missing functions in the stub. Now the lib is not functional but
 it does have the missing functions.

 -Original Message-
 From: Marine Kelley [mailto:marinekel...@gmail.com]
 Sent: Saturday, August 06, 2011 7:41 AM
 To: WolfPup Lowenhar
 Cc: OpenSource Mailing List
 Subject: Re: [opensource-dev] llconvexdecomposition on private servers

 Thanks. That doesn't solve my problem though... I am always using
 ReleaseOS, and I already had my FMOD package ready with its hash (all
 included in my autobuild.xml file long ago), all was ready there. My
 only problem is with the llconvexdecomposition package. What I did in
 order to build my RLV was this :

 - Add the missing bool in the method declaration

 - Turn #if 1 into #if 0 in llmeshrepository.cpp

 Still, that deactivates things that I don't think should be deactivated.

 On a side note, while testing this viewer I have noticed that the
 Ruler drop-down combo list has moved from the Build window into the
 Options floater of said window. One more click is now needed and even
 more screen real estate is now required in order to do something that
 was easier before, with no positive counterpart for this change.
 Seriously... I can foresee that this is going to piss off a lot of
 people...

 On 06/08/2011, WolfPup Lowenhar wolfpu...@earthlink.net wrote:
  That will happen when you are using the build configurations that do not
 end
  in OS as the llconvexdecomposition lib is a private lib using Havok
 source
  code.
 
  The following configurations will build in an Open Source Evnironment:
 
  DebugOS
  RelWithDebInfoOS
  ReleaseOS
 
  If you are on Windows there s one 3p lib that you will have to build
  yourself so that you have sound and that is for Fmod and then you can
 edit
  the autobuild.xml to use a file:/// url pointing to the package you just
  built also do not forget to change the hash to match the one for the new
  file.
 
  -Original Message-
  From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-
 dev-
  boun...@lists.secondlife.com] On Behalf Of Marine Kelley
  Sent: Saturday, August 06, 2011 5:04 AM
  To: opensource-dev@lists.secondlife.com
  Subject: [opensource-dev] llconvexdecomposition on private servers
 
  Hi all,
 
  When trying to build rev 20010 (0fd2a1181a96) of viewer-development, I
  stumbled across a problem with llconvexdecomposition : autobuild.xml
  links it to http://s3-proxy.lindenlab.com/private-builds-secondlife-com
  (which is unreachable for anyone outside LL), refusing to download it
  and leaving me with an old and non source-controlled
  llconvexdecomposition.h in packages/include/.
 
  As a result, llmeshrepository.cpp fails to compile because :
 
  - LLConvexDecomposition::getInstance()-setMeshData() should now take
  2 arguments whereas the old class only declared one in its pure
  virtual method (ok that one is trivial to fix)
 
  - LLConvexDecomposition::getInstance()-buildSingleHull() is not
  declared or defined anywhere
 
  - Same for LLConvexDecomposition::getInstance()-getSingleHull(), not
  declared or defined anywhere
 
  I assume the latter two fail because these methods are neither
  declared in llconvexdecomposition.h nor defined in the lib I have,
  whereas they must be in the new ones.
 
  Is there a way to get the updated package please ? I will try to walk
  around the problem but sooner or later it will come back and bite me.
 
  FYI, this comes from the merge at rev 19901 (73b94c4e3f81)
 
  Thanks,
  Marine
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  No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 10.0.1391 / Virus Database: 1518/3814 - Release Date: 08/05/11
 
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Re: [opensource-dev] Viewer development 2.8.1 and a few new bugs

2011-07-12 Thread Marine Kelley
Thanks... That's not what I observe though, only the invisiprim goes
black, obscuring the prims inside or behind it, but not the entire
linkset

On 12/07/2011, Ardy Lay ardy...@gmail.com wrote:
 Shining SH-2048 Invisiprims that are members of an attached linkset are
 making the entire linkset invisible.
 https://jira.secondlife.com/browse/SH-2048



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[opensource-dev] Viewer development 2.8.1 and a few new bugs

2011-07-11 Thread Marine Kelley
Hi all,

I was trying to adapt the RLV to the latest revision of
viewer-development, and was quite satisfied with the results :

- Far fewer crashes as opposed to 2.7.2 when the deferred renderer is activated
- The /me issue in chat when the chat history is hidden is resolved too

However, I am running into a few new issues, and I wonder if anyone
spotted them too :

- Invisiprims don't render well, they are completely black UNLESS they
are set to fullbright (no matter whether deferred shading is on or
off)
- Alpha doesn't render well either, once again unless fullbright is
on. Full strands of hair disappear, it's really ugly
- The viewer slows down to a crawl when attaching or detaching objects
(this is not a RLV bug, I've tested and observed this into the vanilla
viewer too). Worse, if a second inventory window is visible but
minimized, often it will bring it up !
- And the /me bug has now migrated to the chat history itself. It
works on the chat floater, but if I say /me smiles, I'll see Marine
KelleyMarine Kelley smiles on the history. This is NOT due to the
Loading bug though, this one is completely different and new.

Is any of these new bugs in a JIRA already ? I don't even know what or
where to search... Any pointer is appreciated.

Thanks,
Marine
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Re: [opensource-dev] Question about DD philosophy.

2011-06-16 Thread Marine Kelley
I think (correct me if I'm wrong) that everytime you increase your
draw distance, your viewer requests all the prims to rez from the
sim... Which means a lot more network traffic if it changes all the
time (which would be the case if it were automatic).

Besides I like to keep control over my draw distance. I vote for
keeping it manual.

Marine

On 16/06/2011, Lee ponzu lee.po...@gmail.com wrote:
 I have sometimes wondered why this is not more automagic, or maybe why the
 magic approach doesn't work well enough.

 Suppose my DD is set to 256.  Upon detecting a poor FPS, the viewer could
 remember the DD, and then reduce it temporarily to 32.  As FPS becomes
 acceptable, it increases it little by little until it is 256 again.  Is
 there not code sort of like that already in there?  (I know, I could go
 look, but I have fallen way behind on the source code and the builds, so all
 I do now is kvetch from the outside).

 A similar approach would be to slowly adjust the DD to keep FPS acceptable.

 It seems like these DD slider changes are exactly giving the user a manual
 way to do this. Why not just have the viewer do it?

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Re: [opensource-dev] More proposals for draw distance slider icon (Mike Chase)

2011-06-15 Thread Marine Kelley
How about a pair of round glasses in orthographic view, seen from a
quarter profile ?

Something like this (forgive the lack of alignment on non-fixed fonts) :

/ /
O-O

This icon is not used anywhere and has no special meaning, if you put
them on you see better that if you remove them (if you're
short-sighted that is), it would not be confused with search (as a
magnifying glass or a pair of binoculars would) or the world map (as a
globe would), and would be easy to draw in 16x16 because there is no
filling to do, just thin strokes.

Just my L$5

Marine

On 15/06/2011, Opensource Obscure opensourceobsc...@gmail.com wrote:
 On Wed, Jun 15, 2011 at 02:38, Carlo Wood ca...@alinoe.com wrote:
 On Tue, 14 Jun 2011 13:49:30 -0500
 Daniel danielravenn...@gmail.com wrote:

 For the icon, label it DD for draw distance.  That will fit in
 16x16 pixels, and not conflict with other symbols.

 I like this idea. Made an icon for it:

 unclear.

 Opensource Obscure
 --
 http://twitter.com/oobscure - http://opensourceobscure.com/lol
 discuss Second Life Viewer 2: http://j.mp/slv2group
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Re: [opensource-dev] Debug console changes -- feedback sought

2011-06-11 Thread Marine Kelley
Whoops once again I replied to Jonathan only instead of the whole
list. Sorry about that. Here is what I tried to answer :

It should be copiable and pastable ! The debug console is nigh useless
without these two features.



On 11/06/2011, Jonathan Welch jhwe...@gmail.com wrote:
 If you use the debug console (Ctrl+Shift+4) I would like your feedback
 on some changes I would like to make to it:
 1) Widen the lines from 50% of the screen width to 75%
 2) Reduce the spacing between lines from 8px to 1px
 3) Swap the foreground and background colors (I am not sure how
 effective this change would be, maybe it would be better to leave the
 colors as-is).

 Please take a look at https://jira.secondlife.com/browse/VWR-25987 and
 comment.

 Thank you,

 -Jonathan
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Re: [opensource-dev] Debug console changes -- feedback sought

2011-06-11 Thread Marine Kelley
Guess we learn everyday. Thanks for that :)

On 11/06/2011, Jonathan Welch jhwe...@gmail.com wrote:
 The debug setting showconsoleWindow gives you a free-standing window
 with the same information scrolling by in it.

 In Windows I get a dos-type window, so copying and pasting is not as
 easy as it should be.
 It should be copiable and pastable ! The debug console is nigh useless
 without these two features.
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Re: [opensource-dev] Fmod with Autobuild ?

2011-04-30 Thread Marine Kelley
Thank you WolfPup, it took me a while to actually understand where
this JIRA was coming from, and where it was going... lots of info in
there.

I managed to finally compile with fmod, and to make the viewer run.
For the people who still have issues with the whole process, here is
what I did :

- Downloaded fmodapi375win.zip from the fmod website. I actually did
this 3 years ago but this zip is still up to date, and I'm glad it is
:)
- Zipped the contents of the fmodapi375win folder into
fmodapi375win.tar.bz2 (7z can do that)
- Placed fmodapi375win.tar.bz2 somewhere easily reachable (mine was in D:\SL)
- Modified autobuild.xml :
fmod  windows  url  = file:///SL/fmodapi375win.tar.bz2
fmod  windows  hash = (the hash of this file that I calculated
after zipping it)
made sure that -DFMOD is set to TRUE
- Ran autobuild, fmod was extracted correctly
- Copied fmodapi375win.tar.bz2 into D:\SL\linden\ and extracted it
there. I did this because otherwise fmod.h and fmod_errors.h wouldn't
be found when trying to build llaudio (adding the path to fmod.h into
the llaudio include paths works as well, but for some reason it still
fails at the end of the build, so actually extracting to
fmodapi375win/ is better and easier)
- Built the viewer, had a failure with VivoxAUP.txt (never heard of
this one, anybody ran into this ?) but secondlife-bin.exe was built
- Copied app_settings/, character/, fonts/, skins/ and gpu_table.txt
into the release/ folder as usual, tried to run the viewer but had a
0xc07b failure... it took some time to find out that some dlls had
not been copied. So I copied libeay32.dll, ssleay32.dll, winmm.dll,
zlib1.dll and maybe a couple more into release/, and miracle, it
works. And I haz sound !

Marine

On 29/04/2011, WolfPup Lowenhar wolfpu...@earthlink.net wrote:
 Actually STORM-1023 helped to solve this issue for OS Devs. Also my comment
 here
 https://jira.secondlife.com/browse/STORM-1023?focusedCommentId=246855page=c
 om.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-2468
 55 explains exactly what I had to do to make a 'local' package to use in the
 autobuild system. And then using a file:/// url pointing to the new package
 in the autobuild.xml along with the new hash that is generated I build the
 development viewer every day and also have sonde using fmod in a windows
 environment.

 -Original Message-
 From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-
 boun...@lists.secondlife.com] On Behalf Of Marine Kelley
 Sent: Thursday, April 28, 2011 6:11 PM
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Fmod with Autobuild ?

 Hello all,

 Yes, this is probably another stupid question... I have a working
 viewer 2.6.6 with all my patches installed, everything is working
 right. But since I had to run autobuild with the DINSTALL_PROPRIETARY
 flag set to FALSE (it wouldn't work otherwise), there is no Fmod,
 hence no sound.

 Is it possible for me to add a prebuilt Fmod library from another
 (maybe older) viewer to this one to get the sound back ? Or do I have
 to make autobuild download Fmod somehow in order to build the viewer
 with sound ? I cannot really release a viewer without sound...

 Thanks in advance,
 Marine
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[opensource-dev] Fmod with Autobuild ?

2011-04-28 Thread Marine Kelley
Hello all,

Yes, this is probably another stupid question... I have a working
viewer 2.6.6 with all my patches installed, everything is working
right. But since I had to run autobuild with the DINSTALL_PROPRIETARY
flag set to FALSE (it wouldn't work otherwise), there is no Fmod,
hence no sound.

Is it possible for me to add a prebuilt Fmod library from another
(maybe older) viewer to this one to get the sound back ? Or do I have
to make autobuild download Fmod somehow in order to build the viewer
with sound ? I cannot really release a viewer without sound...

Thanks in advance,
Marine
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[opensource-dev] autobuild with VS2005

2011-04-18 Thread Marine Kelley
Hello all,

This is probably a silly question, but is it possible to use autobuild
with VS2005 ? What used to work very well for me with
VS2005+develop.py now fails miserably on VCExpress2010+autobuild. Does
this question even make sense ? Or am I condemned to switch to VS2010
that I really disliked ?

Here is what I have spent my Sunday on :

- Tried to run autobuild as autobuild build -c Release, only to get
an error saying that it does not find VS2010 (of course, it is not
installed). I also had to tell it to not download all the proprietary
libraries.
- Replaced all occurrences of Visual Studio 10 in autobuild.xml by
Visual Studio 8 2005 and ran autobuild again, it worked.
- Built the solution under VS2005, and it failed miserably because it
wanted some Microsoft library v1.45 that my system had only v1.30 of
(I don't remember the full name right now but I remember that putting
v1.30 would result in a ton of unresolved externals). The build itself
took 15 minutes as it always does.
- Tried to find these libraries everywhere and failed.
- Downloaded VSExpress 2010, knowing very well that its use is limited in time.
- Downloaded the source code again
- Ran autobuild, failed (no generator named Visual Studio 10)
- Upgraded the whole libraries and tools according to the wiki because
I didn't notice that no, Cmake 2.6 was definitely not acknowledging
VS2010. Cmake 2.8 was the right tool to use instead.
- Ran autobuild, and it worked when using autobuild build -c
VCExpressRelWithDebInfo (that's from memory).
- Built the solution under VS2010... it took an hour before telling me
that it couldn't find a specified file that it never bothered to
tell me the name of.
- Gave up and went to bed. I just remember now that secondlife-bin.exe
had been generated, but I didn't think of trying it. Maybe the error
can be ignored, I don't know.

For me, VCExpress2010 is slower, bigger, limited in time and in
features, and in any case is not suitable to do a task that VS2005 had
no problem doing. All it managed to do so far was to waste my time.
Now of course, VS2010 might be more powerful, and I am not arguing
against it, it is just that for now I can't go anywhere with it
anyway.

Could a good soul show me how to make autobuild work with VS2005 please ?

Thank you,
Marine
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Re: [opensource-dev] autobuild with VS2005

2011-04-18 Thread Marine Kelley
Thanks... this convinces me to go with VCE2010 (getting over the
initial gripe I have about it, since it is the only sensible option I
have to go ahead anyway).

Right now it builds to the end, but it fails at the very last step
with this error :

60  Looking for existing VisualStudio instance...
60Didn't find open solution, starting new background VisualStudio
instance...
60Reading .sln file version...
60Using version: VC100...
60  Value cannot be null.
60  Parameter : type

Seems to be vstool complaining that it cannot find the instance of VS
when calling GetDTEAndSolution() in main.cs... although VCE is open.
Autobuild does that too on the command line. What can I do to make it
find VCE and modify the solution ? I'm thinking some path is missing
from my PATH env variable but I can't figure out which.

Thanks again


On 18/04/2011, Ima Mechanique ima.mechani...@blueyonder.co.uk wrote:
 Thank you all for the pointers.

 So if I get this right, VS2005 is to be left behind... not really kind
 to people who are used to it, and who find 2010 to be an unbearable
 bloatware that runs 4x slower than the old IDE. Not mentioning that
 with 2005, at least I could do something else while compiling. With
 this one, I can do something else... as long as it's away from my
 computer.

 Not so much that 2005 is being left behind, but that LL is moving
 forward. They cannot stay with the same environment when the Operating
 Systems are moving forward; for many reasons.
 How fast VC10 runs depends a LOT on your system and configuration. When
 I first used autobuild with it, it took the same time to build the
 viewer as 2005 had (approximately) However this turned out to be because
 I was not using some of the optimisations possible that 2005 had been
 using. With these enabled, it is now 35 minutes faster than 2005.  Yes,
 it is a resource hog, but that's how it gets to be faster, you can
 change default values to prevent that if you want to, I make a cup of
 coffee and do something else ;-) Also, autobuild is designed to use the
 command line, not the IDE which is a great part of the resource eating.
 Intellisense is a pain in the ... RAM, disc I/O, etc. for example.

 As has been said already, autobuild started on the 2005 build, if you
 want to continue using it you will need to collect all the 2005 build
 versions of the libraries and create a configuration file that uses them
 instead of the default one which uses 2010 builds.

 If you are using the Express version of 2005 you will probably have to
 do more to get it to work. The initial version of autobuild was not
 express friendly. This is caused by many differences in how the
 full/express versions work.

 Start with the repo at https://bitbucket.org/oz_linden/viewer-autobuild/

 That is the one started for 2005 builds, so should contain some if not
 all the library links  I have no idea if those files are still available
 from the amazon servers though.Be aware it is considerably out of date
 with the main code base now, so you will have to import from
 viewer-development, being careful not to over write the autobuild.xml,
 best to rename it.

 And if I also get this right, VCexpressRelWithDebInfo is the only
 configuration that I should use, isn't it ? I am told to always use
 the OpenSource ones, except if I am on Windows (which is the case).
 Doesn't matter, I'll try both.

 IIRC the OpenSource* configurations are for full versions of VC only.
 They may work with a full version of 2005.
 VCexpressRelWithDebInfo is for VC10 Express versions. It uses commands
 not available on 2005, so probably will not work at all for you.

 --
 Ima Mechanique
 ima.mechanique(at)blueyonder.co.uk

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Re: [opensource-dev] autobuild with VS2005

2011-04-18 Thread Marine Kelley
Aha ! Thanks much Ima, I'll play a little with a clone of your
repository tomorrow, maybe it will lead me to a full working build
this time :)

On 18/04/2011, Ima Mechanique ima.mechani...@blueyonder.co.uk wrote:
 Thanks... this convinces me to go with VCE2010 (getting over the
 initial gripe I have about it, since it is the only sensible option I
 have to go ahead anyway).

 Right now it builds to the end, but it fails at the very last step
 with this error :

 60  Looking for existing VisualStudio instance...
 60Didn't find open solution, starting new background VisualStudio
 instance...
 60Reading .sln file version...
 60Using version: VC100...
 60  Value cannot be null.
 60  Parameter : type

 Seems to be vstool complaining that it cannot find the instance of VS
 when calling GetDTEAndSolution() in main.cs... although VCE is open.
 Autobuild does that too on the command line. What can I do to make it
 find VCE and modify the solution ? I'm thinking some path is missing
 from my PATH env variable but I can't figure out which.

 I can't swear to it (I don't use the 'official' autobuild.xml), but as I
 recall, that is a known problem for express, that should be fixed with
 the OPEN-50 stuff that's coming soon ;-) VCE can't modify the solution
 this way, it doesn't have the API required for it. This is one of the
 many differences between Express and full versions.


 Thanks again


 On 18/04/2011, Ima Mechanique ima.mechani...@blueyonder.co.uk wrote:
  Thank you all for the pointers.
 
  So if I get this right, VS2005 is to be left behind... not really kind
  to people who are used to it, and who find 2010 to be an unbearable
  bloatware that runs 4x slower than the old IDE. Not mentioning that
  with 2005, at least I could do something else while compiling. With
  this one, I can do something else... as long as it's away from my
  computer.
 
  Not so much that 2005 is being left behind, but that LL is moving
  forward. They cannot stay with the same environment when the Operating
  Systems are moving forward; for many reasons.
  How fast VC10 runs depends a LOT on your system and configuration. When
  I first used autobuild with it, it took the same time to build the
  viewer as 2005 had (approximately) However this turned out to be because
  I was not using some of the optimisations possible that 2005 had been
  using. With these enabled, it is now 35 minutes faster than 2005.  Yes,
  it is a resource hog, but that's how it gets to be faster, you can
  change default values to prevent that if you want to, I make a cup of
  coffee and do something else ;-) Also, autobuild is designed to use the
  command line, not the IDE which is a great part of the resource eating.
  Intellisense is a pain in the ... RAM, disc I/O, etc. for example.
 
  As has been said already, autobuild started on the 2005 build, if you
  want to continue using it you will need to collect all the 2005 build
  versions of the libraries and create a configuration file that uses them
  instead of the default one which uses 2010 builds.
 
  If you are using the Express version of 2005 you will probably have to
  do more to get it to work. The initial version of autobuild was not
  express friendly. This is caused by many differences in how the
  full/express versions work.
 
  Start with the repo at https://bitbucket.org/oz_linden/viewer-autobuild/
 
  That is the one started for 2005 builds, so should contain some if not
  all the library links  I have no idea if those files are still available
  from the amazon servers though.Be aware it is considerably out of date
  with the main code base now, so you will have to import from
  viewer-development, being careful not to over write the autobuild.xml,
  best to rename it.
 
  And if I also get this right, VCexpressRelWithDebInfo is the only
  configuration that I should use, isn't it ? I am told to always use
  the OpenSource ones, except if I am on Windows (which is the case).
  Doesn't matter, I'll try both.
 
  IIRC the OpenSource* configurations are for full versions of VC only.
  They may work with a full version of 2005.
  VCexpressRelWithDebInfo is for VC10 Express versions. It uses commands
  not available on 2005, so probably will not work at all for you.
 
  --
  Ima Mechanique
  ima.mechanique(at)blueyonder.co.uk
 
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 ima.mechanique(at)blueyonder.co.uk

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Re: [opensource-dev] autobuild with VS2005

2011-04-18 Thread Marine Kelley
That did the trick ! I could run autobuild without a problem now,
using your vstool.exe, it configured the solution and now I am making
it build the viewer on VCE. I can't stay around to watch though,
especially if it is going to take an hour. Going to bed now, and I'll
keep you posted with my progress.

Thanks again all of you, I was really stuck on this one !

Marine

On 18/04/2011, Nicky Perian nickyper...@yahoo.com wrote:
 -DUNATTENDED:BOOL=ON  I think this on the configure command line will solve
 the
 vstool.exe issue. If it doesn't make an empty project with the output of
 vstool.exe and replace the existiing one. Or, you can use the one I have
 here:
 http://dl.dropbox.com/u/7833186/VSTool.exe

 Nicky


 
 From: Marine Kelley marinekel...@gmail.com
 To: Ima Mechanique ima.mechani...@blueyonder.co.uk
 Cc: opensource-dev@lists.secondlife.com
 Sent: Mon, April 18, 2011 2:59:27 PM
 Subject: Re: [opensource-dev] autobuild with VS2005

 Aha ! Thanks much Ima, I'll play a little with a clone of your
 repository tomorrow, maybe it will lead me to a full working build
 this time :)

 On 18/04/2011, Ima Mechanique ima.mechani...@blueyonder.co.uk wrote:
 Thanks... this convinces me to go with VCE2010 (getting over the
 initial gripe I have about it, since it is the only sensible option I
 have to go ahead anyway).

 Right now it builds to the end, but it fails at the very last step
 with this error :

 60  Looking for existing VisualStudio instance...
 60Didn't find open solution, starting new background VisualStudio
 instance...
 60Reading .sln file version...
 60Using version: VC100...
 60  Value cannot be null.
 60  Parameter : type

 Seems to be vstool complaining that it cannot find the instance of VS
 when calling GetDTEAndSolution() in main.cs... although VCE is open.
 Autobuild does that too on the command line. What can I do to make it
 find VCE and modify the solution ? I'm thinking some path is missing
 from my PATH env variable but I can't figure out which.

 I can't swear to it (I don't use the 'official' autobuild.xml), but as I
 recall, that is a known problem for express, that should be fixed with
 the OPEN-50 stuff that's coming soon ;-) VCE can't modify the solution
 this way, it doesn't have the API required for it. This is one of the
 many differences between Express and full versions.


 Thanks again


 On 18/04/2011, Ima Mechanique ima.mechani...@blueyonder.co.uk wrote:
  Thank you all for the pointers.
 
  So if I get this right, VS2005 is to be left behind... not really kind
  to people who are used to it, and who find 2010 to be an unbearable
  bloatware that runs 4x slower than the old IDE. Not mentioning that
  with 2005, at least I could do something else while compiling. With
  this one, I can do something else... as long as it's away from my
  computer.
 
  Not so much that 2005 is being left behind, but that LL is moving
  forward. They cannot stay with the same environment when the Operating
  Systems are moving forward; for many reasons.
  How fast VC10 runs depends a LOT on your system and configuration. When
  I first used autobuild with it, it took the same time to build the
  viewer as 2005 had (approximately) However this turned out to be
  because
  I was not using some of the optimisations possible that 2005 had been
  using. With these enabled, it is now 35 minutes faster than 2005.  Yes,
  it is a resource hog, but that's how it gets to be faster, you can
  change default values to prevent that if you want to, I make a cup of
  coffee and do something else ;-) Also, autobuild is designed to use the
  command line, not the IDE which is a great part of the resource eating.
  Intellisense is a pain in the ... RAM, disc I/O, etc. for example.
 
  As has been said already, autobuild started on the 2005 build, if you
  want to continue using it you will need to collect all the 2005 build
  versions of the libraries and create a configuration file that uses
  them
  instead of the default one which uses 2010 builds.
 
  If you are using the Express version of 2005 you will probably have to
  do more to get it to work. The initial version of autobuild was not
  express friendly. This is caused by many differences in how the
  full/express versions work.
 
  Start with the repo at
  https://bitbucket.org/oz_linden/viewer-autobuild/
 
  That is the one started for 2005 builds, so should contain some if not
  all the library links  I have no idea if those files are still
  available
  from the amazon servers though.Be aware it is considerably out of date
  with the main code base now, so you will have to import from
  viewer-development, being careful not to over write the autobuild.xml,
  best to rename it.
 
  And if I also get this right, VCexpressRelWithDebInfo is the only
  configuration that I should use, isn't it ? I am told to always use
  the OpenSource ones, except if I am on Windows (which is the case).
  Doesn't matter

Re: [opensource-dev] VWR-8208 Searchable Debug Settings

2011-01-02 Thread Marine Kelley
What I do is open my settings.xml file and search what I want with a
text editor, it works.

On 02/01/2011, Ricky kf6...@gmail.com wrote:
 I was just about to create a JIRA entry for the idea of making things
 easier to find in the Debug Settings menu, when I found an existant
 JIRA on the subject.  VWR-8208 find instead of auto-complete for
 Debug Settings https://jira.secondlife.com/browse/VWR-8208
 It would be great to have some attention paid to this concept, as it
 should be fairly trivial to implement, and would make working with
 those entries a lot easier.

 Just making some noise about one of my annoyances...
 Ricky
 Cron Stardust
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Re: [opensource-dev] VWR-8208 Searchable Debug Settings

2011-01-02 Thread Marine Kelley
Yes that would be great, because the debug settings are not in any
particular order in settings.xml, while they are in alphabetical order
in the viewer. Sometimes it can be confusing (especially when you
browse all the Render* debug settings, they are all over the place).

On 02/01/2011, Ricky kf6...@gmail.com wrote:
 Thank you Jonathan and Marine.  These workarounds are good, and I will
 tap into them.  Hopefully an in-client solution isn't too far into the
 future! :)

 Ricky

 On Sun, Jan 2, 2011 at 1:52 PM, Marine Kelley marinekel...@gmail.com
 wrote:
 What I do is open my settings.xml file and search what I want with a
 text editor, it works.

 On 02/01/2011, Ricky kf6...@gmail.com wrote:
 I was just about to create a JIRA entry for the idea of making things
 easier to find in the Debug Settings menu, when I found an existant
 JIRA on the subject.  VWR-8208 find instead of auto-complete for
 Debug Settings https://jira.secondlife.com/browse/VWR-8208
 It would be great to have some attention paid to this concept, as it
 should be fairly trivial to implement, and would make working with
 those entries a lot easier.

 Just making some noise about one of my annoyances...
 Ricky
 Cron Stardust
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[opensource-dev] Does writing to llerrs make the viewer crash ?

2010-12-31 Thread Marine Kelley
Hello all,

I have just filed a JIRA (VWR-23459) about a random crash that would
occur in the rendering pipeline, when suddenly it struck me : I
remember that years ago the viewer would crash when writing to llerrs,
and that it was voluntary (don't ask me why).

Is it still the case ? In this JIRA, the fix I provide merely removes
the write to llerrs, and returns without going any further into the
method. I did not have time to give it more attention, it was more of
a dirty hack to be able to keep from crashing every 15 minutes while
my friends were waiting for me.

Thanks and happy new year to all of you !
Marine
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Re: [opensource-dev] Does writing to llerrs make the viewer crash ?

2010-12-31 Thread Marine Kelley
Ah yes that's what I remembered. I didn't think it was still the case
in v2. Thanks.

On 31/12/2010, Zabb65 zab...@gmail.com wrote:
 Yes, llerrs purposefully dereferences a null pointer to cause a crash,
 and if that fails it infinitely loops. This is so errors get fixed
 instead of being ignored.

 On Fri, Dec 31, 2010 at 05:42, Marine Kelley marinekel...@gmail.com wrote:
 Hello all,

 I have just filed a JIRA (VWR-23459) about a random crash that would
 occur in the rendering pipeline, when suddenly it struck me : I
 remember that years ago the viewer would crash when writing to llerrs,
 and that it was voluntary (don't ask me why).

 Is it still the case ? In this JIRA, the fix I provide merely removes
 the write to llerrs, and returns without going any further into the
 method. I did not have time to give it more attention, it was more of
 a dirty hack to be able to keep from crashing every 15 minutes while
 my friends were waiting for me.

 Thanks and happy new year to all of you !
 Marine
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Re: [opensource-dev] Does writing to llerrs make the viewer crash ?

2010-12-31 Thread Marine Kelley
Hehe well there were two ways of writing the name of the JIRA entry :
the right way, and the Marine way. Guess which one I chose.

Thanks Sheet :)


On 31/12/2010, Sheet Spotter sheet.spot...@gmail.com wrote:
 The random crash reported by Marine was VWR-24359.
   https://jira.secondlife.com/browse/VWR-24359

 (There was a typo in the original post; two digits were transposed.)


 Sheet Spotter

 -Original Message-
 From: opensource-dev-boun...@lists.secondlife.com
 [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Marine
 Kelley
 Sent: December 31, 2010 4:43 AM
 To: opensource-dev@lists.secondlife.com
 Subject: [opensource-dev] Does writing to llerrs make the viewer crash ?

 [...]

 I have just filed a JIRA (VWR-23459) about a random crash that would
 occur in the rendering pipeline [...]



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Re: [opensource-dev] Request for feedback - Preferences Cleanup

2010-11-04 Thread Marine Kelley
Thank you Esbee for sharing it with us !

I have two remarks/wishes :

1 : Can we have our regular text chat logs back please ? Not replacing the
new llsd ones, but just feeding TWO chat logs and TWO IM logs (per avatar)
at the same time ? That would greatly help those who like to skim through
text logs without having to wait for an hypothetical tool in the viewer
(besides we don't always skim our logs while online anyway). Perhaps an
option in the prefs to turn this dual logging on/off would be good for those
who are concerned about disk usage.

2 : Can we have the Block list and Block button renamed back to Mute
list and Mute button please ? I don't see the reason behind this change
from 1.23 to 2.0 and now it is hard to explain how to unblock/unmute someone
depending on the viewer the person I am talking to is using. There was
nothing wrong with the mute word, was there ?

Thank you !
Marine


On 4 November 2010 19:13, Sarah (Esbee) Kuehnle es...@lindenlab.com wrote:

 Hi all,

 Attached is the design work for the clean-up of the preferences floater
 that the Snowstorm Team hopes to implement in Sprint 7.

 If you'd like to review and send any questions, comments, or general
 feedback, I'll take that and integrate back into the design. I'd like to get
 as much feedback as I can before the end of the day Friday, so I can make
 any necessary revisions and get it to the team ready to for work on Monday.
 In the meantime, I'll post updates as I have them!

 Thanks!

 Best,
 Esbee



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Re: [opensource-dev] inventory dealberaker

2010-09-30 Thread Marine Kelley
On 30 September 2010 09:42, Erin Mallory angel_of_crim...@hotmail.comwrote:

  IF i am using v2, and i crash with unanswered inventory offers I expect
 the viewer to automatically accept them. someone on the list said the system
 does, but EVERY time i crahs and i ahd inventory offers from an object they
 have disapeared.  this is unacceptable. especially since viewer two does NOT
 log what objects give you what.
 I have lost probably close to $500 usd worth of items from this and its
 jirad by other people some of which lsot even more then I have and this
 still isnt fixed.  this NEEDS to be made a priority.


Automatically accept inventory offers... maybe. It could open ways to
griefing though. But what is unacceptable is that declined inventory is
deleted, it does not go to the trash folder anymore. Even when sent from
another user. When I'm in Busy mode I don't want anything that is sent to me
now to be lost, I just don't want it in my face for the moment. But I review
everything later when I have time.

I think that a new Declined Inventory system folder could be a good
compromise, it would be like a second Trash or Lost And Found that you can
review and empty at will. It's not hard to do and I'm pretty sure it is a
viewer-only change.
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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-28 Thread Marine Kelley
On 28 September 2010 11:20, Ann Otoole missannoto...@yahoo.com wrote:

 this isn't the place for that and LL needs to weigh in on things like this.

 It isn't the only one and one person LL openly promotes also sells over
 scripted shoes.
 If we are going after one we have to go after the ones LL promotes as well.

 Better for LL to step up first.


I think I know who you are talking about, Ann. I remember having sent a very
detailed notecard with script time, snapshots and explanations, proving that
the lag came from their shoes and that they really should do something to
lighten the load on the sims. One resizer and texturer script per prim on a
250-prim shoe (and you got two feet), some of the prims never even showing
because you have to actually buy an option to see them, is unacceptable.

No response from them whatsoever, and no change in their products. My
message totally fell in deaf ears. So I gave up on them and went to the
competition, who does listen to their customers. And I made a point in
telling everyone I know to do the same. End of story.

I just wish everyone was aware of how much resources they take, and that
means having the right tools for it. The upcoming script limits project were
aimed at doing that, but I guess it is suspended for the moment.
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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-28 Thread Marine Kelley
Could be... I have not set foot there for almost a year now. lol


On 28 September 2010 12:44, Lance Corrimal lance.corri...@eregion.dewrote:

 Am Dienstag, 28. September 2010, 11:27:22 schrieb Marine Kelley:
  On 28 September 2010 11:20, Ann Otoole missannoto...@yahoo.com wrote:
   this isn't the place for that and LL needs to weigh in on things like
   this.
  
   It isn't the only one and one person LL openly promotes also sells over
   scripted shoes.
   If we are going after one we have to go after the ones LL promotes as
   well.
  
   Better for LL to step up first.
 
  I think I know who you are talking about, Ann. I remember having sent a
  very detailed notecard with script time, snapshots and explanations,
  proving that the lag came from their shoes and that they really should do
  something to lighten the load on the sims. One resizer and texturer
 script
  per prim on a 250-prim shoe (and you got two feet), some of the prims
  never even showing because you have to actually buy an option to see
 them,
  is unacceptable.
 
  No response from them whatsoever, and no change in their products. My
  message totally fell in deaf ears. So I gave up on them and went to the
  competition, who does listen to their customers. And I made a point in
  telling everyone I know to do the same. End of story.


 could that by any chance be one of the reasons why that shop strictly
 refuses
 to make demo versions available... so that people could check the script
 load
 on those shoes before they buy?


 bye,
 LC

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Re: [opensource-dev] Snowstorm changes

2010-09-28 Thread Marine Kelley
Best wishes Tofu and Aimee, if you survived LL you can survive anything. So
you'll be ok ! It's sad to see two good devs leave though.


On 28 September 2010 21:45, Erin Mallory angel_of_crim...@hotmail.comwrote:


 They aren't leaving by choice.  LL fired all the UK based lindens.  I won't
 go into saying how stupid a decision it was.  But I do wish tofu and Aimee
 the best of luck, and I hope they find really good jobs soon.
 Take care Aimee and Tofu, godspeed, and please feel free to friend one or
 more of my alts so you can stay in touch :)
 cummere mayo
 --
 Date: Tue, 28 Sep 2010 13:31:35 -0600
 From: moriz.gu...@gmail.com
 To: opensource-dev@lists.secondlife.com
 Subject: Re: [opensource-dev] Snowstorm changes


 What surprises me is that 'people who made much of the success possible'
 are 'leaving'? Is this a pattern? I really cannot imagine the kind of
 pressure you LLs are working under, I mean what kind of workplace is LL??
 R

 On Tue, Sep 28, 2010 at 1:15 PM, Ponzu lee.po...@gmail.com wrote:

 Best wishes to Tofu and Aimee for the future.



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Re: [opensource-dev] RLV or ACSE (Was Re: Mesh?)

2010-09-25 Thread Marine Kelley
On 25 September 2010 19:59, Robert Exile In Paradise Murphey 
ex...@weylan-yutani.com wrote:


 Sum up: RLV makes LL-viewer-compatible virtual worlds much, much
 more usable for community game development by giving the region
 owners control over default viewer features that hurt many parts of
 intended roleplay or combat.


I couldn't agree with you more there. It is really nothing more than an
interface to allow scripts to act on the viewer in many different ways, and
none of them has to be kinky. The stargates are a good example of it, and
they have been around for a while. And as you pointed out, combat sims would
really benefit from the added realism that the RLV restrictions bring, too.
There are viewers here that integrate the RLV to actually provide more
accessibility to SL to disabled people !

The protocol is simple enough and if the Lindens are interested in
integrating it (or a part of it) into the standard viewer I would be more
than happy to explain how it works. As long as the RLV stays incapable of
doing things that scripts can do (otherwise this platform would compete
against the very scripts it is supposed to serve), it would be a nice
addition to the viewer.
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Re: [opensource-dev] Mesh?

2010-09-25 Thread Marine Kelley
On 26 September 2010 00:05, Robert Martin robertl...@gmail.com wrote:

 actually if the RLV api was renamed and expanded a bit it could be
 used as a semi-autonomous bot api


Yes, there are bots that let you dress and undress them through script,
using that API. They are used by clothes merchants to demo some of their
outfits to the customers.
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[opensource-dev] Frustum on the world map acting up on v2

2010-09-20 Thread Marine Kelley
Hello all,

For those who are interested, here is a trivial fix (but not a trivial hunt)
to a bug on the world map, that I am surprised nobody has ever written a
JIRA on, because it has been there since v2.0 beta.

https://jira.secondlife.com/browse/VWR-23105

Marine
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-17 Thread Marine Kelley
Brandon I am sooo waiting for your patch impatiently !


On 17 September 2010 21:38, Brandon Husbands xot...@gmail.com wrote:

 I am actually about finished with my mod for v2.

 It takes the sidebar.cpp file and only that file leaves all public method
 calls in.
 But its rewritten to be a floater manager where if you want to call say
 profile it launches it as a floater.

 Thus restoring 1x functionality. All thats left to do is add the buttons
 back for them and menu choices.

 And there was much rejoicing.. Ill be submitting a patch soon. If its not
 wanted thats fine but it allows me to use viewer 2.
 and is easy to merge as the file is really the only file changed.



 On Fri, Sep 17, 2010 at 1:13 PM, Oz Linden (Scott Lawrence) 
 o...@lindenlab.com wrote:

  On 2010-09-17 13:49, Brandon Husbands wrote:
  It was a serious question. I wanted to know if LL did it or a 3rd
  party contractor. not a insult.

 It doesn't matter... it's there, and we're going to have to deal with it
 (as in the recent changes to make panels detachable).

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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-17 Thread Marine Kelley
On 17 September 2010 23:02, Zi Ree tinacl...@gmx.de wrote:

 Am Freitag 17 September 2010 22:51:38 schrieb Oz Linden (Scott Lawrence):

   Thus restoring 1x functionality. All thats left to do is add the
   buttons back for them and menu choices.
 
   From an end user point of view, how does that differ from the current
  Development viewer functionality if the user has torn all the panels off
  as separate windows?

 I really really hope the difference is the ability to open as many profile
 and
 property floaters as we want, and not being limited to a single instance.
 Does
 the current Development viewer do that?

 Yes the very point of being able to tear off some tabs is to be able to
actually copy them, and to switch to another tab in order to do some
drag-and-drop like in 1.x. Tearing one tab just to tear it and not have it
in the sidebar is rather pointless, if you ask me.
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Re: [opensource-dev] Code Review Request: VWR-21253 (Permissions icons in the friends list)

2010-09-06 Thread Marine Kelley
On 6 September 2010 22:23, Boroondas Gupte slli...@boroon.dasgupta.chwrote:

 I guess you refer to the screenshot attached to the jira issue? Note the
 date when that one was added, Oct. 15, 20*09*. Also note the artwork and
 color scheme. I guess that was from an early development version of Viewer 2
 that already had the people sidebar tab but also still had the old code of
 the contacts panel, so that both could be compared within a single
 application. (That, or it's a mock-up.)


Yes that's what I suspected, but there was a chance that the old code would
still be there and activated with a secret voodoo gesture.



 PS: why are you CCing to snowst...@lists.lindenlab.com? That list doesn't
 seem to exist.


I replied to all as I always do, without bothering to what list I was
actually sending. lol
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Re: [opensource-dev] This is how Linden Lab treats it's customers...

2010-08-29 Thread Marine Kelley
At least the land and inventory are not gone, automatically downgrading to
basic would make the lands be abandoned... way to even more drama. To me the
user should not even be locked out of the grid, but I understand that there
are technical difficulties to making a premium be considered as basic until
the funds are available again, and let's not forget that if you are premium
and in this situation, then you do owe LL money. This is different than
being simply basic.

The only issue is that the user is ALSO locked out of their SL webpage. To
me that makes no sense at all, because that's how they could access tickets
and get some help, or downgrade to basic, or change credit card info (what
if the original credit card has been stolen and the user blocked it ? That's
not valid grounds to lock them out of SL and yet they can't change their
credit card info through the SL webpage anymore). Locking them out of the SL
website simply discourages them from even trying to sort things out, and LL
loses money in the process.


On 29 August 2010 11:09, Latif Khalifa lati...@streamgrid.net wrote:

 It's still far safer not to have a premium account. You don't run a
 risk than when your premium subscription expires and your payment info
 is not up to date that your account will get suspended.

 You get locked out of you account, with a message call
 1-xxx-xxx-. This was not very helpful for a friend of mine from
 Croatia who is deaf and could not use a phone. My attempt to mediate
 and help sort out issues failed because LL told me we do not disclose
 information about other people's accounts. Faced with a double wall
 like that, she just gave up on SL after being a premium member for
 over 3 years.

 Why LL doesn't simply downgrade accounts to basic instead of locking
 them out is beyond me. Because of this policy I recommend to my
 friends not to upgrade their accounts to premium, because they risk
 losing their accounts, and nobody would be able to help them if they
 themselves don't have the ability to communicate in English and over
 the phone.

 On Sun, Aug 29, 2010 at 6:08 AM, Yoz Grahame y...@lindenlab.com wrote:
  This *was* a serious bug, but fixed over a year ago. Now a premium
 account
  in default is merely suspended with the ability to fully restore on
 payment.
 
  On 28 August 2010 10:19, Gareth Nelson gar...@garethnelson.com wrote:
 
  That's a serious bug in LL's business model - your account is safer as
  a basic, since a premium account that quits paying means the account
  is deleted (rather than merely downgraded).
 
  On Sat, Aug 28, 2010 at 5:35 PM, Tigro Spottystripes
  tigrospottystri...@gmail.com wrote:
   -BEGIN PGP SIGNED MESSAGE-
   Hash: SHA512
  
   btw, if you're considering changing your account from premium to
 basic,
   be sure to pay any money you own to LL and then downgrade your account
   thru the site, do not just stop paying, if you stop paying them while
   still being a premium they will wipe out all your account's data,
   inventory L$ balance etc (i've seen some people that had the
   misconception that to downgrade all you had to do was stop sending
 money
   to LL, the ones that didn't got set straight in time lost everything)
  
   On 28/8/2010 13:01, mysticaldem...@xrgrid.com wrote:
   I don’t think anyone disagrees with.  The problem is you can’t get a
   homestead unless you have a full sim already and so you need to rent
   from someone and this puts you dependent on someone else which is
   frustrating for people.  So to log in one day and see all your hard
   work
   returned to your lost and found isn’t a pleasant experience and seems
   SL
   if they are serious about the user experience would have some better
   ways to handle this.
  
  
  
   I don’t know if you rent from someone else if you can do a restore of
   your region to the new location.  But seems like there are ways to
 make
   this better if not just let people rent homesteads which to me I
   believe
   would be a huge market.
  
  
  
   Anyway this whole subject is off topic for this mailing list and
   probably should be on the SL forums.
  
  
  
   M.
  
  
  
  
  
  
  
 
  
   *From:* opensource-dev-boun...@lists.secondlife.com
   [mailto:opensource-dev-boun...@lists.secondlife.com] *On Behalf Of
   *Joel
   Foner
   *Sent:* Saturday, August 28, 2010 11:49 AM
   *To:* Aleric Inglewood
   *Cc:* opensource-dev
   *Subject:* Re: [opensource-dev] This is how Linden Lab treats it's
   customers...
  
  
  
  
   After being a paying customer for more than a year, renting a
   homestead,
   and thus paying Linden Lab ~ USD$ 1000 or so ... they just take
 the
   sim
   offline, with no opening to even discuss the matter.
  
   Why? Because of something I did? No. The reason is that Linden
   Lab isn't interested in the little people. Unless you have a
 FULL
   sim of USD$ 300 per month, you 

Re: [opensource-dev] Anti-Aliasing

2010-08-27 Thread Marine Kelley
Actually it works, but I believe the RenderUseFBO and RenderDeferred debug
settings must be set right (both FALSE), before seeing some antialiasing.
I'm not really sure how I did it but I did see some AA on the latest 2.x
viewers.


On 27 August 2010 08:35, Kadah Coba kadah.c...@gmail.com wrote:

  Yeah, me too. AA is buggy in 2, but its not working at all now.


 On 8/26/2010 6:06 PM, Trilo Byte wrote:
  Is it just me, or is anti-aliasing broken in the last couple builds?
  2.1.2 (208569) and 2.1.2 (208581)
 
  https://jira.secondlife.com/browse/VWR-20969
 
  TriloByte Zanzibar
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Marine Kelley
I understand, it makes sense, thanks for your reply Nyx. I did see the Add
option on 2.1.0 along with MultipleAttachments there too so I assumed both
were needed for some reason (this debug setting was used in a few places in
the code).


On 26 August 2010 22:43, Nyx Linden n...@lindenlab.com wrote:

 Correct, that is what most people will do, and that's why we wanted to
 keep the behavior of double click / wear to be consistent with how the
 functionality worked in 1.23.X, as that's what most people are used to
 those functions doing.

 Since multi-wearables is a new feature, using the new functionality
 warranted using a new right click menu option.

 We'd like to keep things consistent for old users and offer new
 functionality for those who would like to take advantage of it. Its a
 fairly simple implementation for the UI for controlling multiwearables,
 however, so if you have suggestions for better ways of exposing the
 functionality, please do let us know!

  -Nyx

 Trilo Byte wrote:
  My mistake, then.  When I performed the same action to wear an item as
  I had in previous builds and got the unexpected/unwanted result, and
  saw that the debug option was gone, I thought it had broken (like
  anti-aliasing did in the latest build).
 
  When this viewer gets released. it would be helpful if this change in
  behavior was blogged and documented.  I think it makes a lot of sense,
  but double-clicking on an item or right-clicking and choosing 'wear' is
  what I imagine most people would do.
 
  Trilo
 
  On Aug 26, 2010, at 1:24 PM, Nyx Linden wrote:
 
 
 MultipleAttachments was a debug setting we were using for testing
  multi-attachments internally because we didn't have sufficient UI for
  specifying what happened when you went to wear an item on your avatar.
  To be clear, the setting MultipleAttachments affected the wear
  option for attachments as follows:
 
  FALSE:
 When set to false, any time you wear an attachment, it would
  replace all attachments at that point. If you're wearing three things on
  your head, and you wear something on your head, all three will be
  replaced with the new attachment. Result: you're wearing a single
  attachment on your head.
 
  TRUE:
 When set to true, any time you wear an attachment, it would ignore
  whatever attachments were at that point and add the attachment onto
  that point. For example, if you're wearing three attachments on your
  head and you wear something new, you will end up with four things on
  your head.
 
 We've removed the debug setting as we've implemented this
  functionality directly in the user interface, making the debug setting
  completely unnecessary. With the latest code if you wear an attachment
  on your head, it will act as if MultipleAttachments was set to FALSE -
  it will replace everything else on your head.
 
 We have a new option in the UI which we've labeled add - which
  will act as if MultipleAttachments is TRUE - that is it will add the
  attachment to the attachment point, without removing the existing
  attachments.
 
 With both of these options being available through the UI, there is
  no need for the debug option anymore. If you don't want to use
  multi-attachments, all you need to do is make sure you use the wear
  option instead of the add option. If this is not working as I've
  described, then let us know as we have some bugs to fix :)
 
  Let me know if this clarifies things.
 
  -Nyx
 
 
  Marine Kelley wrote:
 
  Hello all,
 
  I am currently working at integrating the RLV code into the latest
  2.1.2 viewer in viewer-development. Some users might have noticed
  that the MultipleAttachments debug setting was set to FALSE by
  default in order to stay compatible with 1.x, because 1.x users cannot
  see attachments worn on slots 1 and beyond, only slot 0 is rendered.
  So the feature is still rather useless because since most of the users
  are still using 1.x, multiple attachments are to be avoided. However
  having the option to choose whether to activate it or not was a good
  idea. I even added a checkbox in the navbar to set it to TRUE or FALSE
  in one click without having to open the debug settings (but that
  version is not released).
 
  And now what I'm seeing in the latest version worries me. The
  MultipleAttachments debug setting is gone ! The viewer behaves as if
  it were always TRUE. On the paper it makes sense, since 2.x is
  supposed to handle multiple attachments natively and the sims have
  been updated to 1.40 (and now 1.42) almost only for this reason.
  But... this is actually counter-productive because now someone who
  tries 2.1 will soon discover that most of their attachments are not
  showing to their friends. And that they require more steps to change
  an outfit than before, because they now have to explicitely remove
  attachments before wearing new ones.
 
  For a viewer that has a lot of difficulties being adopted by the user
  base, isn't this move

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Marine Kelley
I'd like to chime in and say that this happens to me often as well.
Attachments are worn twice on relog, approx. once a day. Since the
attachments I'm wearing usually say things with llOwnerSay and I see them
say their messages twice, I do know this is not only a viewer-side problem.
I have never observed this with 1.23, only with 2.1.

Soft is aware of this issue, and confirmed seeing the double-rezzing in the
logs of my sim at the time I indicated.


On 26 August 2010 22:30, Altair Sythos syt...@gmail.com wrote:

 On Thu, 26 Aug 2010 16:24:08 -0400
 Nyx Linden n...@lindenlab.com wrote:


  Let me know if this clarifies things.

 yeah
 i'm on Second Life 2.1.2 (208569) Aug 26 2010 05:22:24 (Second Life
 Development) now, it work as you said, just noticed something weird and
 tryiong to reproduce:
 if i crash when relog all attachments are weared double time, like the
 dirty logoff don't detach items.

 I dunno how logoff/login work, i *SUPPOSE* debug warn during logoff
 acvatar destructor take current outfit and store somewhere on
 asset, during login last saved current outfit is worn.

 maybe is better if saved current outfit replace what worn during
 login, so if crashed nothing boudle is worn...

 somebody who know better and deeper the code can hint me about?

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[opensource-dev] Naive question about Bitbucket

2010-08-25 Thread Marine Kelley
Hello all,

Pardon my naive question, but this is the first time I use TortoiseHg, and
I'm having weird results here. My Cygwin is too old to update via
cygwin-setup, I have to reinstall it completely, and I don't want to do
that. So I'm falling back to TortoiseHg instead. And here is my problem :

I clone https://bitbucket.org/lindenlab/viewer-development and everything
works fine, I can run develop.py, build and test, then patch, rebuild and
retest, everything is smooth like a dream. But when I look at the changeset
on the webpage of this project, none of the changes are included into what I
have downloaded. Sure it works, but I don't have the latest additions. Naive
me thought that whatever is listed on that page is available in the
sources... am I wrong ? If not, are these changes public ?

Thanks,
Noob^WMarine
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Re: [opensource-dev] Naive question about Bitbucket

2010-08-25 Thread Marine Kelley
Aha ! That was it. Actually one has to Clone with TortoiseHg, and then to
right click on the folder and choose TortoiseHg Update, and choose what
changeset to apply. I'll look into the options so that it applies all the
changes upon cloning, I don't feel like doing this one change at a time.

Thanks !


On 25 August 2010 19:12, Brian McGroarty s...@lindenlab.com wrote:

 On Wed, Aug 25, 2010 at 10:01 AM, Marine Kelley marinekel...@gmail.comwrote:

 Hello all,

 Pardon my naive question, but this is the first time I use TortoiseHg, and
 I'm having weird results here. My Cygwin is too old to update via
 cygwin-setup, I have to reinstall it completely, and I don't want to do
 that. So I'm falling back to TortoiseHg instead. And here is my problem :

 I clone https://bitbucket.org/lindenlab/viewer-development and everything
 works fine, I can run develop.py, build and test, then patch, rebuild and
 retest, everything is smooth like a dream. But when I look at the changeset
 on the webpage of this project, none of the changes are included into what I
 have downloaded. Sure it works, but I don't have the latest additions. Naive
 me thought that whatever is listed on that page is available in the
 sources... am I wrong ? If not, are these changes public ?


 I don't know about TortoiseHg specifically - but it sounds like you might
 be pulling, but not updating. pull downloads changes but doesn't apply
 them to your tree - they only sit in a database. update updates your tree.
 If this is the case, there's probably a checkbox that allows it to
 automatically update each time it pulls.

 --
 Brian McGroarty | Linden Lab
 Sent from my Newton MP2100 via acoustic coupler

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Re: [opensource-dev] Draw Distance

2010-08-22 Thread Marine Kelley
Please be careful not to screw up debug settings that must NOT be changed.
Some are capital for the viewer to function normally, and would completely
shut out users who don't know how to change them back offline, and to what.
It would be easy to make a gesture that completely messes up your debug
settings and to distribute it.

I'd like to point out that the RLV has been controlling all the windlight
settings and a couple debug settings for two years now, through scripts, and
it works well. I took the whitelist approach to the debug settings precisely
for the reason I explained above, and it can't modify anything else so the
user is safe.

Marine


On 22 August 2010 16:38, Morgaine morgaine.din...@googlemail.com wrote:

 On Sun, Aug 22, 2010 at 7:01 AM, leliel leliel.mir...@gmail.com wrote:


 /set debugvar value


 +1  lelie

 This symmetrical handling for all parameters is far superior to defining
 abbreviations for each one, and it is inherently extensible as the set of
 parameters grows.  I support this.


 Morgaine.



 

 On Sun, Aug 22, 2010 at 7:01 AM, leliel leliel.mir...@gmail.com wrote:



 On Sat, Aug 21, 2010 at 9:36 PM, Miro Collas miro.col...@gmail.comwrote:

  How about bbeing able to just type it in?  Why a slider, or mouse wheel,
  which is inaccurate? How about being able to type it in chat?

  Instead of a one off thing just for the draw distance, I'd rather we had
 a general command input system similar to the console on id's games. So
 since we use /# for the channel and /me for emotes how about /set for
 setting debug variables with the following syntax.

 /set debugvar value

 Where value is one of bool, integer, float, or a vector using the lsl
 style of 0.0, 0.0, 0.0. With tab line completion of course.

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Re: [opensource-dev] Display names, again.

2010-08-20 Thread Marine Kelley
The damage done to the reputation of a well known resident can be
immeasurable. It would be irresponsible of LL to let someone impersonate
someone else without giving any way to let the other people around to see
CLEARLY the difference between a user name and a display name. No amount of
ToS waving and legal threatening is going to change that because once the
damage is done, it is too late. It is CAPITAL that a display name CANNOT be
mistaken with a user name, no matter how clever the owner of the display
name is.


On 20 August 2010 12:03, Stickman stick...@gmail.com wrote:

  I am talking about someone creating any random throwaway user account,
 then
  setting their DISPLAY NAME to Stickman Ingman, trusting that enough
 people
  are stupid enough not to look at the real username and compare it with
 yours.

 Yep. I believe this is totally possible for people to do. The FAQs
 says it's against TOS to do so for the sake of impersonating someone
 else. But as far as I know there is no technical limitation preventing
 someone from doing so. I'm willing to accept the possibility of
 troubles it will bring because of the freedom it offers in exchange.
 If you aren't, you'll have to make some pretty compelling arguments
 that convinces LL that the freedom isn't worth it, or can be preserved
 through some other method. Convincing me doesn't need to be on your
 todo list.

 As a side note, I see where you're coming from. In another world, one
 with a higher density of matchstick men, I'd agree with you. I think
 LL would, too.

 Stickman
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Re: [opensource-dev] Display names, again.

2010-08-20 Thread Marine Kelley
That's not my job, I am a customer in LL's standpoint, I don't work for
them.

I already talked about possible ways to distinguish a display name from a
user name, for example by putting the display name into brackets in chatlogs
and offline IMs (which are plain text and html respectively), while using a
different color than for user names on the chat and IM while in world (which
is comparable to rich text)/ There are just plenty of ways. What I insist on
is that the information this name is a display name must come from the
server, not from the sending viewer. That's the important part.


On 20 August 2010 12:24, Stickman stick...@gmail.com wrote:

 On Fri, Aug 20, 2010 at 3:15 AM, Marine Kelley marinekel...@gmail.com
 wrote:
  damage is done, it is too late. It is CAPITAL that a display name CANNOT
 be
  mistaken with a user name, no matter how clever the owner of the display
  name is.

 You make a good argument.

 How about a solution?

 Changing color is one. Might be easy enough. I don't know if LL would
 accept it.

 Changing another property of the name, be it font, size, position,
 etc, may be another solution. Font probably not.

 Feel free to come up with other solutions on how to avoid mistaking a
 display name with a username. I believe LL's purpose is to make
 display names seamless. So it needs to be as unobtrusive as possible.
 It also needs to be as simple to implement as possible. The easier the
 solution, the more likely LL can just drop it in and test it without
 losing time.

 Good luck!

 Stickman

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Re: [opensource-dev] Open Viewer Development Announcement

2010-08-19 Thread Marine Kelley
That would be awesome. I know there are reasons behind the removal of the
pie menu and its replacement by a well known list menu, but PLEASE I am so
much more productive and less frustrated with the old pie menu ! Muscle
memory and size of the clickable areas and all that. Simply put with the
list menu I have to look where I'm clicking, with the pie menu I don't. It
is a huge gain of time.


On 19 August 2010 19:24, Kadah kadah.c...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1



 On 8/19/2010 10:16 AM, Henri Beauchamp wrote:
  A smarter approach would be to automatically move the cursor itself to
  the center of the pie menu (without moving the latter to avoid an
  annoying drifting effect) when you click on a sub-menu.
 
  However, I never found the fact that the pie menu was not centered on
  the cursor after a click on a sub-menu item to be an hinderance, since
  the whole idea about pie menus is that you quickly get your muscle
  memory trained and don't even have to look at the menu any more after
  you are trained. For example, my muscles know that to delete an
  in-world object I must right click on it, then move south, left click
  (for More ), and move north east and left click again (for Delete).
  With the new method, I'd simply have to replace north east with
  east in my muscle memory (which would make me miss quite a number
  of clicks at first, since this memory has been trained and used for
  almost 4 years now, so if you reimplement pie-menus in this new way,
  I'd appreciate a debug option to prevent the auto-recentering of the
  cursor)...

 Same here. I would impliment pie menus as 2 debug settings,
 UseLegacyPieMenus and LegacyPieMenusDisableAutoCenter.
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Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-19 Thread Marine Kelley
Well it must be obvious for any user that anyone they see or hear or receive
an IM from is using either a user name or a display name. And by obvious I
mean validated by the server during the transaction, not forged by
another viewer which can pretend to use any user name. In other words, any
token of information (visual or textual) is signed with the user name of the
agent, and that signature is generated server side. Security must always be
server side anyway. The way the receiving viewer interprets those signatures
is not important. It could simply enclose a display name into brackets, for
instance, or display it in green, or add this is a display name after it,
or whatever. But the viewer must have a way to clearly distinguish the two
names, and to clearly relay the information to the user.


On 19 August 2010 21:55, Michael Schlenker schl...@uni-oldenburg.de wrote:


 Am 19.08.2010 um 21:30 schrieb Daniel Smith:

  On Thu, Aug 19, 2010 at 12:09 PM, Michael Schlenker
  schl...@uni-oldenburg.de wrote:
 
 
  How about a display option in the viewer that can 'highlight' the fact
 that your display name is the same as your username
  (different colour, font or an other UI hint).
  That would prevent many of the imposter issues, as it would be pretty
 obvious.
 
  Maybe an opt-out to deny the use of current usernames as display names
 would be appropriate, but a general ban to reuse a current username
  as a display name sounds a bit excessive.
 
 

  The default situation should be I have taken a moment to think about
  the implications
  of others using my username, and I trust them, and I am fine with
  that, so I will
  make the decision to turn it on.
 
  I still have not heard a definitive answer as to what gets logged in
  IM and Chat.
  Forget the display for a moment.  What do you want to have logged as
  Michael Schlenker
  that you did not write?

 Well 'Michael Schlenker' is common enough that i regularly have issues with
 the name (and even more so initials) being taken
 already and even getting emails and stuff because of that. So i do not
 worry about things getting logged with my name,
 as i know it happens, and does not create huge troubles, unless some
 malicious person actively exploits it (or some agency
 is incompetent like the social registry in germany which messed up my
 records with the ones of my twin for years).

 But you look from the wrong direction and construct unrealistic scenarios.
 1. If you log things, use the UUID internally, store the display name with
 it (as it can change) and make it just a display option what is shown, ever
 other way to implement
   logging is simply wrong
 2. For the UI either make an option so display names that match the legacy
 username of the AV are highlighted or the opposite,
   to provide an easy non script based option to verify a legacy username
 users identity via name alone.
 3. Provide an explicit opt-out for those that are seriously worried
 (typically shop owners, or other 'public figures').

 That would pretty much match the typical regulations in RL, at least in
 germany (don't know enough about US or other law).

 The fact that your current username is unique is just a coincidence of the
 LL decision to use that username as a key in their database. Its not a
 natural law to have a unique name.

 Michael




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Re: [opensource-dev] Open Viewer Development Announcement

2010-08-17 Thread Marine Kelley
 Suggestions:
 - make notifications (inventory offers, group notices) stay on screen like
 they used to be


I'm sure there is a debug setting or an XML option to do that, I'll look
when I have time. But they would pile up pretty quickly, unlike 1.x the
notification do not hide each other (which is good) but stack up to the top
of the screen, cluttering it rather quickly when you're in group chat.

My own biggest gripe about the notification system is silly but very
annoying : when you receive an object or a notecard you  get a
Keep/Discard/Block window, then once you click Keep you get another
notification telling you you've accepted the offer. Not only this
notification is rather useless (I know I have accepted the offer or joined
the group or whatnot, I've just done it), but the OK button to get rid of
this confirmation is exactly where the Discard button of the next
notification will be ! More than once I have hit Discard by mistake on the
second notification of, say, my mailbox that sends me the notecards of my
customers. And since it comes from an object, Discard will simply destroy
the transferred item, not put it in trash. Because of this, one more
customer believes I do not respond when someone buys something from a vendor
of mine and my server does not deliver.


 - put chat and IM back into a non-modal tabbed floater, with the option of
 chat being detached into its own chat history floater


Chat is not part of the IM window anymore but you can make it tabbed by
checking Preferences  Chat  Show IMs in  Tabs, and relogging.


 - get rid of all unnecessary spacing in chat and IM


Agreed. But you can do it yourself by checking Preferences  Chat  Enable
plain text IM and chat history


 - IM's don't need a whole third of the window wasted for showing the other
 person's profile. Just put a profile button there. That profile FLOATER
 then
 can have all the other buttons that the old one has: pay, add friend,
 teleport, and so on. If you really think those buttons should be right in
 the IM floater, put them in a toolbar along the top.


Well these buttons are hidden with the arrow button, but there is a lot of
wasted space on the top of the window indeed.




 Overall suggestions:
 all non-modal floaters should turn partially transparent as soon as the
 user
 clicks outside of them.


I believe that's what 2.1 does.
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Re: [opensource-dev] [IDEA] Access to Object content without rezzing. (was: Open Viewer Development Announcement)

2010-08-17 Thread Marine Kelley
Eep ! I hope it won't bring its own share of permission defects ! This is
VERY sensitive matter that is being fiddled with here !


On 17 August 2010 16:31, Boroondas Gupte slli...@boroon.dasgupta.ch wrote:

  [I'm cross posting this to several mailing lists to solicit feedback. To
 avoid clutter, please *do not reply to all of them* when answering, unless
 there's a valid reason to do so. To avoid scattering the discussion, please
 *do reply to 
 sl...@lists.secondlife.comhttps://lists.secondlife.com/cgi-bin/mailman/listinfo/sl-ux
 * when answering. Thanks!]

 On 08/17/2010 01:52 PM, mysticaldem...@xrgrid.com 
 wrotehttps://lists.secondlife.com/pipermail/opensource-dev/2010-August/002520.html:


 [...] V1.23 as well, makes designing take much
 longer than it should.  Like having to rezz objects to edit their contents.
 Ever have to rezz hundreds of boxes to update something? Or correct the
 permissions.  Have to rezz a box to get to its contents I think is one of
 the most difficult things for new people.  Having to rezz objects to get to
 stuff, then copy to inventory, then find it in inventory, etc.

  I have made a suggestion on how to solve this UI-wise at VWR-2427 Allow
 objects containing other items to be expanded within the 
 Inventoryhttp://jira.secondlife.com/browse/VWR-2427.
 I'd like to hear about other approaches, too!

 The main problem when coming up with complete solution for these use cases
 is, though, that they'll probably require some fundamental changes on the
 (non-opensource) server side:

 As far as I know, currently, Object Inventory is served by the Region, and
 the Region only knows about rezzed Objects. So either a way would have to be
 added for the Region to proxy non-rezzed Objects to the client or clients
 would have to be granted direct (or other indirect) access to the asset
 storage system.

 I think the same goes for the Object assets themselves, so these
 restrictions not only apply to manipulating an Object's content, but also to
 editing the Object itself without rezzing it (e.g. changing it's size, shape
 or color).

 I don't know if the AD 
 https://wiki.secondlife.com/wiki/Agent_Domain/RDhttps://wiki.secondlife.com/wiki/Region_Domainseparation
  of OGP/AWG/VWRAP will help here, thus CCing their mailing list.
 Maybe someone from there can shed some light on this.

 cheers
 Boroondas

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Re: [opensource-dev] food for thought: multiple attachment support versus server-side lag

2010-08-16 Thread Marine Kelley
Oh you cannot decide on which slot you want to wear a piece of clothing
(say, a shirt), you can only Add it to what you are wearing and it will go
on top. But you can reorder it later by going to the My Outfit tab, and
click on the tools button to edit your appearance. Then you will see up and
down arrows next to the name of each piece of clothing if you are wearing
more than one layer of the same type. For example, you can move a shirt over
or below a t-shirt that way.

(PS : sorry for the double mail Lance, I only replied to you the first time)


On 16 August 2010 16:19, Lance Corrimal lance.corri...@eregion.de wrote:

 hi,


 that's a bit better.

 more thought about multiwearables:

 let's say i have a tattoo, and a tank top, both on undershirt... with
 viewer
 2.1 i can wear them both.
 How do i define what goes on top?

 by which order i put them on? and what about when i relog?


 bye,
 LC


 On Monday 16 August 2010 16:13:49 Marine Kelley wrote:
  I think that's precisely why LL wanted to keep control of this feature
  server side by deciding how many objects can be worn (possibly according
 to
  the script memory limits to come), instead of going the avatar_lad.txt
 fake
  attachments route.
 
  On 16 August 2010 15:58, Lance Corrimal lance.corri...@eregion.de
 wrote:
Hi,
  
   I just had this thought...
  
   In recent versions there's support for multiple attachments per
   attachment slot.
  
   In recent SERVER versions, there's a nasty bug that freezes whole sims
   when an avatar who wears lots of scripted attachments enters or leaves
   the sim... (SVC4196)
  
   Now, with multiple attachments per slot, how likely is it that john the
   mindless noobie will end up wearing lots of invisible, scripted
   attachments that are not that obvious, but contain a LOT of scripts...?
  
   Isn't there an obvious conflict of interests here?
  
  
   bye,
   LC
  
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Re: [opensource-dev] Fixing the Assets

2010-08-07 Thread Marine Kelley
lol I knew it ! This text IS actually a Markov chain !

That or it is aimed at a subset of the members of this list who actually
know the encryption key to extract the hidden message. But to the rest of
us, this is just nonsense.



On 7 August 2010 17:34, Dzonatas Sol dzona...@gmail.com wrote:

 Oz Linden (Scott Lawrence) wrote:
On 2010-08-06 17:28, Dzonatas Sol wrote:
 
  Here is the proposal, as a routine. The written logical explanation in
  English with normalized words defeats the purpose of the routine for
  every reason that supports it.
 
  Clarity is never wasted.
 
  You have not given any hint at all as to what problem you are trying to
  solve - without at least that, there is no way to even start thinking
  about what you've written.
 

 Thanks!

 Sometimes the concept is never understood when the meaning to the word
 concept is not understood. If the content is money, it means nothing, to
 We, who appreciate the honey.

 We use use the spoon to eat the honey.

 Bend the spoon?

 Easy.

 --
 --- https://twitter.com/Dzonatas_Sol ---
 Web Development, Software Engineering, Virtual Reality, Consultant

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Re: [opensource-dev] V2.X V1.X support on the same machine

2010-08-07 Thread Marine Kelley
I check out the code of the viewer from svn and not hg... Does that make me
a kid now ?


On 7 August 2010 22:42, Dzonatas Sol dzona...@gmail.com wrote:

 Dzonatas Sol wrote:
  They've had an adult grid that is suppose to be fast, easy,... and fun.
 
  They've had an teen grid that is suppose to be ... easy... fast... clean?
 
  Sincerely,
 
  ___  Life
 

 I believe I found a solution.

 The svn code should be for only kids... even people who decide to make
 their avatars like kids... so a split code base right there where
 the more known adult possibility can be found in the hg repository.

 I think that provides several options to get LL out of its corner.

 We know there is confusion between shared code base and split code
 base... yet we understand this.

 It's the same feel... they need to earn it to grow up... but its got to
 be their choice to know what they lost. Some have already taken that
 choice...

 .. they just haven't quite... you know.

 -- .  [Fixt.]





 --
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 Web Development, Software Engineering, Virtual Reality, Consultant

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Re: [opensource-dev] The avatar name on the login screen in Viewer 2.

2010-08-03 Thread Marine Kelley
Hi Suezanne, you may want to look at the method LLPanelLogin::setFields() in
newview/llpanellogin.cpp

Marine

On 3 August 2010 06:31, SuezanneC Baskerville sueza...@gmail.com wrote:

 Where is the remembered username stored, where is read and written in the
 source code, and how do you make it not appear on your login screen?

 By remembered username  I mean the username that appears pre-filled on
 the login screen in Viewer 2.

 Someone asked  in the forums how you make the username be blank when you
 launch Viewer 2.  That drove me to looking at the source code to find where
 the name is fetched from and I haven't been able to find it so far.

 I'm asking here because I don't know any better place to find people that
 are familiar with SL source code.

 Thanks,

 Sue Baskerville




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[opensource-dev] Using the open source exe into the regular SL folder for 2.1

2010-07-30 Thread Marine Kelley
Hi all,

As some of you now, my usual method of releasing a RLV is to only release
the exe and its settings.xml file, and to instruct the user to copy them
both into the SL folder and into its app_settings folder respectively. This
allows for light downloads and uploads (it would take me hours to upload a
full viewer), and to benefit from the libraries of the SL viewer.

But since 2.1 I cannot do that because no version I find on svn ever works
with the current official SL viewer 2.1. It used to be an issue with the XUI
XML files, now I'm getting an error message about the entry for
format_to_utf not being found in llcommon.dll with revision 3587. In any
case the source I find in viewer-external never seems to match the viewer
downloaded from the SL download page. And the sources download wiki page
has been updated the last time for 2.0... on Feb 23.

Does any of you know when/if the source code will be in synch with the
official viewer ?

Thanks,
Marine
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Re: [opensource-dev] Problem compiling llcommon on viewer 2.1 beta

2010-06-26 Thread Marine Kelley
I have fixed the problem !

It was due to my VS2005 not being upgraded to SP1. It just so happens that
Microsoft has moved some classes from std to stdext, and exception is one
of them, hence the linking issue.

Thank you for trying to help, and I hope this will help anyone who stumbled
upon this problem... unless I am the only one on Earth not to have upgraded
her VS2005 to the latest service pack. lol

Take care,
Marine


On 26 June 2010 08:25, Lance Corrimal lance.corri...@eregion.de wrote:

 I think someone of you guys who successfully build 2.1 should put
 detailed steps on the wiki...



 Am Samstag 26 Juni 2010 schrieb Nicky Perian:
  I built viewer-external on 6/19. Used Vista 32 and VC++Express
  2005. Took 5 builds. Logs and steps taken are here. This was all
  the way to a setup.exe.
 
 
 
 
 
  
  From: Marine Kelley marinekel...@gmail.com
  To: Philippe (Merov) Bossut me...@lindenlab.com
  Cc: opensource-dev@lists.secondlife.com
  Sent: Fri, June 25, 2010 4:30:53 PM
  Subject: Re: [opensource-dev] Problem compiling llcommon on viewer
  2.1 beta
 
  Hi Merov, thank you for looking into this !
 
  I'm on Windows 7, trying to compile viewer-external as I always do
  :
 
  - I unzip the artwork from version 2.0.0 (knowing that I will have
  to complete it with some of the icons from the official 2.1, like
  the icons for the system folders) - I unzip a very old library zip
  file of mine (it is more than 2 years old and contains ares, fmod
  and all, but is still operational at least until 2.0.1) - I run VC
  2005, select the Release configuration, go to Configuration
  Manager, uncheck all the tests and integration projects (plus
  package) - I open the Properties window on secondlife-bin and
  remove the /Zm1000 option from the command line - I build the
  whole thing
 
  But even just building llcommon will give me the error I mentioned,
  no need to build the whole solution. This is the first time I get
  this error, and since I noticed that google_breakpad was not part
  of the viewer before, and surprisingly it uses an
  exception_handler.lib that does not provide the correct
  functions...
 
  That's all I can think of but I'm sure there is more.
 
  Thanks again,
  Marine
 
 
 
 
  On 25 June 2010 22:39, Philippe (Merov) Bossut
  me...@lindenlab.com wrote:
 
  Hi Marine,
 
  I just built the tip of viewer-external on my Windows XP machine
  with no problem. Could you tell us a bit more on how you get
  things together? Do you use develop.py? Do you do a standalone
  build? Which Solution Configuration are you building?
  
  Cheers,
  - Merov
  
  On Thu, Jun 24, 2010 at 1:30 PM, Marine Kelley
 marinekel...@gmail.com wrote:
  Hello,
  
  I am having the following link error when trying to compile the
  llcommon project on Viewer 2.1 beta extracted from
  viewer-external :
  
  1-- Build started: Project: llcommon, Configuration: Release
  Win32 --
  
  
  
  1Linking...
  1   Creating library
  D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.lib and
  object
  D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.exp
  1exception_handler.lib(exception_handler.obj) : error LNK2019:
  unresolved external symbol __declspec(dllimport) void __cdecl
  std::_Throw(class stdext::exception const )
  (__imp_?_th...@std@@yaxabvexcept...@stdext@@@Z) referenced in
  function public: void __thiscall
  stdext::exception::_Raise(void)const 
  (?_ra...@exception@stdext@@QBEXXZ)
  
  
  
  1exception_handler.lib(exception_handler.obj) : error LNK2001:
  unresolved external symbol __declspec(dllimport) void (__cdecl*
  std::_Raise_handler)(class stdext::exception const )
  (__imp_?_raise_hand...@std@@3p6axabvexcept...@stdext@@@ZA)
  
  
  
  1D:\SL\linden\indra\build-vc80\sharedlibs\Release\llcommon.dll :
  fatal error LNK1120: 2 unresolved externals 1Build log was
  saved at
  file://d:\SL\linden\indra\build-vc80\llcommon\llcommon.dir\Rele
  ase\BuildLog.htm
  
  
  
  1llcommon - 3 error(s), 0 warning(s)
  == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
  ==
  
  
  I have copied the libraries from libraries/i686-win32/lib/debug/
  to libraries/i686-win32/lib/release/ but it didn't help. Does
  anyone know what to do please ? It seems to come from the new
  google_breakpad library but I don't know anything about it. I
  just know it was not there before.
  
  Thanks for any piece of help,
  Marine
  
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Re: [opensource-dev] Problem compiling llcommon on viewer 2.1 beta

2010-06-25 Thread Marine Kelley
Hi Merov, thank you for looking into this !

I'm on Windows 7, trying to compile viewer-external as I always do :

- I unzip the artwork from version 2.0.0 (knowing that I will have to
complete it with some of the icons from the official 2.1, like the icons for
the system folders)
- I unzip a very old library zip file of mine (it is more than 2 years old
and contains ares, fmod and all, but is still operational at least until
2.0.1)
- I run VC 2005, select the Release configuration, go to Configuration
Manager, uncheck all the tests and integration projects (plus package)
- I open the Properties window on secondlife-bin and remove the /Zm1000
option from the command line
- I build the whole thing

But even just building llcommon will give me the error I mentioned, no need
to build the whole solution. This is the first time I get this error, and
since I noticed that google_breakpad was not part of the viewer before, and
surprisingly it uses an exception_handler.lib that does not provide the
correct functions...

That's all I can think of but I'm sure there is more.

Thanks again,
Marine



On 25 June 2010 22:39, Philippe (Merov) Bossut me...@lindenlab.com wrote:

 Hi Marine,

 I just built the tip of viewer-external on my Windows XP machine with no
 problem. Could you tell us a bit more on how you get things together? Do you
 use develop.py? Do you do a standalone build? Which Solution Configuration
 are you building?

 Cheers,
 - Merov

 On Thu, Jun 24, 2010 at 1:30 PM, Marine Kelley marinekel...@gmail.comwrote:

 Hello,

 I am having the following link error when trying to compile the llcommon
 project on Viewer 2.1 beta extracted from viewer-external :

 1-- Build started: Project: llcommon, Configuration: Release Win32
 --
 1Linking...
 1   Creating library
 D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.lib and object
 D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.exp
 1exception_handler.lib(exception_handler.obj) : error LNK2019: unresolved
 external symbol __declspec(dllimport) void __cdecl std::_Throw(class
 stdext::exception const ) (__imp_?_th...@std@@yaxabvexcept...@stdext@@@Z)
 referenced in function public: void __thiscall
 stdext::exception::_Raise(void)const  (?_ra...@exception@stdext@@QBEXXZ)
 1exception_handler.lib(exception_handler.obj) : error LNK2001: unresolved
 external symbol __declspec(dllimport) void (__cdecl*
 std::_Raise_handler)(class stdext::exception const )
 (__imp_?_raise_hand...@std@@3p6axabvexcept...@stdext@@@ZA)
 1D:\SL\linden\indra\build-vc80\sharedlibs\Release\llcommon.dll : fatal
 error LNK1120: 2 unresolved externals
 1Build log was saved at
 file://d:\SL\linden\indra\build-vc80\llcommon\llcommon.dir\Release\BuildLog.htm
 1llcommon - 3 error(s), 0 warning(s)
 == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped
 ==


 I have copied the libraries from libraries/i686-win32/lib/debug/ to
 libraries/i686-win32/lib/release/ but it didn't help. Does anyone know what
 to do please ? It seems to come from the new google_breakpad library but I
 don't know anything about it. I just know it was not there before.

 Thanks for any piece of help,
 Marine

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[opensource-dev] Problem compiling llcommon on viewer 2.1 beta

2010-06-24 Thread Marine Kelley
Hello,

I am having the following link error when trying to compile the llcommon
project on Viewer 2.1 beta extracted from viewer-external :

1-- Build started: Project: llcommon, Configuration: Release Win32
--
1Linking...
1   Creating library
D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.lib and object
D:\SL\linden\indra\build-vc80\llcommon\Release\llcommon.exp
1exception_handler.lib(exception_handler.obj) : error LNK2019: unresolved
external symbol __declspec(dllimport) void __cdecl std::_Throw(class
stdext::exception const ) (__imp_?_th...@std@@yaxabvexcept...@stdext@@@Z)
referenced in function public: void __thiscall
stdext::exception::_Raise(void)const  (?_ra...@exception@stdext@@QBEXXZ)
1exception_handler.lib(exception_handler.obj) : error LNK2001: unresolved
external symbol __declspec(dllimport) void (__cdecl*
std::_Raise_handler)(class stdext::exception const )
(__imp_?_raise_hand...@std@@3p6axabvexcept...@stdext@@@ZA)
1D:\SL\linden\indra\build-vc80\sharedlibs\Release\llcommon.dll : fatal
error LNK1120: 2 unresolved externals
1Build log was saved at
file://d:\SL\linden\indra\build-vc80\llcommon\llcommon.dir\Release\BuildLog.htm
1llcommon - 3 error(s), 0 warning(s)
== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==


I have copied the libraries from libraries/i686-win32/lib/debug/ to
libraries/i686-win32/lib/release/ but it didn't help. Does anyone know what
to do please ? It seems to come from the new google_breakpad library but I
don't know anything about it. I just know it was not there before.

Thanks for any piece of help,
Marine
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[opensource-dev] Cannot wear two different bodyparts at the same time

2010-05-10 Thread Marine Kelley
Hello all,

I have just filed a JIRA under Viewer 2.0.1 (although it shows for 2.0.0 as
well) at https://jira.secondlife.com/browse/VWR-19425

In short, when you wear a new skin and a new hair at the same time (by
selecting both and pressing Wear), one of them is worn then removed, leaving
you with the default version and an error message. I have discovered this
when testing RLV 2.0 (and pulling my hair for days over it) which uses
outfits very extensively and that ability is crippled. But since it is also
present in the vanilla SL viewer 2.0, I don't see what I can do.

Have anyone encountered this problem ?

Marine
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Re: [opensource-dev] Thank you for updating the Viewer Directory requirements

2010-04-28 Thread Marine Kelley
This is not a choice I made lightly, but many people simply did not
understand why the RLV was not in the directory, and despite the number of
times I said it was compliant, people just can't get their heads around the
fact that TPV policy compliance and Viewer Directory listing are two totally
different things. So I yielded.

Yes in some countries, requiring private RL data is illegal for a company
that is not a public administration. However these info are already known by
LL, they didn't require anything more than they already have. I gave mine
(again) because nothing said that these data were possibly going to be
published without my consent, at any time (LL has a privacy policy which is
not rewritten on the directory, so I assume the regular one applies). And if
my RL data became published one day without my consent, I'd have grounds to
sue LL for that and I'd win. Not that this is my intent in any way, but I'm
just saying that it would cause damage on both parts if such a thing
happened. So I am confident.


On 28 April 2010 20:40, Henri Beauchamp sl...@free.fr wrote:

 On Wed, 28 Apr 2010 18:02:24 +0200, Marine Kelley wrote:

  Hi, I'd like to thank whoever changed the application page on the Viewer
  Directory, the RL info fields used to be publishable (they had a little
  cross next to the little star indicating that they were mandatory), and
  that's what was holding me from registering the RLV there. Today I just
  noticed that these fields (RL name, address etc) are not publishable
  anymore, which mostly addresses the concerns I had before, namely having
 my
  RL info published without my agreement. Therefore I have applied to
 register
  the RLV on the Viewer Directory today, we'll see how it goes.

 This is still *way* beyond what I am ready to provide to LL: it is
 *illegal*
 in France to require private data that is not strictly necessary to provide
 a service. Reference: Law Informatique et Liberté, Article 6, paragraph 3
 (http://www.cnil.fr/fileadmin/documents/en/Act78-17VA.pdf), citation:
 The collected data [...] shall be adequate, relevant, and not excessive
 in relation to the purpose for which their are obtained and their further
 processing.

 Being published in the directory should not be made conditional to the
 divulgation of my real name and address. All what Linden Lab needs to
 have is my avatar name and an ISP based email (which they both already
 got): even in case of a legal issue, this info is sufficient for the
 police or the justice to identify me.

 Beside, given LL clearly states that they can modify the TPV policy at any
 time, how could you be sure that they won't suddenly decide to reveal your
 private data publicly ?... Another concern is about the security of your
 data. Linden Lab has already an history with data theft (see:
 http://www.bit-tech.net/news/gaming/2006/09/12/Second_Life_servers_hacked/1
 )
 and this may happen again, particularly with secondary and weakly protected
 databases such as the TPV directory.

 Sorry, but I will not endanger my real life by risking to get my real name
 publicly associated with my SL avatar name.
 As a French citizen, I will go by the French law which allows me to stay
 anonymous and preserve my private data.

 I already raised this concern, but apparently Linden Lab is ignoring it...

 For this reason and although fully TPV policy compliant, the Cool VL Viewer
 will not be registered in LL's TPV directory.

 Henri.
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Re: [opensource-dev] Where has Spare time gone in 2.0 ?

2010-04-27 Thread Marine Kelley
Thanks for opening this JIRA, Stickman. Voted.


On 27 April 2010 03:04, Stickman stick...@gmail.com wrote:

  My guess is that this is a simple oversight when porting over to
  viewer 2.0 ui infrastructure.

 If I had more time, I'd make it my crusade to document and request the
 re-addition of every feature missing in 2.0. There's a fair list of
 things you can't do anymore. Most of them are ancillary, like this,
 but having them missing is a little annoying.

 Anyway, here's the Jira for the missing Spare Time:
 http://jira.secondlife.com/browse/VWR-19210

 Samuel Linden, a UI Linden said if a Jira is made a missing feature,
 they'll see it. He also said that missing features are something they
 do want to bring back. I don't know how they define feature but I
 hope it's the same as mine. (Source: Samuel Linden's office hours.)

 Stickman

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[opensource-dev] Where has Spare time gone in 2.0 ?

2010-04-25 Thread Marine Kelley
Hello all,

As I was testing the RLV on viewer 2.0, I realized that the Spare time
entry in the sim console was gone, it used to be right under Script time
and indicated how healthy the sim was, and now there is no easy way to know
anymore. Has it been removed intentionally, or by mistake ? Is it at another
place now ? This piece of information is really critical to sim owners or
even visitors who want to assess the health of the sim in real time.

Besides this entry is not even sent by the sim, it is calculated by the
viewer as (22.5 - net - physics - sim - agent - images - script), unless I'm
mistaken. It would be rather easy to put it in again.

Thanks,
Marine
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Re: [opensource-dev] Brown-bag meeting to continue dialog on TVPV next Tuesday (4/13)

2010-04-10 Thread Marine Kelley
Thank you Joe

I'd like to chime in and bring my own concerns since I won't make it to the
meeting. My primary concern is about the Viewer Directory and here are my
questions :

- Will registering a TPV to the Viewer Directory become mandatory one day ?
If so, how can we be absolutely certain that our RL names and info won't
suddenly appear in clear on the webpage without our prior consent, even
after registering ?

- Why the need for RL info at all since LL already knows how to join us in
case of a problem ? Why do we have to enter these data again ?

- There is no privacy policy on this particular webpage, it is just said
that LL may make them available. I'd like to point out that this is
strictly illegal in most countries (especially in Europe), LL needs our
explicit written agreement prior to publishing our data. Registering to a
webpage with a may or may not is not a written agreement.

Thank you,
Marine


On 8 April 2010 22:24, Joe Linden j...@lindenlab.com wrote:

 Hello, all.  I've been reading the ongoing commentary here, on various
 blogs, irc, and in-world groups about the recently introduced Third Party
 Viewer Policy and Directory and I'd like to host an office hour or
 informal brown bag to make the conversation a little more synchronous for
 those who are interested.  I plan to hold three of these over the next
 couple of weeks, at times that might be friendlier for some than others, but
 the first one will happen next Tuesday, 4/13 at noon PDT.  I'd like to
 address questions about the intent of the policy, how we will be using the
 Directory going forward, and see if I can gather the specific concerns that
 have been raised by the community over the past several weeks.  It'll be an
 informal QA session, held in voice, at this location:

 http://maps.secondlife.com/secondlife/Linden%20Estate%20Services/229/230/29

 No RSVP needed, and feel free to rebroadcast the invite to others you think
 would benefit from open dialog around the subject.

 I hope to see many of you there next week.

 -- Joe

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Re: [opensource-dev] TPV - Nope

2010-04-03 Thread Marine Kelley
This is a sad day. I remember the times when you were indeed the most
prolific contributor, when your own third-party viewer was the toast of SL,
and the SL viewer has benefited greatly from your work. I think everyone can
thank you for that (and everyone has !).

And I'd like to thank you for helping me get started on my project back in
the days.

Best of luck for whatever next project you will work on,
Marine


On 3 April 2010 15:51, Nicholaz Beresford nicho...@blueflash.cc wrote:


 Hi All!

 Since the TPV and new TOS seems to be in effect now, I'd like to finally
 comment on it too.

 For those of you who don't know me, I'm the person who started the first
 thrird party viewer (in fact I made the original Wiki page
 http://wiki.secondlife.com/w/index.php?title=Alternate_viewersredirect=no
 )
 and as it appears I'm still the person with the most accepted patches to
 the viewer (except maybe SnowGlobe commits, I'm not sure if or how they
 are counted) and the winner of the year 2007 Linden OpenSource Award.

 I have not made viewers in quite some time and have basically resigned
 over gripes about how the Lindens handle open source and the OS
 community in general, so I'm not sure if my words still have any weight
 (not that any resident's words have any weight with the Lindens, except
 Stroker Serpentine's maybe, when they are voiced through a lawyer or
 court).  So just take my words as coming from the elder statesman armchair.

 However, I still had my account and a couple of alts, but this new
 TOS/TPV, now that's it's out of the box about to be in effect soon, puts
 the final nail into the coffin.

 I'm not going to try to dissect what's written there or what the
 practical legal impact is.  Living in Germany with strong customer
 protection laws, legal impact in fact is most likely zilch, but what the
 TOS and the TPV does, is to show the Linden's view of their relationship
 beween themselves and their residents and OS developers.

 While it's not a secret that I have been less than thrilled by their
 views and actions in the past, I find the TPV taking it to a new level.

 It is their servers, their assets, their business.  But trying to use
 their power in a way like this, dictating the terms, making far reaching
 demands and lightly brushing off concerns is unacceptable.

 Of course a viewer maker needs comply with the law, no TOS is needed for
 that.  But making demands like the branding (as if the word Life was
 their invention) or demanding disclosure like section 8d which goes far
 beyond any legal obligations is just way over the top for me.

 I took their sources based on GPL once and at that time alternate
 viewers seemed to be welcome and later I even jumped through a few hoops
 to meet their new whims (e.g. complying with their trademark policies).
  In the recent past, I have still used SL on occasion as a regular user
 and now, trying to use SL as a user, I'm finding myself being presented
 with new demands because my past viewers are still out there for download.

 Am I going to agree to that?  No frigging way.  I certainly do not want
 to have any relationship with a company who is trying to use their
 position of power in a way like that, no matter if it's legally valid or
 not.  The new TOS/TPV defines who LL thinks they are and who they think
 their users are and what kinds of demands and claims LL thinks they can
 make or what they think is acceptable and fair.

 I can only recommend to every viewer maker and contributor to have a
 look at this broader picture and evaluate if their contributions in time
 and efforts are worthwhile.   Mine where fun when LL was a different
 company, but there I no way I would have made contributions under the
 current terms.  In fact I won't even log in again under the new terms
 and have canceled my accounts today.


 Nicholaz.


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Re: [opensource-dev] A note on preserving NO WARRANTY for SL TPV developers

2010-03-30 Thread Marine Kelley
Thank you for the heads up Morgaine. Correct me if I'm wrong, but if  
the no warranty clause vanishes from the source code, then does that  
mean that LL guarantees that the code of the original viewer is bug- 
free ? We can't guarantee it as open source programmers if the  
original devs don't in the first place, and they can't expect us to  
remove it ourselves afterwards, so who is liable for the original  
defects if a law suit was started because of an exploit ?
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Re: [opensource-dev] A note on preserving NO WARRANTY for SL TPV developers

2010-03-30 Thread Marine Kelley
I agree, there is no question of distributing a binary + it's code  
with a warranty, but to do so LL must remove the no warranty clause  
from the original code or else our own code, if based on theirs, must  
mention it as well, voiding our own liability. It cannot be one  
without the other.

It wouldn't stand in court anyway, to expect second hand code to be  
liable when first hand code is not.


On 30 mars 2010, at 10:00, Gareth Nelson gar...@garethnelson.com  
wrote:

 It would be wise to stay on the side of caution and presume anyone who
 distributes the viewer is liable, even if they are not the ones who
 introduced the original defects.
 Even with that being said though, personally I would never dream of
 giving away software free of charge if it includes a warranty - that's
 basically infinite liability with something GPLed, as every single
 person who obtains the software could in theory sue you.

 On Tue, Mar 30, 2010 at 6:58 AM, Marine Kelley  
 marinekel...@gmail.com wrote:
 Thank you for the heads up Morgaine. Correct me if I'm wrong, but if
 the no warranty clause vanishes from the source code, then does  
 that
 mean that LL guarantees that the code of the original viewer is bug-
 free ? We can't guarantee it as open source programmers if the
 original devs don't in the first place, and they can't expect us to
 remove it ourselves afterwards, so who is liable for the original
 defects if a law suit was started because of an exploit ?
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 for
 everyone. That’s worth going to jail for. That’s worth  
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Re: [opensource-dev] A note on preserving NO WARRANTY for SL TPV developers

2010-03-30 Thread Marine Kelley
Well sure, if I stated that I agree to be responsible for whatever  
defect, past present and future, the SL viewer may introduce, but I'm  
not crazy, and I doubt anybody else would be either. This is called an  
abusive clause and that does not stand in court. Therefore, I do not  
see the no warranty clause go away, nor us be expected to remove it  
ourselves. And therefore I do not see us being sued by users for  
whatever bug they may encounter.

But I might be over-optimistic, as usual.

On 30 mars 2010, at 10:17, Gareth Nelson gar...@garethnelson.com  
wrote:

 It wouldn't stand in court anyway, to expect second hand code to be  
 liable
 when first hand code is not.

 Any precedent on that? Surely it's better to have the policy rewritten
 rather than rely on it not standing up in court
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Re: [opensource-dev] A note on preserving NO WARRANTY for SL TPV developers

2010-03-30 Thread Marine Kelley
Naturally but do they apply to the developer ? They should void only  
for the original dev who implemented the feature intentionally, if  
any. Keeping in mind that the servers are as responsible to protect  
the data add the viewers are responsible to not attack them. To me  
developers (paid by LL as well as open source therefore unpaid) should  
be innocent until proven guilty. That's the only way to keep a sane  
relationship.


On 30 mars 2010, at 14:52, Simon Disk simon.dis...@gmail.com wrote:

 I think I have read a different TPV policy than most people here. I  
 do not see how clauses 11 and 12 are being overridden. Both clauses  
 stipulate that the GPL cannot be used to violate the law. So when  
 you use a TPV and connect to the SL grid and then steal content that  
 you did not create or disrupt Linden Lab's service, those clauses no  
 longer apply to you.

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Re: [opensource-dev] Third party viewer policy: commencement date

2010-03-20 Thread Marine Kelley
Well it seems that we can choose not to publish our RL identity to the open.
I too wonder why LL can't link our RL data with our avatars themselves,
since most (if not all) of us are Premium members or have been in the past.
There is certainly a very good internal reason that they cannot disclose,
and it's ok.

What scares me is that the FAQ (and the TPV itself) states that LL may
publish these data in the future. They don't say whether if, or rather
when they choose to do so, people who have given their RL data to have
their work published on the viewer directory will be given the choice to
opt-out or not. They can opt-out now, they should be certain they will still
be able to opt-out at any time, prior to pushing the switch. KirstenLee and
Legolas have had their RL info disclosed for a few days already. Maybe they
didn't care, but fact is that they were published then, and are hidden now.
Something must have happened. And if this was a mistake, I would dare to say
it was a very serious one, serious enough to actually sue LL for disclosing
private information without prior consent.

But I digress. The viewer directory is only informative, and is in no way a
certification for the published viewers. A malicious viewer could very well
be published there for a few days or months before the author turns
something on that lays havoc on the grid or on the user data. Like those
virii that activate themselves only on a certain date. There is still no way
of being certain that what you download is safe, viewer directory or not.
That's why I think risking our RL identities on something that holds so
little value is not worth it.



On 20 March 2010 22:14, Patrick N. djs...@hotmail.com wrote:

  I tend to agree with Jesse, just list their avatar name and LL know
 already all their details anyways.. I have never seen so far any open source
 project where they had a requirement about declining their real identity
 with their address as well..

 Its not like they are complete unknown they are your customer already 


  *From:* Jesse Barnett jess...@gmail.com
 *Sent:* Saturday, March 20, 2010 1:30 PM
 *To:* Joe Linden j...@lindenlab.com
 *Cc:* Boy Lane boy.l...@yahoo.com ; opensource-dev@lists.secondlife.com
 *Subject:* Re: [opensource-dev] Third party viewer policy: commencement
 date

 GRRR!

 So you left in the requirements that you may publish the real life name and
 address of the developers in the 3rd party Viewer Directory?

 This is absolutely nuts and extremely dangerous and whoever thought it was
 a good idea needs to publish thier own name and address in reply here. Would
 you like to start Joe? Or what about just publishing the address of the
 lawyer/lawyers who thought this was a good idea?

 I have been using the internet since the time of 2400 modems and have seen
 enough incidents. There is no way in hell I would endanger the life of my
 daughter by ever having my address listed.

 major fail,
 Jesse Barnett


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Re: [opensource-dev] oh give me a break

2010-03-15 Thread Marine Kelley
Are you outright saying on the sldev mailing list, in the face of LL,  
that you are wanting to work at stealing enough content to force  
them to open the whole system ?

And you still wonder why your ideas are met with hostility ?

You should stop leeching other people's stuff and start your own  
project, preferably making some money with it. We'll see if you keep  
the same speech.


On 15 mars 2010, at 04:01, New Hax newh...@gmail.com wrote:

 On 3/14/10, Carlo Wood ca...@alinoe.com wrote:

 Imho, SL would have have had better products if everything
 had been free and open (no permission system). Then one could
 learn from others and improve things, build upon the experience
 and work of others, and nobody would make money of it or have
 to be afraid that others would.


 We can still make it that way. Copyclients still work for now. And
 lots of them cant be detected by Linden Labs.  So if we get out there
 and free a lot of content before Linden Labs closes up the viewer then
 Linden Labs will have no choice but to embrace a FREE and OPEN grid.

 Nobody should be making money in SL. Think, it could be a hacker or
 experimenter or THINKERS paradise instead of a capitalist platform.

 The fact that scripts can't be copied is lucky for those
 that are making real money in SL, it is their only and last
 protection against losing their income.


 And their time will come and their locked up proprietary stuff will be
 freed, also. There are lots of coders working on that.

 That brings me to the fact that LL is currently working
 in secret and without discussion on the implementation
 of client-side scripting, and from the tiny bit of information
 that leaked out, they are apparently trying hard to make
 also THOSE scripts hard to copy / inspect / improve upon.


 I say they should go for it with client side scripting. Then we will
 be able to open it up and share everyones scripts. Right now scripts
 are locked away on the server and is the last link that we as hackers
 and coders cant open.

 Everyone who believes in a real OPEN grid should get out there and
 copy and FREE (do not charge for it) as much proprietary content as
 you can. Teach content makers and Linden Labs by force (we have
 control) that the only future is FREE.

 
 Join us now and share the software;
 You'll be free, hackers, you'll be free

 Hoarders can get piles of money,
 That is true, hackers, that is true.
 But they cannot help their neighbors;
 That's not good, hackers, that's not good.

 When we have enough free software
 At our call, hackers, at our call,
 We'll kick out those dirty licenses
 Ever more, hackers, ever more.

 Join us now and share the software;
 You'll be free, hackers, you'll be free.
 
 Song PUBLIC DOMAIN by Richard M. Stallman!!!

 I'm OUT!
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Re: [opensource-dev] oh give me a break

2010-03-14 Thread Marine Kelley
I'm sorry Kent, I didn't want to upset you. Yes you are getting a lot of
flak, and you are not alone in this case. This TPV does add heavy
requirements upon us developers, and I'm not even talking about the Viewer
Directory which requires us to publish our RL names out to the open. Which
is not going to happen for most like me, which will still be seen as dodgy
devs who explicitly declined the agreement.

The TPV and the closed-source beta 2.0 have been out the same day. That is a
fact. Viewer 2.0 is closed-source for now, and since I don't read the
future, I have no grounds to say whether it is going to stay closed-source
or not. Seems, by reading what you say, that it is going to be released as
open-source. This is good news. Having the source of SG 2.0 released the
same day was a partial relief, even if I wasn't sure about the differences
between SG 2.0 and Viewer 2.0. Merov did an awesome work I'm sure.

I think I can sense that the TPV didn't really serve the techies at LL, by
getting out the same day as Beta. In fact it kinda played against you. I
don't know anything, but I'm not really sure why the TPV had to be published
the same day in the first place. It could have waited, or it could have been
published before, I don't know. To me if the two are separate, then they
should have been published separately, with some time in between.

I am not questioning LL's plans here. I am merely observing facts and making
my own interpretation over how every one of the moves at LL impacts me and
the people I work with/for.

Marine


On 14 March 2010 20:09, Kent Quirk (Q Linden) q...@lindenlab.com wrote:


 On Mar 14, 2010, at 2:41 PM, Marine Kelley wrote:

  However it is true that LL has delivered a bad message recently, by
 publishing the TPV and the closed-source SL 2.0 the SAME day. The TPV
 burdens us developers while freeing LL's hands, and the viewer 2.0 is going
 to be adopted by newcomers, so it will eventually get a broader audience
 than the rest. It could very easily be seen as competition. It looks very
 close to some fire-and-motion technique. They suppress open-source
 development by laying unbelievably heavy requirements upon the devs, while
 moving forward and releasing their own viewer which is not subject to said
 requirements. I do hope I'm wrong and this is not the message that LL wanted
 to send to us. But one can understand why so many teeth are gritting now.
 

 What's frustrating about this for many of the Lindens is that we as an
 organization pushed hard -- and Merov in particular worked nights and
 weekends -- to get the Snowglobe source out on the same day that beta was
 released, rather than waiting for our usual export process to work itself
 out while we figure out how to make a new source control system (mercurial)
 work for export.

 We actually believed we were doing something the community would really
 appreciate -- getting the source out there the same day as beta. And yet
 somehow that became something bad. People keep repeating that it's closed
 source.

 Despite the negative reaction, we're still working on the export process,
 as Soft indicated, so that we can publish without the snowglobe patches
 added. I'll also soon be posting our branching strategy we've been working
 out for some weeks now. Sorry if it's not fast enough for some, but we've
 kind of been focused on getting viewer 2 out.

 The TPV, as has been repeatedly stated, is about protecting our servers and
 establishing the framework within which we can protect user content. I
 simply don't see what the heavy requirements are. We ask viewer developers
 for little more than good citizenship. That doesn't seem particularly
 burdensome.

 So yes, I think you're wrong about our motivations and intent. If we wanted
 to kill our open source market we'd simply stop publishing it, rather than
 creating a TPV that allows us to promote it. And considering the amount of
 flak we've been getting, it would be easier. And yet, we're still here.

Q


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Re: [opensource-dev] oh give me a break

2010-03-14 Thread Marine Kelley
You are kidding here, right ?

On 14 March 2010 23:27, New Hax newh...@gmail.com wrote:

 there shouldn't be. if SL is to be open, and really open source, then
 the scripts on it should be GPL as well. But it's different because
 scripts CAN be protected FOR NOW but blobs of binary and graphics ,
 textures, and blobs of prims cannot.

 If i take a sphere prim and put a happy face texture on it, do i
 suddenly own all sphere prims with happy face textures on them?

 I think that yea scripts should be open too it'd be in the spirit of
 real opensource dev. But if you want to lock them up you ccan since
 they run on the server.

 but this will change with interop. you wont be able to protect scripts
 either when you go to someone else's sim, they can take your code
 then. so I say dont bother.

 eventually once everything is opened people will get over the idea of
 'intellectual property' like a sickness.

 On 3/14/10, Lawson English lengli...@cox.net wrote:
  New Hax wrote:
  then what are you doing on an opensource list if you want your content
  wrapped in DRM.
 
  sl will die if its not open. and you can't compare rl doors to the
  internet. if you dont lock your rl door I can come in and take
  something of yours that isnt replaceable.
 
  but on the internet as a content maker you can make INFINITE products
  so you arent losing anything if i copy it and make no money off of it.
 
 
 
  So lets open up all scripting sources too. I mean no need for content
  protection there, either, right?
 
 
  Lawson
 

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Re: [opensource-dev] oh give me a break

2010-03-14 Thread Marine Kelley
Simply the facts that my scripts are NOT to be ported to other grids unless
I am certain the source code, which would be uploaded by me only, is
protected. Any other way of porting my scripts to other grids and to use it
there is theft.


On 14 March 2010 23:29, New Hax newh...@gmail.com wrote:

 No im not kidding, whats going to stop people from taking your
 scripts, when you can hop from one grid to another? Interoperability?
 The sim owner can take your scripts.  For now scripts are protected
 because Linden Labs owns the code.

 On 3/14/10, Marine Kelley marinekel...@gmail.com wrote:
  You are kidding here, right ?
 
  On 14 March 2010 23:27, New Hax newh...@gmail.com wrote:
 
  there shouldn't be. if SL is to be open, and really open source, then
  the scripts on it should be GPL as well. But it's different because
  scripts CAN be protected FOR NOW but blobs of binary and graphics ,
  textures, and blobs of prims cannot.
 
  If i take a sphere prim and put a happy face texture on it, do i
  suddenly own all sphere prims with happy face textures on them?
 
  I think that yea scripts should be open too it'd be in the spirit of
  real opensource dev. But if you want to lock them up you ccan since
  they run on the server.
 
  but this will change with interop. you wont be able to protect scripts
  either when you go to someone else's sim, they can take your code
  then. so I say dont bother.
 
  eventually once everything is opened people will get over the idea of
  'intellectual property' like a sickness.
 
  On 3/14/10, Lawson English lengli...@cox.net wrote:
   New Hax wrote:
   then what are you doing on an opensource list if you want your
 content
   wrapped in DRM.
  
   sl will die if its not open. and you can't compare rl doors to the
   internet. if you dont lock your rl door I can come in and take
   something of yours that isnt replaceable.
  
   but on the internet as a content maker you can make INFINITE products
   so you arent losing anything if i copy it and make no money off of
 it.
  
  
  
   So lets open up all scripting sources too. I mean no need for content
   protection there, either, right?
  
  
   Lawson
  
 
 

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Re: [opensource-dev] oh give me a break

2010-03-14 Thread Marine Kelley
Don't forget to reply to all, everyone is getting only part of the
conversation when you reply to me only.

We're not talking about the same thing at all anyway. We were talking about
content theft issues, which has nothing to do with the viewer. It has
nothing to do with this mailing list even. They concern scripts, textures,
builds, shapes, sounds, all the assets that are built by individuals
in-world and that are copyright protected. You cannot hope for a grid where
all these assets would be free for all without asking to be able to steal
this content.


On 14 March 2010 23:39, New Hax newh...@gmail.com wrote:

 agree to disagree yea but then your days are numbered in SL. If the
 project forks then there will be a VW without all these restrictions
 and lindens threatening people for asking them to keep their promises?

 On 3/14/10, New Hax newh...@gmail.com wrote:
  I want a grid where people can have the freedom to develop what they
  want and do what they want, without being told whats allowed, and
  without being watched because you might move the wrong bits from one
  place to another. and without lindens threatening if we dont play
  nice with draconinan DRM. That was what i hoped the spirit of Open
  source SL would be. but i guess im wrong.
 
 
  On 3/14/10, Glen Canaday gcana...@gmail.com wrote:
  Then what are you doing here?
 
  On 03/14/2010 06:32 PM, New Hax wrote:
  I know better than to try to get rich off of selling ones and zeroes.
 
  On 3/14/10, Glen Canadaygcana...@gmail.com  wrote:
 
  Then what are you doing in SL? Not making a living, I can assure you.
 
  Nor are you putting food on the table RL except perhaps by manual
  labor,
  which cannot be copied. Ex: Ditches need to be dug. The ditch-digger
  can
  be changed out, but that doesn't change the fact that even if you get
 a
  new digger, you still have a ditch when you're done.
 
  OSS/Free Software and Proprietary software are the diggers; they're
 not
  the ditch itself.
 
  On 03/14/2010 06:18 PM, New Hax wrote:
 
  then what are you doing on an opensource list if you want your
 content
  wrapped in DRM.
 
  sl will die if its not open. and you can't compare rl doors to the
  internet. if you dont lock your rl door I can come in and take
  something of yours that isnt replaceable.
 
  but on the internet as a content maker you can make INFINITE products
  so you arent losing anything if i copy it and make no money off of
 it.
 
 
  On 3/14/10, Marine Kelleymarinekel...@gmail.com   wrote:
 
 
  well I am a content creator, content theft is a problem to me, it is
  tied
  to
  IP rights which are a legal issue. And I am not one of those who say
  content theft is inevitable, let's not do anything about it. Doors
  can
  be
  lock picked, that's not a reason for me to leave my door wide open.
 
 
  On 14 March 2010 23:04, New Haxnewh...@gmail.com   wrote:
 
 
 
  On 3/14/10, Marine Kelleymarinekel...@gmail.com   wrote:
 
 
  Err... Content theft has always been a problem, will always be a
  problem,
  and LL better be on the same page with developers, content makers
  and
  customers here.
 
 
  content theft isn't a problem, never has been a problem, and is the
  nature of the internet and digital things.  if content makers are
  worried about content theft then they shouldn't be on SL. because
  its inevitable and cant be stopped.
 
 
 
 
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Re: [opensource-dev] Script memory limit vs server CPU utilization as a key metric

2010-03-10 Thread Marine Kelley
Devnull Linden. Haha. That's a good one :D

(Note : this message holds no value added and presents a mild time- 
wasting factor. Read at your own risks)


On 10 mars 2010, at 15:30, Maggie Leber (sl: Maggie Darwin)  
mag...@matrisync.com 
  wrote:

 I'd be more interested in the answer to Ann's are you running 8
 private islands to a host now? question.

 I'd heard the claim that that was happening on mainland; that it might
 be happening to estate owners too (with no notice) is new to me.

 It's certainly germane to discussion of the cross-region impact of
 server sharing. Especially given that we're told memory and swapdisk
 activity is much more important than CPU.

 I'd also like to know how many regions are running per NIC, especially
 in light of  SVC-5357 and  VWR-15781. Are there known multi-home
 network queueing problems in the OS? How much real memory per region
 would be interesting too.

 All highly proprietary, I'm sure.  But when you start making server
 performance a customer problem and solving it on our backs, we deserve
 some facts, or we're left continuing to buy a pig in a poke.

 Will we get the newly-standard Linden I can't comment on that, you
 should ask to Devnull Linden whose office hours are every February
 29th at 4am EST response?

 Or none at all?
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Re: [opensource-dev] Question regarding llSetLinkPimitiveParamsFast()function in 1.38.0

2010-03-07 Thread Marine Kelley
Code is proprietary unless stated otherwise by the maker. Abandoned code
does not mean public domain code, this would be a violation of copyright to
release protected source code to the public without the agreement of the
owner first. Whether they are still active in SL or not does not matter.



On 7 March 2010 17:09, JB Hancroft jbhancr...@gmail.com wrote:

 About that:  Creator out of SL; no source code

 But we know the source is still bound to the prims, a la SL.
 Has LL ever done anything about helping recover abandoned code, in some
 way?

 - JB


 On Sun, Mar 7, 2010 at 10:45 AM, Garmin Kawaguichi 
 garmin.kawagui...@magalaxie.com wrote:

 I suppose that's just because the LSO code has changed and there are
 thousands objects no modify having the creator out of SL : not possible to
 compile the script(s)

 GCI


 - Original Message -
 From: Obsidian Kindragon kindra...@comcast.net
 To: opensource-dev@lists.secondlife.com
 Sent: Sunday, March 07, 2010 3:39 PM
 Subject: [opensource-dev] Question regarding
 llSetLinkPimitiveParamsFast()function in 1.38.0


  Hi all,
 
  I've a quick question regarding the new llSetLinkPimitiveParamsFast()
  function in 1.38.0. Why did LL opt for a new function instead of just
  removing the delay from the current llSetLinkPrimitiveParams() function?
  I can't conceive any case where removing the delay from the current
  function would break any existing content.
 
  - Obsidian Kindragon (AKA Obsidian Stormwind)
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Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-03-01 Thread Marine Kelley


 If LL makes the agent ID's public, people will soon ban
 *ALL* minor TPV's (being all of them, except maybe emerald,
 because that has already a pretty large userbase) just in case.

Ahem ! Define minor TPV please. 
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Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-02-28 Thread Marine Kelley
Some people have no problem with showing their private fetishes to the
world, other people like me do. I have a family, a job, and friends. I have
plenty things to hide, my private life is nobody's business, and anybody who
attempts to pry it open will only meet hostility.


On 28 February 2010 11:49, Gareth Nelson gar...@garethnelson.com wrote:

 For myself, I'd happily give my real name and an email address - but
 not a postal address for public access. Anyone who would consider
 doing that is lucky to never have had a stalker (trust me, it's not
 pleasant).

 If the reason for requiring this information is in case we need to
 sue you then it's in no developer's interests to give it. An email
 address is fine for contact info, and a real name is unneeded, but
 shouldn't be a massive concern - personally I only use a secret alias
 online if i'm trying to hide.

 People have mentioned kinky stuff in SL as being a reason to hide -
 well, i'm perfectly happy to show everyone videos and screenshots of
 myself in a sex club just to prove i'm serious about nothing to
 hide. Hopefully that means you can also trust me not to put nasty
 trojans in my code. Of course whether you'll ever use my code is
 dependent on contacting me directly these days - no way am I signing
 the contributor agreement to get patches into the main viewer.

 On Sun, Feb 28, 2010 at 9:06 AM, Lance Corrimal
 lance.corri...@eregion.de wrote:
  Am Sonntag 28 Februar 2010 schrieb Henri Beauchamp:
 
   I know the identity requirement will remain, and I expect there
   will be a form that's more explicit about what information is
   required, if there isn't already.
 
  For now, email and full snail mail address are required in addition
   to the real name.
 
   If you know of any law that makes it illegal to require email as
   a condition of being listed in an optional directory, it would be
   helpful to tell me where to find it so I can pass it on to legal.
 
  Real name and (ISP hosted) email address are both OK and adequate
  (they provide both a mean of communication and a mean of
   identification, the latter in the case a legal action would be
   taken by Linden Lab), the only thing which is not OK as the form
   is right now (beside the mention that private info may be
   published) is the snail mail address requirement (unneeded at all,
   thus it shall not be a required info).
 
 
  Right now I'm working on porting henri's cool patches to snowglobe.
  As it stands now, I'm not going to put it into the viewer directory,
  unless the requirements for any other data than my SL name and a
  valid, working email address are taken down. Real name is only
  acceptable if not publicly shown anywhere.
 
  bye,
  LC
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Re: [opensource-dev] FAQ posted for Third Party Viewer Policy

2010-02-27 Thread Marine Kelley
I don't know much about it, but what about the data that most of us already
entered when signing up to SL ? LL should have these data stored somewhere,
why do we have to enter them all again ? If the data to be entered to sign
in to the viewer directory is not linked to it, what gives LL the certainty
that they are accurate, where are they stored, and what is the privacy
policy ? The TPV says may be published, but there is no way to be sure...
And moreso, the FAQ says that listing in the directory might become
mandatory. With such vague terms it is impossible to comply to these
requirements, which are way too intrusive for a hobbyist.

Sorry about this, it seems that publishing a Frequently Asked Questions page
brings even more questions ! It is always like this. lol.


On 27 February 2010 10:32, Henri Beauchamp sl...@free.fr wrote:

 On Fri, 26 Feb 2010 21:14:52 -0600, Soft Linden wrote:

  There's now a FAQ for the Linden Lab Policy on Third Party Viewers:
  http://bit.ly/caedse

 Very good job, Soft, thank you ! :-)

 However, there are a couple of points that I think should be addressed
 or precised in this FAQ:

 1. The trademarking rules as presented in the TPV are in contradiction
   with Linden Lab's own trademark policy. In particular:
  5.b.i You must not have a Third-Party Viewer name that is
   “ Life” where “” is a term or series
 of terms.
   Is in contracdiction with:
   http://secondlife.com/corporate/brand/trademark/unauthorized.php
   in which we see that [anything] Life is not forbidden as long
   as [anything] does not contain Second.
   I would call such a trademarking a domain trademarking (like
   a domain name for an Internet site address), but I doubt very much
   such a rule would be legal, even in USA...

 2. in the FAQ, to the question I do not want a publicly available
   listing in the Viewer Directory to disclose my own name or contact
   information.  Is it possible for the public listing page to show
   just the brand name of my third-party viewer?, the answer states
   that name and contact info must be provided to Linden Lab, however
   the type of contact information is not precised. An email from
   an ISP account (not an anonymous Yahoo/Hotmail/Google/whatnot
   account, of course) *is* a contact information that is sufficient
   to legally identify the developper in case of any action against
   them. But right now, the full snail mail address is required,
   which is in violation with some international laws protecting user
   privacy (notably the French law Informatique et Liberté).

 I hope to see these two points addressed.

 Many thanks in advance !

 Henri.
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