Random Ego Googling

a few random links about my recent work in Second Life.http://www.podango.com/podcast_episode/290/20299/The_Latest_at_Second_Life/Two_cars__Two_Islands





It is still a bit strange to see me referred to as a master builder or scripter.  I am just out to have some fun, but it is nice to see that people enjoy my work a bit.

May 2007 Cory Linden Townhall Chat Log

[11:55]  moo Money: =O
[11:55]  Cerulean Capalini: lol
[11:55]  moo Money: never!
[11:55]  Lexa Pro: oh noes.
[11:55]  Nel Shan: Sorry, Josh. Missed it
[11:55]  Digital Digital: will the real linden plz stand up :P
[11:55]  moo Money: hihi
[11:55]  Mecha Dinosaur: Attack it’s weak point for MASSIVE damage!
[11:55]  Luth Brodie: lol
[11:55]  PetGirl Bergman: you did screwin a bulb josh? or what?
[11:55]  Joshua Nightshade: you’re fired nel.
[11:55]  Phoenix Psaltery: you’re right, moo, thats one they wouldnt break :)
[11:55]  Zagro Ferraris: Thers these to polymorphs walking down the street one turns into a bar and the other walks in and tells the bartender to make him a drink.
[11:55]  Lexa Pro steals everyones’ buckets.
[11:55]  You: Chadrick Linden walks into a bar
[11:55]  moo Money: ahahaha
[11:55]  Ravanne Sullivan: Lindens are mythical, like bigfoot
[11:55]  Kylix Petit: “Commander Taggart you are our only hope!”
[11:55]  You: and changes it to a tube, then a sphere.
[11:55]  Greho Otaared: Nooo! Ah wantz mah bukket!!
[11:55]  Jesse Linden: I am in fact. not real
[11:55]  Klink Epsilon: they are a bug inherant to the programming of the matrix
[11:55]  Mecha Dinosaur: Ugh I’m in the floor again..
[11:55]  Kitty Barnett: read
[11:55]  Gwynnie Boffin: YOU get a car! and YOU get a car!
[11:55]  Sascha Vandyke: hey, this region is very stable, does it run on older server software?
[11:55]  Notecard Writer: Still waiting for the “Applause” sign to rezz
[11:55]  Salazar Jack: Hurrah!
[11:55]  Lexa Pro: we’re goign to get NEW SCION TCS!
[11:55]  Wrestling Hulka: Torley! *gets out Watermelon Gun*
[11:55]  Zaphod Kotobide: Torley’s here. ALL RISE
[11:55]  No room to sit here, try another spot.
[11:55]  Nel Shan: Another LInden!
[11:55]  Kylix Petit: Jessee: I already told the joke about the siamese twins that moved to England so the other guy could drive.
[11:55]  Rob Adelaide: YAAAAY
[11:55]  Ravanne Sullivan: Oprah is hiding since her hair rezzed in her butt
[11:55]  Scarlett Qi: Hi Torley! Yoz! Cory!
[11:55]  Zjggy Stardust: ghosts! : O
[11:55]  Torley Linden: hi :)
[11:55]  SunShine Kukulcan: ZOMG..Cory
[11:55]  moo Money: omg a pig!
[11:55]  Gwynnie Boffin: yay Torley!!
[11:55]  moo Money: errr
[11:55]  moo Money: panda
[11:55]  Cerulean Capalini: lol
[11:55]  Rob Adelaide: Torley is a rockin Water-panda-melon
[11:55]  dale Cao: i wish we had voice
[11:55]  — End of Log —
[11:56]  Jeska Linden: Hello everyone!
[11:56]  Jesse Linden: just a moment folks
[11:56]  Notecard Writer high-fived Ravanne
[11:56]  Mecha Dinosaur: So that thsi would sound like a bunch of people talking over each other.. and thus we would be unable to hear each other?
[11:56]  Raul Crimson: hi, jeska
[11:56]  Jesse Linden: we’ll be starting soon
[11:56]  moo Money: it would be his first town hall as a resident
[11:56]  Brenda Maculate: I’m glad I was sitting for this… SEVEN Lindens in the same place….
[11:56]  Harleen Gretzky: Hi Jeska
[11:56]  Zagro Ferraris: YAY voice
[11:56]  Mo Miasma:    ^^^***  OMG  ***^^^
[11:56]  Marilyn Murphy: wanna run a pool on which linden crashes first?
[11:56]  Mo Miasma: lol
[11:56]  No room to sit here, try another spot.
[11:56]  Zagro Ferraris: almost didnt get the stream
[11:56]  Digital Digital: I can’t see any lindens :(
[11:56]  Cerulean Capalini: *clicks beers with the person next to her woo*
[11:56]  SunShine Kukulcan: what babe?
[11:56]  Wrestling Hulka: Lindens, can you guys post the prepared statements on the blog prior to when you copy/paste them?
[11:56]  Sascha Vandyke: the region will crash with so many lindens here
[11:56]  Doc Nielsen: We
[11:56]  moo Money: hey! be nice!
[11:56]  Heretic Linden: grr
[11:56]  Inigo Chamerberlin: That was cool – not
[11:56]  dale Cao: voice voice vvoice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice
[11:57]  moo Money: I didn’t complain even close to as much as you guys when I lost my entire inventory
[11:57]  Patchouli Woollahra shouts: Guys? we have over 50+ people in here, the client cuts out at 30. settle down and listen. please.
[11:57]  moo Money: show some respect
[11:57]  Zi Ree: so.. when we ..get Linux driver ..for voice chat? :P
[11:57]  dale Cao: voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice voice
[11:57]  Gwynnie Boffin: Dale, stop please
[11:57]  Nel Shan: Dale, shoosh
[11:57]  Mecha Dinosaur: Hahah voice chat.. now that’s a joke
[11:57]  Itoku Kamachi: My framerate went up when the Lindens arrived.
[11:57]  dale Cao: i need voice voice voice voice voice
[11:57]  Mo Miasma: i dont :P
[11:57]  Patchouli Woollahra: dale, shut up now!
[11:57]  Kylix Petit: Dale.. where are you sitting.. I need to mute you
[11:57]  Zjggy Stardust: they be magical, mystical, fantastical!
[11:58]  Inigo Chamerberlin: Excuse the lack of hair – one day soon it’ll arrive – maybe
[11:58]  Phoenix Psaltery: noooo
[11:58]  SunShine Kukulcan: Dale..there isnt gonna be any
[11:58]  Gwynnie Boffin: Dale, the problem is that you have too much voice atm
[11:58]  Wrestling Hulka: You can mute using Chat History..
[11:58]  dale Cao: i can tread voice voice voice voice voice voice voice
[11:58]  Brenda Maculate: Audio at all?
[11:58]  Digital Digital: lmao i was using the voice chat client and walked up on people having sex voice chat lol
[11:58]  Nicki Reisler: I like your avatar, Yoz :)
[11:58]  Nel Shan: Not til they can make me sound less like Kathy Bates and more like Audrey Hepburn
[11:58]  Zagro Ferraris: turn on the stream there talking
[11:58]  Zaphod Kotobide: .. /mode #pooley +mv Cory Linden
[11:58]  Brenda Maculate: I did. It craps out.
[11:58]  Jeska Linden shouts: Welcome to today’s Town Hall with Cory Linden. Today’s Town Hall is focused on technical issues within Second Life.
[11:58]  Notecard Writer: Dale STFU
[11:58]  Jeska Linden shouts: We’ll begin in just a few moments, first I wanted to take a minute and explain how this works.
[11:58]  Jesse Linden: please everyone
[11:58]  dale Cao: there is none
[11:58]  Jesse Linden shouts: shush
[11:59]  Wrestling Hulka: Heretic! I’ve never met you before
[11:59]  Heretic Linden: Wrestling! Nice to meet you.
[11:59]  Jeska Linden: Today’s Town Hall is Text Only –
[11:59]  Jeska Linden shouts: All questions should be submitted via the Linden Town Hall Questions group – the group has open enrollment, simply join and paste your question into the Group IM. Questions will be answered in the order they appear, duplicate questions and any technical support or individual support questions will be skipped.
[11:59]  Jeska Linden shouts: If you’d like to follow along with the Town Hall, please join the Linden Town Hall Closed Captioning Group, where we will be repeating the discussion.
[11:59]  Jeska Linden shouts: We will be posting a full transcript to the blog after the event, you may also want to read Cory’s Pre Town Hall blog post here: http://blog.secondlife.com/2007/05/02/cory-linden-town-hall/
[11:59]  Joshua Nightshade: zomg wrestling has FIC connections.
[11:59]  dale Cao: i can read
[12:00]  dale Cao: can’t read
[12:00]  Jeska Linden shouts: Also, please hold offers of friendship and IMs to Cory until after the event, as it can be disctracting!
[12:00]  SunShine Kukulcan: lawl@Joshua
[12:00]  Jeska Linden: Ok, Cory, take it away.
[12:00]  Zagro Ferraris: good cus i’m not sure if i got chat logging on :p
[12:00]  Brenda Maculate: Ellin, I can’t see!
[12:00]  Cory Linden shouts: Good afternoon, everybody… amazing to see so many avatars in one place
[12:01]  Davina Glitter shouts: I love you Cory
[12:01]  Cory Linden shouts: And I think since I put up the blog post we should go straight into questions
[12:01]  Joshua Nightshade: is this town hall going to be voice as well?
[12:01]  Zagro Ferraris shouts: Thank you cory i ben here since 6am :p
[12:01]  Melchoir Tokhes: 4 places.
[12:01]  tx Oh: its near 200
[12:01]  Jesse Linden: text only
[12:01]  Zagro Ferraris shouts: Is there a channel that only going to have what the lindens say ?
[12:01]  dale Cao: ican’t read
[12:01]  Mecha Dinosaur: It’s over 9000!
[12:01]  Cory Linden shouts: I know you will have a lot of them, so we’ll go through as many as we can
[12:02]  Joshua Nightshade: who should questions be sent to?
[12:02]  Jeska Linden: Faith Matova: somebody do me a favor and ask them at least why they’ve waited almost 2 years to upgrade to MySQL5?
[12:02]  Zaphod Kotobide: Josh: The town hall questions group
[12:03]  Cory Linden shouts: Because until very recently the performance limitations of MySQL 4.*’s multithreading
[12:03]  Cory Linden shouts: hasn’t been the high nail on performance
[12:03]  Kitty Barnett: (just set yourself busy, Linden chat overrides busy and filters out the chatter :) )
[12:03]  Cory Linden shouts: plus we wanted to make sure it was very stable before we switched
[12:03]  Cory Linden shouts: the process of upgrading is now ongoing, but will take time with 50+ MySQL instances running
[12:04]  Jeska Linden: Daaneth Kivioq: I wanted to konw – since it is clear that permromance issues are closely related to concurrent log ins, why throttling is not beeing used more agressively – i.e. – starting booting non-verifieds when the load gets high?
[12:05]  Cory Linden shouts: We’re trying to be careful about not using it too aggressively and building metrics to better know when to use it. The building of the metrics is ongoing.
[12:05]  Seven Shikami: Is the closed caption echo of the town hall working for anyone else? I’m not getting anything.
[12:05]  Ravanne Sullivan: nope
[12:05]  Ravanne Sullivan: not working
[12:05]  Ravanne Sullivan: par for the course
[12:05]  Nel Shan: Uh-uh
[12:06]  Jeska Linden: Wrestling Hulka: One of the problems I have with the client is the integration of the Mozilla framework for the browsers. From my estimate the inclusion of Mozilla has increased the size of the client download by at least 10MB and increased the memory leak. As of the current client there aren’t many instances where the internal browser is used, instead we are prompted to use an external browser. When can we expect all the external links be sent to the internal browser to justify the great size of the client, and memory leakage? I’m speaking specifically about the My Account History, Manage My Account, Scripting Guide, Scripting Portal, Official Linden Blog found on the Client menu. And if there are no plans to use the internal browser more efficiently, then what is the justification for having it?
[12:06]  Kylix Petit: not working here either *sighs*
[12:06]  Digital Digital: I sent a group question but received an error back
[12:06]  Cory Linden shouts: woah
[12:06]  Zagro Ferraris: Is there going to be some kind of monitor for the sandboxes now that live help is gone… There next to usles now for what there intended for.
[12:06]  Heretic Linden: Let’s focus on the question at hand, please.
[12:06]  Jamie David: Group IM not workie
[12:06]  Cory Linden shouts: As we have talked about in thepast, the integration of firefox has taken *way* longer than any of us expected
[12:06]  Joshua Nightshade shouts: Can someone repeat questions? The closed captioning group isn’t working for anyone.
[12:07]  Cory Linden shouts: we aren’t the only folks who have found this difficult and the good thing about firefox 2.0 is that they are working on making that process easier
[12:07]  Cory Linden shouts: we have an external team working on it as well, so our goal is to be doing a more significant release soon. However…
[12:07]  Celano Obscure mutters. “So don’t use FF.”
[12:08]  Cory Linden shouts: as I pointed out in the blog post, most of our development resources are focused on existing bugs and scaling, so firefox has been a bit starved for resources
[12:08]  Jeska Linden shouts: Kage Seraph: Cory, if you were a super hero, which would you want more, the mutant ability to scale things at will or the ability to make them more stable by the power of your mind?
[12:08]  Wrestling Hulka: sigh at that question
[12:09]  Alayna Hutson: are you kidding me?
[12:09]  Cory Linden shouts: scaling versus stability isn’t really a choice… I would want to do both
[12:09]  Allana Dion: oh cripes
[12:09]  Jamie David: Is this real????
[12:09]  Digital Digital: no one got mine :( figures
[12:09]  Samantha Poindexter closes her eyes and shakes her head.
[12:09]  Jeska Linden shouts: Rob Adelaide: What impact will the impending voice system have on the main grid as we know it now?
[12:09]  Ravanne Sullivan shouts: How about relevant questions and someone fix the CC group?!?
[12:09]  Notecard Writer: Yes
[12:09]  Cory Linden shouts: Since voice is using external servers for mixing and sends a very small stream to each client, the impact of on teh grid
[12:09]  You: There is a certain irony in that this town hall about technical problems is itself having technical problems. ;)
[12:10]  Zagro Ferraris shouts: i just got bumped out of the CC group
[12:10]  Zagro Ferraris shouts: i cant get back in
[12:10]  Cory Linden shouts: as a whole will be minimal from a scaling standpoint. From a use/business/community standpoint, the impact will be incredible…
[12:10]  Veeyawn Spoonhammer: cc group is working for me
[12:10]  Jamie David: IWhen are Group IM’s going to be fixed? Lets start off with that please?
[12:10]  Cory Linden shouts: we’ve been doing all our linden meetings in the voice client for a month+ and it is amazing how well it works…
[12:10]  Wrestling Hulka: Jamie – that’s answered in the blog I believe.
[12:10]  Heretic Linden: Jamie, please submit your questions to the group Linden Town Hall Questions.
[12:10]  Sascha Vandyke: it was voted no for . sigh
[12:11]  Cory Linden shouts: in fact it has had a measurable impact on development, too, since multiple groups are doing their morning standup mtgs in the voice client as well.
[12:11]  Mecha Dinosaur: haha voice is a joke
[12:11]  Jeska Linden shouts: Sweet Valentine: Can we please have a way to back up our own inventorys things we buildto help with inventory load and losses? im not asking for backing up copy items just teh items we make ourselves and also what is being done about inventory losses there was a patch posted that they said was fixing this but people are still losing items daily ?
[12:11]  Jamie David: LOL
[12:11]  Joshua Nightshade: bwahahaha.
[12:11]  Allana Dion: it’s broken
[12:11]  Cory Linden shouts: Agree that backing up items you have full perms on is a good idea. We really feel it is important to build that system in a way…
[12:12]  Cory Linden shouts: that scales and is robust enough to use more broadly. SL has suffered from rapidly deployed systems that we then have
[12:12]  Nyx Divine: yeah Sweet would hate to lose all those freebies she sells
[12:12]  Cory Linden shouts: to rely on for years and years –XML-RPC for example — so this isn’t a quick fix. Would like to work on it in Q3, however.
[12:12]  Jeska Linden shouts: Katie Welles: As you’re working to fix “Search” — can you do something about “abuse of key words?”
[12:13]  Celano Obscure: Well great. Nearly of my most valuable items, the costly ones I treasure most, are NOT full perm. So that helps me how?
[12:13]  Jolene McMillan shouts: i got in! :D
[12:13]  moo Money: clear your cache and restart
[12:13]  Cory Linden shouts: We are starting on a major reworking of search in SL. We’ve talked in the past about how search in sl is a different problem than on the web…
[12:13]  moo Money: it seriously helps
[12:13]  Celano Obscure: I mean, I really couldn’t care less about the junk I made. It’s just’s that. Junk. I could make it again in five seconds.
[12:14]  Samantha Poindexter: Celano: read the blog. Supposedly that’s one of the things they’re trying to work out. The questioner confined this to full-perm, not Cory.
[12:14]  Cory Linden shouts: but we think we have a good approach that will be more resilient to simple spam-based attacks. More details as the design is refined.
[12:14]  Jeska Linden shouts: Digital Digital: I would like to know whyat are we supposed to do when we lose such an expensive item in second life for example I bought a slingo machine for 16KL and it’s gone, I have tried everything also reported it many times and never get a responce back in e-mail or anything.
[12:14]  Heretic Linden: Celano, please confine your questions to the group Linden Town Hall Questions.
[12:14]  Celano Obscure: I don’t have anything lost right now. I just have a few expensive avs I’d hate to see disappear forever the way some folks have.
[12:14]  Alayna Hutson: heh, try calling the tech support… I still haven’t got a response months later
[12:14]  Khamon Fate shouts: You’re going to have to shout if you’re talking to us Heretic.
[12:14]  moo Money: jesus christ, you guys are freaking out more than I did and I lost my entire inventory
[12:14]  moo Money: *which I got back
[12:15]  Nyx Divine: wonderful Moo!
[12:15]  Samantha Poindexter: Ooh, you did, Moo? Yay!
[12:15]  Wrestling Hulka: solution: Be a blog writer for SLI
[12:15]  Sascha Vandyke: great, the group for questions is not working any longer
[12:15]  Zagro Ferraris: i keep loosing bit’s of my inventory aswell
[12:15]  Zagro Ferraris: so far nothing to inportent
[12:15]  Zagro Ferraris: i try to keep my inportent stuff moving around so it stays fresh
[12:15]  Cory Linden shouts: As is spelled out in the terms of service, you do create content at your own risk in SL. We are making every effort to reduce that loss and I am sorry that it has occurred…
[12:15]  moo Money: oh don’t even pull that
[12:15]  moo Money: let the man speak
[12:16]  Digital Digital: lmao
[12:16]  Zagro Ferraris: we need a BANK style invenotry system where you can store longterm unused items in it
[12:16]  Inigo Chamerberlin: Ah… FU, got it :-)
[12:16]  Cory Linden shouts: and numerous recent releases are directly addressing underlying stresses and scaling issues in inventory and assets.
[12:16]  Phoenix Psaltery: SHHH!
[12:16]  Alayna Hutson: Next time, hope that your credit card information gets lost and you don’t have to pay for your premium account anymore…
[12:16]  Jeska Linden shouts: Kylix Petit: Where does stability and performance fall in the priorites for LL development…. There is a problem literally every other day and it seems like there is VERY much room for improvement in this regard.
[12:16]  Alayna Hutson: oh wait, nvm, won’t ever happen.
[12:16]  Digital Digital: it’s ok they dont care they got their money for me buying the 16KL
[12:16]  Cory Linden shouts: As I spoke about in the blog post, 69% of the development staff at LL are currently on scaling and stability…
[12:16]  Digital Digital: maybe reverse credit card charges?
[12:16]  Jamie David: lets all have a party
[12:17]  Kitty Barnett: other residents get your money, not LL
[12:17]  Nyx Divine: 69% even? :)
[12:17]  Mecha Dinosaur: I’d perfer over 9000
[12:17]  Cory Linden shouts: and that percentage is rising over the next few weeks. It is the highest priority and the focus of the majority of our design, coding, and QA work.
[12:17]  Heretic Linden: Please stick to the question at hand. Direct your other questions to Linden Town Hall Questions, please.
[12:17]  Gwynnie Boffin: guys, shush, let them answer please
[12:17]  Fart Binder: lol QA ..
[12:17]  Cory Linden shouts: We are also working on the next gen architecture to allow far more scaling thean the current design.
[12:17]  Jeska Linden shouts: Vienna James: I am concerned about releases that have blatant issues, why are they being missed in Beta?
[12:18]  Fart Binder: Instead of getting better things are going to get more worth …
[12:18]  Fart Binder: worse*
[12:18]  Mecha Dinosaur: Because hardly anyone uses Beta.. because the beta sims are so slow…
[12:18]  Cory Linden shouts: Many problems only appear when we hit high load. Part of the solution to this is better synthetic testing, but the beta grid exists for people to expose problems…
[12:18]  Zjggy Stardust: shhhhhhhhhhh
[12:18]  Nyx Divine: yup need more BETA testers :)
[12:18]  Zagro Ferraris: Vienna Go to beta and help us find them … beta so barron of folks
[12:18]  Cory Linden shouts: You can all help by exploring the beta grid and posting bugs and repro cases to the public jira.
[12:18]  Zagro Ferraris: nyx come join me in beta
[12:18]  PetGirl Bergman: as i cant write in the question group: when aregroup notises began to work properly aggain? I cant even start a conversation in my own group more…
[12:18]  Jeska Linden shouts: Lewis Nerd: When can we expect to see “Traffic” removed? It serves no purpose, is entirely inaccurate and gamed, and most likely adds to many other problems we have
[12:19]  Mecha Dinosaur: That would require the beta not be lagtastic
[12:19]  Nyx Divine: :)
[12:19]  Joshua Nightshade: Lewis stole my question. -.-
[12:19]  Alayna Hutson: amen to that question
[12:19]  Cory Linden shouts: Removing the current traffic metric is part of the new search project, so the goal is to pull it as soon as possible.
[12:19]  Imogen Saltair shouts: Hear Hear!!!!
[12:19]  Zagro Ferraris: Mecha ever go in beta any time other than a main grid down for maintenince
[12:19]  Zagro Ferraris: i go in all the time becos its faster
[12:19]  Wrestling Hulka: Lewis stole my first born :(
[12:19]  Jeska Linden shouts: Spank Lovell: I’d like to ask what Quality control measures LL has in place to police the testing and release of both client updates and patches the the SL client and backend systems. It seems to me that each release introduces issues or breaks previously stable features?
[12:20]  Patchouli Woollahra: hangs in there at least one hour a week. often much more.
[12:20]  Heretic Linden: Zagro, please confine your questions to Linden Town Hall Questions.
[12:20]  Alayna Hutson: another amen, especially breaking stable stuff!
[12:20]  Cory Linden shouts: As I mentioned, the challenge with a system as complex as SL is testing w/o full load. As we continue to builkd out the dev team…
[12:20]  Mecha Dinosaur: Yes I have gone to beta to test out things.. and it’s lagtastic.. sim crossings usually result in a crash.. and I won’t even talk about how unstable the voice client is.
[12:20]  Cory Linden shouts: We will be working on better synthetic tests and benchmarks. In addition, nearly all new/refactored code is being …
[12:21]  Maverick Miasma: beta works better than main for me…
[12:21]  Cory Linden shouts: written with unit tests, whcih help. But the best way for you all to help make SL better is to use the beta grid and report repro cases when you find them.
[12:21]  Flight Band: All Go
[12:21]  Jeska Linden shouts: Cedric Boyd: Since i’m not getting any answer from the support concerning this question: when will the map be updated again? The last map from the sim i live on was up2date about four weeks ago. Live Help didn’t answer to my question and the support still not too ;) .
[12:21]  Starr Sonic: For those who know peeps who can’t get into the sim.. this is streaming live on www.slcn.tv
[12:21]  Mecha Dinosaur: The voice beta client crashed 48 out of 50 times for me. .most amuzing.
[12:21]  Fart Binder shouts: Unit Tests is not testing!
[12:21]  Alayna Hutson: if LL wants more people to go to the grid, they better start providing incentives
[12:21]  Allana Dion: can’t ask questions in the group, keep getting error message
[12:22]  Patchouli Woollahra shouts: it is so!
[12:22]  Alayna Hutson: *beta grid
[12:22]  Patchouli Woollahra shouts: Qualitative testing is testing!
[12:22]  Starr Sonic: Hey Rb
[12:22]  PetGirl Bergman: ..
[12:22]  Fart Binder shouts: There can be still bugs if you don’t use human testing with protocolls and stuff!
[12:22]  Nyx Divine: alayna, having a viable game is incentive enuf for me
[12:22]  Cory Linden shouts: We know about the bug and it is actively being worked on. We will try to provide more details after the meeting.
[12:22]  Patchouli Woollahra shouts: Hence the invite to beta grid
[12:22]  Heretic Linden: Please allow Cory to speak and confine your comments for the time being.
[12:22]  Veeyawn Spoonhammer: Alayna, you need an incentive to help make the end product better?
[12:22]  Fart Binder shouts: Every bigger company, and yours is big enough, has an own testing appartment!
[12:22]  Alayna Hutson: doesn’t matter… no one is going to the beta gird and incentives will help pull people in to help where needed.
[12:23]  Zagro Ferraris: i gave up on the questions group
[12:23]  PetGirl Bergman: me to i cant write in it
[12:23]  Jeska Linden shouts: Sascha Vandyke: Can’t the patches be tested on a beta grid, because they always render the whole sim unstable?
[12:23]  Gwynnie Boffin: Fart, are you here to talk or listen?
[12:23]  Patchouli Woollahra: Eh, he’s heare to fart.
[12:23]  Nyx Divine: a beta grid? WTF is that? hehe
[12:23]  Cory Linden shouts: Patches are tested on the beta grid, but often times bugs do not appear until full load testing.
[12:23]  Jeska Linden shouts: Duckling Kwak: Is the explosive land expansion a factor impacting grid performance? If yes, has LL evaluated other alternatives to managing the rising cost of land? The increased land has had a modest impact on land prices. If it’s costing SL more in performance, it’s not a worthwhile tradeoff.
[12:24]  Cory Linden shouts: Not really. There are a couple of load points related to sim count, but one of them was removed last week and the other is being designed away.
[12:25]  Jeska Linden shouts: Nite Zelmanov: Does the new search functionality being worked on include the discontinuation of traffic based rankings to illiminate the camping/bot impact of people gaming that system?
[12:25]  PetGirl Bergman: as i cant write in the group i ask here sorry: when wil large groups be able to send outnotices again – mine are over 1000 and have stopped working
[12:25]  Jamie David: ditto!!!!!
[12:25]  Cory Linden shouts: Traffic was our first attempt to create relevance ranking and it clearly is imperfect at the best of times….
[12:25]  Nite Zelmanov shouts: Jeska, he already answered that questions!
[12:25]  Nite Zelmanov shouts: FFS
[12:26]  Cory Linden: we’re pretty confident that we can generate better relevance ranking using other approaches.
[12:26]  Callipygian Christensen: :etgirl- we sent one successfully today to a group of over 2000..it might just have been a miracle though
[12:26]  Cory Linden shouts: we’re pretty confident that we can generate better relevance ranking using other approaches.
[12:26]  Ravanne Sullivan shouts: Please, no redundant questiions!
[12:26]  Joshua Nightshade shouts: nite: No he didn’t. Simply deleting traffic won’t get rid of camping. They game it for popular places.
[12:26]  Heretic Linden shouts: Please direct your questions to the group Linden Town Hall Questions.
[12:26]  Jeska Linden shouts: Rita Cummings: Is there any project about improving Sound in Sl? Your sound component seems to capable of much more then what the current functions allow as to do. Will you expose more functionality in the near future?
[12:27]  Jamie David: Heritic we can’t, We try
[12:27]  Ravanne Sullivan shouts: The questions grop as well as the CC group are not working!
[12:27]  Cory Linden shouts: Voice is going to generate a lot of new music and audio options.
[12:27]  Cory Linden shouts: and our effort is there more than other audio features.
[12:27]  Celano Obscure: Indeed. The CC group hasn’t popped up for me yet.
[12:28]  Cory Linden shouts: but sound bugs are going into public jira nad the studio focusedon bugs will look at them.
[12:28]  Wrestling Hulka: CC group is not in use because this is a non-voice town hall.
[12:28]  Wrestling Hulka: thought that was obvious :X
[12:28]  Jeska Linden shouts: Chaos Mohr: What is being done to address land database issues which result in things such as parcels being paid for and not transferring, parcels being sold to multiple people etc? This seems to be a major technical issue which keeps cropping up and hasn’t been fixed yet.
[12:28]  Celano Obscure: Yeah, but not everyone can cram in this sim. There might be peopple on the outside who’d like to know what’s going on.
[12:28]  Heretic Linden shouts: A copy of this Town Hall transcript will be posted on the blog.
[12:28]  Wrestling Hulka: ^ what he said
[12:28]  Cory Linden shouts: These are likely symtpoms of the broader stresses on the central db and transactions..
[12:29]  PetGirl Bergman: i get a not etelling me i am not allowed to write questions…
[12:29]  Ravanne Sullivan: CC group was supposed to mirror chat
[12:29]  PetGirl Bergman: sorry
[12:29]  Cory Linden shouts: as I mentioned int he blog post, we are attacking these problems in two ways, to first identity weak spots in the current system and to build a better transaction system as well.
[12:29]  Jeska Linden shouts: Robaato Yoshikawa: do MySQL instances are load balanced, or the architecture is based on only assigning different server to residents, if the answer is no, have LL looked at tools like Sequoia: http://sequoia.continuent.org/HomePage
[12:30]  Cory Linden shouts: Right now the different residents go to different servers. Ops will get the sequoia pointer, but more broadly we want to go a more scalable architecture long term. More details on that very soon.
[12:31]  Jeska Linden shouts: Magi Merlin: What focus are you putting into improving pre-release testing in order to reduce our pain?
[12:31]  Nite Zelmanov shouts: Jeska FFS
[12:31]  Ravanne Sullivan shouts: ASked and answered already!
[12:31]  Cory Linden shouts: We’ve hit this one a few times. It is the majority of our design work, we post all potential code to Beta grid, and we hope that more of you hit the beta grid to test it.
[12:32]  Alayna Hutson: come on, question asked, question answered, repeats = wasted time
[12:32]  Jeska Linden shouts: Sharrah Brendel: What about the loss of live help..it has been inpossible to contact a live person in SL for over two weeks. I have left 5 tickets and never heard a word…Where have all the Lindens gone?
[12:32]  Heretic Linden: Please confine your comments to Linden Town Hall Discussion.
[12:32]  Patchouli Woollahra starts humming ‘where have all the cowboys gone’.
[12:32]  Simon Pulford shouts: working at stability issues :D
[12:32]  Gwynnie Boffin shouts: that’s all in the blog, too
[12:33]  Cory Linden shouts: There’s an extensive blog post about that, will post into chat in a moment.
[12:33]  Allana Dion shouts: We can’t Heretic, it’s broken, all we get is an error message when we try to ask a question
[12:33]  Torley Linden: http://blog.secondlife.com/2007/04/26/introducing-liaison-specialist-teams/
[12:33]  Torley Linden: http://blog.secondlife.com/2007/04/25/support-update/
[12:33]  PetGirl Bergman: But if It doent work to write there wahte shal I DO? Heretic Linden: Please confine your comments to Linden Town Hall Discussion.
[12:33]  Torley Linden: ^ See those blog posts for more details.
[12:33]  Jeska Linden shouts: Keiki Lemieux: I often have upset customers who have lost animations or other no copy items when trying to transfer them from their inventory to a HUD. Other customers have lost their HUD altoghether. Since yesterday’s update, I’ve had 3 customers contact me with inventory loss issues. Two questions, 1) Is there a particular resource that I can point someone to who is experiencing inventory loss issues, like a page in the wiki? and 2) If you are noticing inventory loss after users attempt to move items in a particular way, can you provide a list of suggestions that I can pass on to my customers to avoid inventory loss?
[12:33]  Sascha Vandyke: close the group and reopen the im
[12:33]  Zagro Ferraris: ok i’ve tried asking this in questions 12 times and keep getting error’s
[12:33]  Gwynnie Boffin: also in the blog
[12:34]  Zagro Ferraris: Are we going to have some kind of help with greefing in the public sandboxes since thers no more live help. and :) when do we see the first sculpties in beta.
[12:34]  Cory Linden shouts: There are inventory related bugs on the public jira, also we have been putting a lot of code into QA to address some of thos eproblems. For more details, see blog post on transactions.
[12:35]  Jeska Linden shouts: tx Oh: q1) i still can’t modify scripts in group deeded object but i alowed to edit them. q2) if i change objects inventory, it takes a lot of time to get it updated. q3) the read from notecards is very slow. WHY?
[12:35]  Torley Linden shouts: Public JIRA Issue Tracker – http://jira.secondlife.com
[12:35]  Heretic Linden shouts: Please confine your comments to Linden Town Hall Discussion.
[12:35]  Kitty Barnett: (abuse reports for that, Zagro)
[12:35]  Cory Linden shouts: On specific bugs, please make they are in the public jira issue tracker, please add specific repro cases if you have them, and the studio focused on current bugs will be able to hit them.
[12:36]  Jeska Linden shouts: Nel Shan: How do the Lindens feel about the Open Letter Project, and what it implies about the state of Linden/resident communications?
[12:36]  Texas Timtam: (Live coverage of this town meeting at http://slcn.tv)
[12:36]  Cory Linden shouts: I can’t speak for all Lindens, but as I mentioned in the blog post, I thought that it did a good job of coalescing issues into one thread.
[12:37]  Jeska Linden shouts: Synack Fitzgerald: has LL considered migrating to a database that scales better that mysql and pays more attention to data integrity (postgresql is free, but oracle or db2 would be viable options as well)?
[12:37]  Cory Linden shouts: We don’t want to work on a model where we attempt to scale a central db. Instead, the effort is to build out a more scalable architecture.
[12:37]  Zi Ree: why.. noscript ..no work ..in noscript area? :P
[12:38]  Cory Linden shouts: And MySQL master->slave->slave setusp we use are quite reliable.
[12:38]  Heretic Linden shouts: Please direct all questions to the group Linden Town Hall Questions.
[12:38]  tx Oh shouts: decentralisation is the way to go
[12:39]  Jeska Linden shouts: Kymber Schnook: The blog indicates that LL will provide an exporter for Maya for the creation of sculpted prims. The range of pricing for different versions of Maya runs from $2,000 to $7,000 USD. Will you make available a more affordable means of export at the time of introduction of the sculpted prim?
[12:39]  Nite Zelmanov shouts: There there a linden clever enough to boot the spammy objects? Thanks!
[12:39]  Heretic Linden shouts: Please direct your comments to the group Linden Town Hall Discussion.
[12:39]  Wrestling Hulka: There is a free personal usage Maya client I believe ^^
[12:40]  Cory Linden shouts: I agree that only being able to export from Maya is suboptimal. We expect other exporters to be written and someone could take the open source client and build an editor there as well.
[12:40]  Jeska Linden shouts: Cay Trudeau: Do you think arranging physichal server on other continents, like Europe for instance, would ease up on the server load, ease the connections and allow better performance for European residents? Would that also lift the load from sending texture data across the wire?
[12:40]  Kitty Barnett: uhm :(
[12:40]  Cory Linden shouts: We absolutely want to deploy servers overseas. We have an architectural quirk in how we talk to the dbs — a layer of single threaded dataservers –
[12:41]  Heretic Linden shouts: Please keep in mind that a transcript of this Town Hall will be available.
[12:41]  Cory Linden shouts: that would suffer in situations with greater ping latency, so we need to fix that problem first, whcih is being worked on.
[12:41]  Cory Linden shouts: once that is fixed, we will begin international deployments. This is critical since over 65% of our use is from outside the US.
[12:42]  Jeska Linden shouts: Daisy Beauchamp: regarding 1.15 and graphic cards in laptops not working: 1. Why is it inconsistent? Why can I login and stay logged in for hours after 5-10 attempts? 2. Will SL ever support other graphic cards, or should I consider selling my Island and counting my losses? 3. Is it possible to use an older version of SL if you have issues?
[12:42]  Wrestling Hulka: Solution: Servers in Space :D
[12:43]  Cory Linden shouts: Laptop drivers are still an issue for all highperformance 3D applications. Over time, they are improving, but not as quickly as any of us would like.
[12:43]  Cory Linden shouts: We are discussing how to drive the client onto both higher and lower end cards, but right now more development is on system wide scaling.
[12:43]  Jeska Linden shouts: Doc Nielsen: What we are asking for is that these problems are addressed immediately, ahead of new features, and that we are able to see tangible improvements. Are you going to do this – yes or no?
[12:43]  Mo Rocco: Why have I not gotten any response in my request to increase my Lindex Limits?
[12:43]  Veeyawn Spoonhammer: Nice work SLCN.tv, good coverage
[12:44]  Cory Linden shouts: As I previously mentioned — and was in the blog post — 69% of development is currently on bugs and scaling. That number will increase this month as we continue to hire.
[12:44]  Marilyn Murphy is gonna have docs baby
[12:45]  Kitty Barnett sighs at a sim restart in the middle of a town hall :(
[12:45]  Cory Linden shouts: Also, this is a good time to remind folks, we are hiring developers aggressively, including offices in Seattle, Boston, and all over the Bay Area.
[12:45]  Zi Ree: me ..no can move ..there :P
[12:45]  Ruud Lathrop shouts: But not in Europe
[12:45]  Brett Finsbury: fantastic
[12:45]  Cory Linden shouts: Plus, we will always look at smart folks anywhere in the world since SL is working quite well for distributed software development. Oh, Brighton, too!
[12:45]  Fart Binder: Ruud yeah ^^
[12:45]  Jeska Linden shouts: Sam Stork: Will there ever be a good IDE? Two seperate clients for example, which would make things a lot easier for everyone?
[12:45]  Ruud Lathrop shouts: Yeah
[12:46]  Fart Binder: I don’t count UK as Europe :p *hides*
[12:46]  Fart Binder: just kidding
[12:46]  Fart Binder: ^^
[12:46]  Heretic Linden shouts: Please confine your comments to the group Linden Town Hall Discussion.
[12:46]  Cory Linden: We are starting the design process for making the UI even more end-user customizable. Plus it is open source, so I think the answer is yes, but scaling/stability is more important right now.
[12:47]  Jeska Linden shouts: Thorian Pennell: I would like to know if it’ll be possible for group owners to limit chat ability of members?
[12:47]  Alayna Hutson: Next time Heretic says that, I’m getting 100 000 linden dollars
[12:47]  Cory Linden shouts: Voice chat within groups is on the roadmap, so yes.
[12:47]  Jeska Linden shouts: Sascha Vandyke: If there’s a database issue and deployment problem, why don’t you put a time limit on free accounts?
[12:47]  Alayna Hutson: oooh good idea
[12:48]  Phoenix Psaltery: Must say I agree
[12:48]  tx Oh shouts: no voice chat on linux scheduled
[12:48]  Alayna Hutson: It would probably put the citizen count down closer to 2 million so they won’t do it.
[12:48]  Cory Linden shouts: We actually had time limits long, long, long, LONG ago. The problem is that people take a while to learn to use SL, plus great events or builds often bring folks back in weeks/months/years down the road.
[12:49]  Alayna Hutson: too bad for them. database issues are more important than someone having to make a new account to revisit SL.
[12:49]  Cory Linden shouts: It would be bad for all of our businesses to lose that ability for casual users to come back in. Plus, as we have discussed, free accounts are less of the load than you might expect.
[12:49]  Lexa Pro: can someone who can get into the questions group pass this one on, credited to Lexa Pro? “The recent Group IM bugs and resultant chat flooding highlighted an issue that several residents I’ve spoken with and I would like to see resolved. Is any thought being given to allowing users to toggle Group IMs on/off on a per-group basis, giving us the freedom to avoid the noisier group chats while still being able to keep tabs on groups that interest us?”
[12:49]  Notecard Writer: Oh PLEASE
[12:49]  Jeska Linden shouts: Alexandra Rucker: When will groups truly be fixed? I had to relog 3 times to see the town hall QUESTIONS group, and people still can’t see what’s being pasted to the captions group?
[12:50]  Cory Linden shouts: That is a known bug in the public jira that is being worked on.
[12:50]  Luth Brodie: oh come on not the “businesses” card
[12:50]  Torley Linden: Groups IMs Not Working Properly on the Issue Tracker – https://jira.secondlife.com/browse/VWR-513
[12:50]  Jeska Linden shouts: Arguss Sleeper: Is it possible to have a “real time” sim status map so that when there is a rolling restart or issuses concerning the ability t0 use the full grid a person would know in advance where not to tp to?
[12:50]  Lexa Pro: ok, folks, i think we got it. =) thanks greho, melchoir. =)
[12:51]  Cory Linden shouts: We currently have an internal tool that does that. We eventually want to be expose portions of that functionality via webservices.
[12:51]  Jeska Linden shouts: PetGirl Bergman: when wil large groups be able to send outnotices again – mine are over 1000 and have stopped working?
[12:51]  Melchoir Tokhes: Dammit, Lexa, that one didn’t go in. Got an error.
[12:51]  Lexa Pro: melchoir: i saw it.
[12:51]  Melchoir Tokhes: :p I didn’t :)
[12:52]  Lexa Pro: and phoenix just got it through again, that i could see anyway.
[12:52]  Torley Linden: For many of these bugs, you can look them up on the Issue Tracker (Public JIRA) – Group Notices failing – https://jira.secondlife.com/browse/MISC-37
[12:52]  Lexa Pro: so let’s stop torturing them a sec. =)
[12:52]  Greho Otaared: It seems sometimes, the group throws an error, but catches the message
[12:52]  Jeska Linden shouts: Katrina Bekkers: since the Open Letter indeed HAD a follow-up from LL, is this *the* way to contact them from now on? since the undercutting of other venues to contact them (and no, a comments-disabled blog and an unresponsive support/tracker don’t count), you’re endorsing resorting to 2000+ residents signed petitions to make issues heard now?
[12:52]  Cory Linden shouts: What Torley said…
[12:52]  Phoenix Psaltery: Interesting – I didnt see mine go through
[12:52]  Kooky Jetaime: ((What did torley say??))
[12:53]  Melchoir Tokhes: It’s a question I’d really like to have an answer to.
[12:53]  Cory Linden shouts: In this case, since scaling and stability are the primary internal focus right now this was an excelletn opportunity for a conversation.
[12:53]  Notecard Writer tears his hair out
[12:53]  Harleen Gretzky: [12:52] Torley Linden: For many of these bugs, you can look them up on the Issue Tracker (Public JIRA) – Group Notices failing – https://jira.secondlife.com/browse/MISC-37
[12:53]  Alayna Hutson pats notecard on the back and gives him some glue for his hair
[12:53]  Cory Linden shouts: As the commuynity team has been bloggin about, there are various methods for contacting us and talking to Lindens, including office hours, etc.
[12:53]  Kooky Jetaime: (Thanks Harleen))
[12:53]  Notecard Writer: thanks Alayna
[12:53]  Heretic Linden shouts: Please chat in Linden Town Hall Discussion.
[12:53]  Imogen Saltair: so the answwer to us not being able to talk to you is ‘we are on it’ whatever it is
[12:54]  Jeska Linden shouts: tx Oh: over 90% open bug reports are unassigned. why?
[12:54]  Samantha Poindexter: Yay! Alayna wins L$100,000!
[12:54]  Alayna Hutson: score!! pay up, Heretic
[12:54]  Alayna Hutson holds her hands out
[12:54]  moo Money rolls her eyes at Alayna
[12:55]  Cory Linden shouts: Torley is on this, so we are trying to provide better feedback on when bugs are being worked on. Not all will show the specific Linden who is on it, but we will indicate thos we are on.
[12:55]  Phoenix Psaltery: Can we please keep unneccesary chatter to a minimum?
[12:55]  Jeska Linden shouts: Nel Shan: One of the major issues that comes up with inventory loss is the fact that there is no way to verify the loss. This leads to the impression that the Lindens believe that anyone complaining about inventory loss is trying to scam Linden Labs. As well as trying to reduce inventory loss, will there be a way of verifying it introduced?
[12:55]  Torley Linden shouts: Re: bug status, you can read the Issue Tracker instructions – https://wiki.secondlife.com/wiki/Issue_tracker
[12:55]  Torley Linden shouts: See the procedure and the bottom section about “WorkingOnIt Linden”
[12:55]  Cory Linden shouts: That’s a very good idea and I will pass it along to the people focused on the issues.
[12:56]  Jeska Linden shouts: BlckCobra Shikami: Are our bug reports and crash dumps taken serious and analysed or do you just wait 2 month and send an eMail (like today) asking wether the bug still matter? Does it make sense for us to send bug reports and crash dumps or do we betetr save our time on that?
[12:56]  Cory Linden shouts: Please start focusing that energy on the public jira. That is the best vector for demonstrating repeatable bugs and getting the data to the people working on the problems.
[12:57]  Jeska Linden shouts: tha Poindexter: Have you considered holding events in the beta grid for better testing? For instance, would it help if these Town Hall meetings were held on that grid?
[12:57]  Zi Ree: pile-ons
[12:57]  Jeska Linden: (that’s from Samantha Poindexter – sorry!)
[12:57]  Alayna Hutson: oooh, good idea
[12:57]  Samantha Poindexter: “tha Poindexter”?
[12:57]  Buckaroo Mu: DAMN GOOD IDEA!
[12:57]  Ravanne Sullivan giggles
[12:57]  Cory Linden shouts: We have in the past and will continue to do so in the future. Town halls there is a good suggestion.
[12:57]  Jeska Linden shouts: ascha Vandyke: After the update my island is unstable and support can’t find the issue. Will there be better debug tools coming to fix it?
[12:58]  Neovo Geesink: FULL…
[12:58]  Celano Obscure: No sorry. Too much of a bother. Best leave the crash-logger intact for now.
[12:58]  Phoenix Psaltery grin… that’s what we call you, Sam… “Teh Poindexter.”
[12:58]  Greho Otaared: (Sorry.. can someone tell my if my question is showing in the group?)
[12:58]  Samantha Poindexter giggles.
[12:58]  Cory Linden shouts: In the long run, we want to expose as many of the management and support tools we have for land to the residents so that you can provide better data back to us…
[12:58]  Cory Linden shouts: but that is going to take time.
[12:59]  Jeska Linden shouts: GreeterDan Godel: people are here expecting answers to their big questions. But it is clear that a lot of people’s big concerns don’t have immediate answers. Should people accept SL as it is and hope for slow change? Or is there reason to expect fundamental changes to the biggest problems any time soon?
[12:59]  Sascha Vandyke: did this region crash or only I
[12:59]  Kitty Burnett: sim restarted
[13:00]  Sascha Vandyke: lol
[13:00]  Gwynnie Boffin: we didn’t crash
[13:00]  Cory Linden shouts: The answer, of course, lies somewhere in between. We are working to fix bugs and enable incremental improvement. At the same time, we are…
[13:00]  Cory Linden shouts: building the foundations for the next gen architecture that will radically improve our ability to scale.
[13:00]  Neovo Geesink: Incredible… Not even a seat to occupie…
[13:01]  Cory Linden shouts: We also expect that some changes that might seem incremental, such as voice, will actually be transformative in terms of the avaialble design space for residents.
[13:01]  Geor Mizser: People need to realize that for the most part, this is the initial 3D/Virtual “world” available on this scale and they should accept that there are going to be problems along the way.
[13:01]  Jeska Linden shouts: Melchoir Tokhes: What’s the story with the Friends list and the online status indication? Can we expect to see (please) a way where we can check the online status and update the client side on a per-person basis?
[13:02]  Torley Linden shouts: Friends list not working on the Issue Tracker – https://jira.lindenlab.com/browse/SL-40433
[13:02]  Celano Obscure: Except for all those people who won’t use voice….
[13:02]  Cory Linden shouts: My blog post went into some detail on this. In addition there are details on the public jira. Plus, we are continuing to roll out fixes to thsi system.
[13:03]  Luth Brodie: and those who will discriminate against those of us who wont use voice
[13:03]  Wigge Whitfield shouts: : As I have posted on the forum, PLEASE Address the Group IM issue, allowing group owners to DISABLE Group IMs or allowing users to choose not to receive them.. As we speak my group was being spammed, and due too the current bugs I couldnt chat in the group myself to address them, costing me ove 25 members.. PLEASE Address this problem for us business owners!
[13:03]  Jeska Linden shouts: Salazar Jack: What will have to happen to eliminate region crossing rubberbanding, for everything from simply walking across a region boundary to traveling between region in vehicles. Is there a way to make that seamless and unnoticeable?
[13:04]  Cory Linden shouts: As many of you know, the region crossing process involves packaging up the objects, scripts, script state and movin ghtem between physical machines…
[13:04]  Neovo Geesink: I will que up in this matter of Group IM… I, From Spinach Games have the same issue.
[13:04]  Nyna Slate: and thats a question going on since 2003
[13:04]  Cory Linden shouts: there are still some approaches available to us to mask that latency and I feel that we will be able to improve that a lot.
[13:04]  Cory Linden shouts: However, the resources to address that are currently on broader scaling/stability issues.
[13:04]  SunShine Kukulcan: OH PLEASE
[13:04]  Jeska Linden shouts: Michael Dale: Regarding teleporting, it is our only real method of travel within SL. It’s constant breakdowns hinder everyone’s ability to perform basic and routine functions within SL. When will this issue be addressed and corrected?
[13:05]  Cory Linden shouts: We are currently working on better metrics for detecting teleport issues and stomping out the bugs in the system.
[13:05]  Jeska Linden shouts: Phoenix Psaltery: How does LL plan to deal with urgent scaling issues through 3Q2007 as the concurrent logins continue to grow?
[13:05]  Wigge Whitfield shouts: JESKA LINDEN: : As I have posted on the forum, PLEASE Address the Group IM issue, allowing group owners to DISABLE Group IMs or allowing users to choose not to receive them.. As we speak my group was being spammed, and due too the current bugs I couldnt chat in the group myself to address them, costing me ove 25 members.. PLEASE Address this problem for us business owners!
[13:05]  Neovo Geesink: Can the flyspeed be increased so that one does not have to use the teleport system for ajacent regions, or nearby regions??
[13:06]  Samantha Poindexter: …how ironic. Wigge’s spamming chat to complain about spam in the groups.
[13:06]  Spaceman Opus: lo;
[13:06]  Blackpanther124 Clarke: lol
[13:06]  Cory Linden shouts: As the blog post talks about, most of the development effort is on those issues, plus the next gen architecture will enable us to achieve far larger scale than we can today.
[13:06]  Rob Adelaide: Neovo, aka noob, get a flight enhancer if that’s what you want
[13:06]  Cory Linden shouts: OK, last question…
[13:06]  Jeska Linden shouts: Radslns Hutchence: As residents, invested in making SL work, what can we do, in addition to being patient, to help with any of these initiatives?
[13:07]  Alayna Hutson: absolutely nothing because the lindens don’t listen to us
[13:07]  Cory Linden shouts: Patience obviously helps, but more than that, please help the community build the pieces it needs to make SL a better place…
[13:07]  Captain Noarlunga: wtg
[13:07]  Phoenix Psaltery rolls his eyes
[13:07]  Alayna Hutson: whoops, did I say that out loud?
[13:07]  Ken Serapis: Hello Scarlet! Remember me from the ITE?
[13:08]  Cory Linden shouts: If you are a programmer, contribute to the open source project or come work for us…
[13:08]  Rob Adelaide: Hey Ken!
[13:08]  Blackpanther124 Clarke: it is true in ways Alayna
[13:08]  Zi Ree: import me :P
[13:08]  Scarlett Qi: Hi Ken
[13:08]  Cory Linden: If you have bugs and can repro them, add data into thepublic jira…
[13:08]  Cory Linden shouts: If you have bugs and can repro them, add data into thepublic jira…
[13:08]  Captain Noarlunga: jira….lol
[13:08]  Cory Linden shouts: Help with the wiki and documentation…
[13:08]  Celano Obscure: See now, it’s much better to keep the harsher mocking to IM.;)
[13:08]  Ken Serapis: cory, What happened to the Help request?
[13:09]  Kooky Jetaime: ((Ken, read da blog))
[13:09]  Captain Noarlunga: need a damned degree to enter JIRA
[13:09]  Rob Adelaide: lol, Ken, you noob :P
[13:09]  Cory Linden shouts: Spend time helping out in the welcome areas and help island…
[13:09]  Rob Adelaide pokes Ken
[13:09]  Ken Serapis: Fine.. haha
[13:09]  Notecard Writer: And Info Island!
[13:09]  Spaceman Opus: warning newbies what they’re really in for is far different than what they read in their local newspaper
[13:09]  Brett Finsbury: thank you for taking the time to answer questions
[13:09]  Master Pye: OK Ill help out :-)
[13:09]  Salazar Jack: Thanks for the dialogue.
[13:09]  Celano Obscure: Don’t feel bad Captain. I know people with degrees who think Jira’s obtuse.
[13:09]  Cory Linden: As bill and ted would say, be excellent to each other.
[13:09]  Gwynnie Boffin: thanks a lot for having this, guys :)
[13:09]  Captain Noarlunga: lol
[13:09]  Edfud Shabazz: yes thx
[13:09]  Edfud Shabazz: :)
[13:09]  Digital Digital: lol
[13:09]  Greho Otaared grins
[13:10]  Fart Binder: Is there a way to get Debugging Symbols of your current Secondlife Viewer Builds to be abled tracking issues?
[13:10]  Kim Anubis: Thank you, Cory & all you fine Lindens :)
[13:10]  Cory Linden shouts: Thank you all very much for all the great questions.
[13:10]  Rob Adelaide: There will now be a brief autograph and photo op with the lindens…please make a single-file line to the right of the stage :P
[13:10]  Neovo Geesink: Thats a thing I choosed to do allso… Staying around on the Help Island… Lots of people with questions there…
[13:10]  Captain Noarlunga: so…bottom line…….it screwed up and it aint gonna work
[13:10]  Kooky Jetaime: ((I’ve had problems with Jira but oh well.. Guess theres no point in bug repping anymore.. and if thats the case, why not remove that button??))
[13:10]  Ken Serapis: haha
[13:10]  Digital Digital: lol
[13:10]  Blackpanther124 Clarke: lol
[13:10]  Melchoir Tokhes shouts: No no, thank you for all the great answer.s
[13:10]  tessa Amos shouts: thanks Lindens :)
[13:10]  Digital Digital: Thanks lindens! :)
[13:10]  moo Money: Thank you for taking out the time to address us, guys
[13:10]  Cory Linden shouts: I will be making blog posts about known issues more regularly as we move forward as well.
[13:10]  Jesse Linden: thanks everyone
[13:10]  Jeska Linden shouts: Thanks for coming to the Town Hall everyone. Please note the transcript from the Town Hall will be posted in the Blog.
[13:10]  Notecard Writer: Thanks Cory & the Lindens…
[13:10]  Jeska Linden shouts: That’s at blog.secondlife.com
[13:10]  Steve Mahfouz shouts: Thanks Lindens for your time
[13:11]  Gwynnie Boffin: omg with the snapshots already
[13:11]  Kooky Jetaime: ((Can we have open comments?? it seems everything is closed comments anymore))
[13:11]  Edfud Shabazz: lol
[13:11]  Mildred Mapp: lol
[13:11]  Mo Rocco shouts: Could I get an answer to my question now Lindens? About why no one has contacted me about my Lindex Limits request?
[13:11]  Daisy Beauchamp: sighs
[13:11]  Cory Linden shouts: And as we will be talking in more detail about the next gen architecture, search, etc, soon.
[13:11]  Timeless Prototype: no flashes please ;)
[13:11]  Captain Noarlunga: lol
[13:11]  Cory Linden shouts: Thanks, everyone.
[13:11]  Gwyneth Llewelyn: yay on that, Cory :)
[13:11]  Luth Brodie: yes thank you for taking your time to deflect questions
[13:11]  Neovo Geesink: OK. Its a big plus th have such meetings! It is clearly clarifieng things, and gave us the chance to meet with the Lindens to talk.
[13:11]  Kooky Jetaime: ((Zero’s open office meetings are great for next gen archatecture))
[13:11]  Spaceman Opus: lol
[13:11]  Jesse Linden: now time to dance?
[13:11]  Captain Noarlunga removes hair and shoes from ass and goes home
[13:11]  tx Oh: use full text indexing would help!
[13:11]  Marilyn Murphy: not one thing has been fixed yet
[13:12]  CickMy Lunt: i am dancing in the floor
[13:12]  Zaphod Kotobide: Thank you cory and the rest..
[13:12]  ThumpieBunnyEve Hax shouts: If any Lindens know me or more importantly,”” Julia Wolf”” please contact me Vie IM after this event. I know one of you do! I’ve met you!
[13:12]  Ruud Lathrop shouts: Go do a little dance Jesse
[13:12]  Ruud Lathrop shouts: :)
[13:12]  Whack Oh: Thanks Cory and LL!
[13:12]  Zaphod Kotobide: now where’s the free beer?
[13:12]  Lexa Pro: ok, folks, i’ll be afterpartying here at heck: http://slurl.com/secondlife/Innamincka/113/191/92 thanks for your time, lindens!
[13:12]  moo Money: and now we dance!
[13:12]  Blackpanther124 Clarke: wow i think i broke myself
[13:12]  tessa Amos shouts: woohoo Jesse
[13:12]  Spaceman Opus shouts: And, please….remember to keep communication open, Lindens!
[13:12]  Phoenix Psaltery opts for vodka
[13:12]  c0r3y Hax: so can someone bullet point this for someone who just arrived?
[13:12]  Jeska Linden: oh! i need a good dance animation….
[13:12]  Zagro Ferraris: thank you
[13:12]  Zagro Ferraris: byby
[13:12]  Neovo Geesink: I have subscribed to be a volunteer, so I will see when it is processed.
[13:12]  Celano Obscure: I wanna beer.
[13:12]  Timeless Prototype: hi Gwyn
[13:12]  Digital Digital: sorry if i run in to anyone i cant see where im going LMAO
[13:12]  CickMy Lunt: lol hay sebas :3
[13:13]  Gwynnie Boffin: hi Timeless :)
[13:13]  Ruud Lathrop shouts: wooot
[13:13]  Zagro Ferraris: wholy …… dont look behind me :p
[13:13]  Zagro Ferraris: lagtastick
[13:13]  Kooky Jetaime: guess its time to go huntin
[13:13]  Marilyn Murphy: basically a lot of talk about the swell new stuff coming our way and they are gonna work on the problems
[13:13]  Soft Noel shouts: YOU GO, JESSE!!! XD
[13:13]  tessa Amos shouts: get down jesse :P
[13:13]  Timeless Prototype: great spectator sport this is
[13:13]  Phoenix Psaltery: Bye, all
[13:13]  Jesse Linden: Ungh!
[13:13]  Digital Digital: lol now all we need is music hahahahahahaha
[13:13]  Lexa Pro: one more time, for the hearing impaired: ok, folks, i’ll be afterpartying here at heck: http://slurl.com/secondlife/Innamincka/113/191/92 thanks for your time, lindens!
[13:14]  Thorvalld Barragar: Where be te’ afterparty?
[13:14]  Rob Adelaide: Hey, Timeless, you invented the ‘Multi-Gadget’, right?
[13:14]  Sebas Writer: oi, im getting super lag here
[13:14]  moo Money: Sebas!
[13:14]  Timeless Prototype: yes Rob
[13:14]  Sebas Writer: Strange Love
[13:14]  Neovo Geesink: Indeed tTimeless… There should be more of them in Sync. So there will be much les lag.
[13:14]  Jamie David: and here we see it
[13:14]  Digital Digital: *sings* celebrtate good times come on!
[13:14]  Jamie David: dancing in the steets
[13:14]  Rob Adelaide: where are you so I can punch you?
[13:14]  CickMy Lunt: hey guys look how many w-hats are here not griefing
[13:14]  ThumpieBunnyEve Hax: [] [] [] [] [] [] If any Lindens know me or more importantly,”” Julia Wolf”” please contact me Vie IM after this event. I know one of you do! I’ve met you! [] [] [] [] [] [] []
[13:14]  Jamie David: fluff, and danding
[13:14]  Digital Digital: lol
[13:14]  Timeless Prototype: hehe Rob, over here, right of stage
[13:14]  Blackpanther124 Clarke: lag lag
[13:14]  Astarte Artaud shouts: Well two crashes since I’ve been here and so far I have heard nothing other than a reiteration of what was posted in the blog reply to the open letter. I suppose I couldn’t ask for anything else
[13:14]  moo Money: Cick: that’s the kind of statement that calls attention to them and gets them banned
[13:15]  Ken Serapis: Right to my left :P
[13:15]  Amur Kuhn shouts: I LOVE THE LINDENS!!
[13:15]  Amur Kuhn shouts: I DONT KNOW WATS GOING ON BUT!!
[13:15]  Rob Adelaide: damn, you’re in another sim and I can’t cross
[13:15]  Kooky Jetaime watches his framerate climb as people dissapear
[13:15]  Jeska Linden: dance dance
[13:15]  Jeska Linden grins
[13:15]  Heretic Linden: Lol, Gwynnie.
[13:15]  CickMy Lunt: i suppose that is true
[13:15]  Heretic Linden moves.
[13:15]  Gwynnie Boffin: ;)
[13:15]  Spike Linden: Gwynnie!! haha
[13:15]  Timeless Prototype: lol
[13:15]  Jesse Linden: can’t. stop. dancin’.
[13:15]  Spike Linden: that is so bad, lol
[13:15]  Digital Digital: I have a new dance
[13:15]  Gwynnie Boffin: heh heh
[13:15]  Digital Digital: :P
[13:15]  Jamie David: this is the stuff of legends.
[13:15]  Timeless Prototype flips up his brollie – if the shit’s going to hit the fan
[13:15]  Melchoir Tokhes waks on your head.
[13:15]  Gwynnie Boffin: hey, i just capture the moments…
[13:15]  Kooky Jetaime: come on… give me 6…..
[13:16]  Digital Digital: lmao
[13:16]  Timeless Prototype: hi Tao
[13:16]  IrishCream Balboa: i take it the meeting is over?
[13:16]  Jeska Linden: boogie woogie

Quote of the Day

I’m having a really pretty bad day today, and so when I stumbled across this a moment ago, it was a much-needed moment of levity. From Guy McPherson’s graduation address, 2007:

“The standard approach at commencement ceremonies, graduation events, and other such celebrations is to tell young people that they are this country’s most precious resource. Frankly, I think that should scare the hell out of you. Have you SEEN what we do to precious resources in this country?”

Back to work.

Mecha Construction in SL, Lesson 3

[11:51]  Jurgi Harlan: Welcome back
[11:51]  You: Sorry, I crashed most spectacularly
[11:51]  Jurgi Harlan: Sorry, hope it wasn’t the headlights display.
[11:52]  You: I have no idea what it was. Anyway, well done on the headlights. Are they toggleable?
[11:52]  Jurgi Harlan: Not as of yet.
[11:52]  Jurgi Harlan: I’m still looking for the right code to do it.
[11:52]  Jurgi Harlan: But we were going to discuss channel commands next, so I figured that was a good time to hammer that out.
[11:53]  Aestival Cohen is online
[11:53]  Jurgi Harlan: For now, I’m swapping in and out the mod and no-mod chassis.
[11:53]  lilone Sandgrain is online
[11:54]  Jurgi Harlan: But the particle stuff is fine instead, I am nothing if not patient.
[11:54]  You: Perhaps we can cover the primciples of both today.
[11:54]  You: *principles
[11:54]  Jurgi Harlan: That would be great
[11:55]  Jurgi Harlan: Setting up the lesson tools?
[11:56]  Gog Gremlin is online
[11:56]  Jurgi Harlan accepted your inventory offer.
[11:57]  You: Okie doke. The most crucial part of today’s lesson is to get a sense of the different ways that objects can communicate with each other.
[11:58]  Meditate Pillow: Jurgi Harlan, say ‘/1 Hide’ to hide me, or ‘/1 Show’ to make me show. Or just right-click and sit on me to use me.
[11:58]  Jurgi Harlan: Alright
[11:59]  Lars Bismark is offline
[11:59]  You: So, objects in SL have no awareness of each other unless we give them that awareness: letting them collide via the physics engine, having them sense each other, email each other, or chat with each other.
[12:00]  Jurgi Harlan: Alright.
[12:00]  You: Each method has benefits and drawbacks; for our purposes, chatting is the simplest and best suited for our needs.
[12:01]  You: it is almost completely non-secure, but it is quick and reliable enough. =)
[12:01]  Jurgi Harlan: Okay, that would be because it’s faster than email, and we have move flex-room in the signals made, as opposed to physics interactions, which we have to adapt to.
[12:01]  Jurgi Harlan: more flex-room*
[12:02]  Jurgi Harlan: And negative because near anything can chat, and interfere with smooth operation.
[12:02]  You: And sensing can be pretty hard on the server, depending on how it is implemented.
[12:02]  Jurgi Harlan: I’m not familiar with sensing, master. Is that the same system that the visitor counters use?
[12:03]  You: Right. Chat can be lossy especially when you’re flooding the chat buffer with lots of data, so if you’re communicating anything important between objects, it is important to verify.
[12:03]  You: Sensing gives the object “eyes” and allows it to passively gather information about the world around it without interacting.
[12:04]  Jurgi Harlan: Hm. Interesting. I hope that I will be taught that one day.
[12:04]  You: So for example, a popular application of sensors is to restrict the sensing to agents. Typically this shows up with avatar “radars”
[12:04]  Jurgi Harlan: /nods
[12:05]  Jurgi Harlan: Like the visitor counters and security systems.
[12:05]  You: Yes indeed
[12:05]  Jurgi Harlan: Alright. But we won’t be addressing that today…correct?
[12:06]  You: No, we can cover sensors another day when discussing how to make giant mecha avatars able to punt other avatars or step on them.
[12:06]  Jurgi Harlan: OOOH!
[12:06]  You: It is fun indeed.
[12:06]  Jurgi Harlan: I believe it@
[12:07]  You: Anyway, so our situation is as follows: we want to create an upper arm out of particlesthat go from the forearm to the shoulder or vice versa.
[12:08]  Jurgi Harlan: Yes, to create the illusion of a energy-based suspension system to hack the shoulder problem
[12:08]  You: But in order to do that, we need the key of each prim that will be “receiving” (i.e., will be the particle target) the particles.
[12:08]  Lars Bismark is online
[12:08]  Jurgi Harlan: The key of each prim…hm. I do not know how to find that.
[12:08]  You: The practical difficulty is that the key of each prim in an attachment is different every time you put on the avatar or teleport with it on
[12:09]  You: So, we need a robust system that dynamically updates its understanding of the necessary keys every time we teleport or rez.
[12:09]  Jurgi Harlan: Hmm…so hard coding there wouldn’t work. You’ll require variables, and commands to obtain the,
[12:09]  You: Luckily, that’s actually pretty easy.
[12:09]  Jurgi Harlan: them.*
[12:09]  You: Yes, that is a correct understanding.
[12:09]  Jurgi Harlan: Alright.
[12:10]  Failed to place object at specified location.  Please try again.
[12:10]  Jurgi Harlan: How do we go about setting up such a subsystem?
[12:11]  Jurgi Harlan: The shoulder code is locked and unreadable to me.
[12:11]  Jurgi Harlan: As is the forearm code.
[12:12]  You: First, we need to figure out how to get the shoulder and the elbow chatting with each other
[12:12]  Jurgi Harlan accepted your inventory offer.
[12:12]  Jurgi Harlan accepted your inventory offer.
[12:12]  You: Rez each of those near the other
[12:12]  You: Are they readable to you now?
[12:13]  Jurgi Harlan: Alright, thanks to my time at the particle lab, much of this is comprehensible to me
[12:13]  Jurgi Harlan: Yes, sensei.
[12:13]  Jurgi Harlan: Is this your documentation?
[12:14]  You: This particle script is an adaptation of the eminent Eltee Statosky, of Luskwood. Several other free and open particles scripts are out there, including by Jopsy Pendragon and Ama Omega
[12:14]  Memir Quinn is online
[12:15]  Jurgi Harlan: The documentation is well done…and the optional code is useful-looking.
[12:16]  You: This particle script is pretty well-documented, so we won’t spend much time on the particle variables except to say that it is quite well worth your time to simply play around and see what different effects are possible.
[12:16]  Jurgi Harlan: Yes. I will definately be tinkering with this framework later.
[12:16]  You: Today we’re more concerned with inter-script communication.
[12:16]  Jurgi Harlan: Alright
[12:17]  Jurgi Harlan: Is this a lesson building on what we learned from the bullet and the gun?
[12:17]  Fryer Klinger is offline
[12:18]  You: Actually, we will not be covering much of the same ground at all today. The bullet and gun had little in the way of any communication except for the idea of the start_parameter passed from gun to munition at the time of rez
[12:18]  Jurgi Harlan: Alright…I note the followTarget integer is True.
[12:18]  Jurgi Harlan: I would think the root of the work is being funnelled though that
[12:19]  You: Yes, that is a key detail. The entire point of the communication here is to keep that target key up to date
[12:19]  Jurgi Harlan: I see.
[12:20]  You: Scrolling down below the particle engine coding, about 80% of the way down, look for an “init() {” function
[12:20]  Jurgi Harlan: In the region of the Emissive Mask?
[12:20]  Jurgi Harlan: I note that the data requests here are all variables.
[12:21]  You: Further dow– the first line within it is a llListenRemove
[12:21]  Jurgi Harlan: yes, i see it
[12:21]  You: Good! This block of code sets up the listening functionality that is one-half of communication.
[12:22]  Jurgi Harlan: On channel 997?
[12:22]  You: First, we destroy the old listen with llListenRemove, then reestablish it with llListen.
[12:22]  Jurgi Harlan: Ah, so as to not allow conflicts.
[12:22]  You: Yes, it is on a nonzero channel to keep it from spamming us with its simple comm. protocol.
[12:23]  Jurgi Harlan: I see, much like an encoded wireless channel PAN in Shadowrun…
[12:23]  Jurgi Harlan: It’s working of it’s own “signal wavelength” unlikely to be duplicated.
[12:23]  You: Stritcly speaking, it is usually good practice to use a negative channel for chat communications that are strictly script-2-script, since avatars can not directly use negative chat channels.
[12:23]  Jurgi Harlan: After all, who chats in 997?
[12:24]  Jurgi Harlan: Negative channels…gotcha.
[12:24]  You: You are correct, though for clarity’s sake I should note that chatting on a nonzero channel does not at all encrypt the communication; anyone out there can code a simple listen-chat repeater listening on your channel if they know it.
[12:25]  You: However, we have something like four billion chat channels to choose from
[12:25]  You: Still, never ever EVER use chat for ANY communication that should be encrypted in any way.
[12:25]  Jurgi Harlan: I see.
[12:26]  You: But it is perfectly fine for simple tasks like this.
[12:26]  Jurgi Harlan: So not for, say, ATMs and vendors.
[12:26]  You: So, once we init() the script, it is waiting for updated key information distributed on the specified channel
[12:26]  Jessica Qin is offline
[12:27]  You: what do on_rez and state_entry do for us?
[12:27]  Jurgi Harlan: let’s see.
[12:28]  Jurgi Harlan: Reset script…so, on rezzing, the script cleans itself off and reboots.
[12:28]  You: yes, and doing so always triggers state_entry.
[12:29]  Butterfly Wishbringer is online
[12:29]  Jurgi Harlan: It creates a timer…five seconds long…
[12:30]  Jurgi Harlan: And creates a text entry that looks to just be one blank space…which is what the listen is looking for.
[12:30]  You: Well, in this case, the llSetText was used to simply clear out the hovering text over the prim containing the script.
[12:31]  Jurgi Harlan: Oh, alright.
[12:31]  You: Specifying an empty string erases the floating text. =) Next we have the listen() event handler. So, what happens when this script detects any chat on channel 997?
[12:32]  Lars Bismark is offline
[12:32]  Jurgi Harlan: Hm…
[12:32]  Jurgi Harlan: I’m not sure…but I think first, it’s checking to see if the message is blank.
[12:32]  Jurgi Harlan: If not, it’s proceeding
[12:33]  Butterfly Wishbringer is offline
[12:34]  Jurgi Harlan: And it should be then shipping the non-blank response to the Target variable…but I’m not seeing where that happens…
[12:34]  Aestival Cohen is offline
[12:34]  Jurgi Harlan: Wait, is it target=(key)message?
[12:34]  You: Bingo.
[12:35]  You: The other joint has just discovere its own key, and chatted that info to this script on channel 997. So, we cast that string chat data into key format, and assign it to target.
[12:35]  You: Then what?
[12:36]  Jurgi Harlan: So, we’re establishing, for wont of a better term, a wireless connection between the two, which is constantly(every 5 seconds), pinging each other to make sure the set still is aligned.
[12:36]  You: Yes.
[12:36]  Jurgi Harlan: Alright…
[12:37]  You: Then, once we’ve got the updated information, we reinitialize the particle stream with the updated target.
[12:37]  You: However, there are several porblems with this script.
[12:37]  You: *problems
[12:37]  Jurgi Harlan: is that running=true?
[12:37]  You: It is a functional script, but a very sloppy one.
[12:37]  Jurgi Harlan: Or setParticles?
[12:38]  You: SetParticles is necessary to update the particle system’s target; it isn’t enough to simply update the target variable. We must also reboot the particle engine.
[12:38]  You: Recall that I said the key we’re interested in changes each time we rez or teleport. Is that happening every five seconds>?
[12:39]  Jurgi Harlan: Unlikely.
[12:39]  Jurgi Harlan: You’d have to be pretty frenetic to need that much rechecking.
[12:40]  You: True! So perhaps it is wasteful of us to ask the server to go through this whole process twelve times a minute.
[12:40]  Jurgi Harlan: So, is there a trigger that responds to being rezzed?
[12:40]  Jurgi Harlan: With which we can replace that one?
[12:40]  You: on_rez fires every time we rez or teleport, so we can use that as our trigger to kick everything off.
[12:40]  Jurgi Harlan: Ah.
[12:41]  Jurgi Harlan: Since the system life of the stream is infinite, we shouldn’t need to check any more often than that.
[12:41]  You: So, I see two places where we’re being wasteful here. One, the timer doesn’t need to work once it has done its job. Second, the listen handler is no longer useful once we’ve updated the key post-rez
[12:42]  Jurgi Harlan: And resource wastefulness creates sim crashes during your mech wars.
[12:42]  You: ! I spoke too soon. I DID put in a llListenRemove
[12:43]  You: Yes, you are correct. There are lots of poorly coded scripts out there; we shall endeavor to have our work not counted among them. =)
[12:43]  You: SO, armed with the knowledge that llSetTimerEvent(0); will cancel the timer, where do we want to put it?
[12:45]  Jurgi Harlan: Hm.
[12:45]  Jurgi Harlan: Hm
[12:46]  Jurgi Harlan: After a successful run.
[12:46]  You: Yes indeedy!
[12:46]  Jurgi Harlan: Right after the listen remove
[12:46]  You: Perfect.
[12:47]  You: That way once it has completed its task, the script goes passive, waiting for the next rez or teleport
[12:47]  You: And is quite light on the server.
[12:47]  Jurgi Harlan: Yes…but with on rez, why do we need the five second delay?
[12:47]  You: By extension, we are then being good grid citizens.
[12:47]  You: Excellent question.
[12:47]  Jurgi Harlan: Lag?
[12:47]  You: Exactly.
[12:48]  You: We have no guarantee that the OTHER script involved in this communication will be ready as soon as this one is.
[12:48]  You: In my tests way back when, it could be a difference of as much as 3-4 seconds on a slow server.
[12:49]  You: So, we let the script be graceful by waiting for its partner before departing to the dance floor.
[12:49]  Jurgi Harlan: I see
[12:50]  You: Why would the timer event fire off a chat message on channel 999 instead of 997, the cnhannel this script listens on?
[12:50]  Jurgi Harlan: Hm…well, the two joints are listening on 997 and 996.
[12:51]  Jurgi Harlan: I didn’t notice a broadcast on 999
[12:51]  You: Hmm, perhaps I’m looking at a different version of the script. Whoops. Anyway, why use 2 different chat channels, 996 and 997?
[12:52]  Jurgi Harlan: So as not to create a code hiccup and having a joint targeting itself, listening to itself talk.
[12:52]  You: Excellent. This is just one of many ways to sort out communications cleanly.
[12:53]  Jurgi Harlan: Sensei, I apologize, but I have an upcoming appointment.
[12:53]  You: No problem, this is a good stopping point.
[12:53]  Jurgi Harlan: Listening to the Buddhist Lama Bhante Kusaldhamma elsewhere.
[12:54]  Jurgi Harlan: I agree, I have come to understand, and I thank you for another useful lesson

Mecha Construction in SL, Lesson 2

[16:49]  Jurgi Harlan: I have a copy of that tank behind you.
[16:49]  You: How do you like it?
[16:49]  Jurgi Harlan: I found it got stuck on walls very easily.
[16:49]  RacerX Gullwing is offline
[16:50]  Jurgi Harlan: Not as in wedged, so much as it drove up them and ended up balanced on it’s rear.
[16:50]  You: Sad! I had been working to make it as robust as possible. Oh wel..
[16:50]  Jurgi Harlan: Perhaps some manner of command to cause it to right itself when upended?
[16:51]  Kage Seraph ponders that. Yes, that’s easily doable.
[16:51]  You: Would you like to work on mecha a bit this evening?
[16:51]  Jurgi Harlan: perhaps keyed to a voice command.
[16:52]  Jurgi Harlan: Indeed I would, Kage. That is why I have come, to continue my lesson.
[16:52]  Jurgi Harlan: And to report what I have learned in study so far.
[16:52]  Dizzy Arnaz shouts: DADDDDDDDDDDDY
[16:52]  You: Please do; you had mentioned earlier that you know now how to do rotating gears and things?
[16:53]  Jurgi Harlan: Yes…I believe the code was TargetOmega or somesuch.
[16:53]  Jurgi Harlan: Let me consult my notes.
[16:55]  Jurgi Harlan: Alright…paper is unreliable.
[16:55]  Jurgi Harlan: I will henceforth keep my notes on virtual notecards.
[16:56]  Jurgi Harlan: But yes, I managed to take apart the gear and antenna, and do some study on the command.
[16:56]  Kage Seraph smiles. I have the LSL wiki on speed dial. It saves mucho mucho time.
[16:56]  Jurgi Harlan: Indeed, I have it on my desktop now
[16:57]  Jurgi Harlan: I also noted that with the command, your attachment stays fixed, it is a illusionary rotation.
[16:57]  You: What would you like to cover tonight? We’d discussed the underlying principles pretty fully last time we met. Perhaps a more hands-on experience tonight?
[16:58]  You: Yes, llTargetOmega is a wholly clientside phenomenon. Thus, though we both see rotation with it, the given angle at any moment may be different for each of us.
[16:58]  Jurgi Harlan: Well, we had grasped the mechanics of the prims side of the issue.
[16:58]  Jurgi Harlan: Can we talk about appearing and disappearing parts, like in the Aereopteryx?
[16:59]  You: Certainly!
[16:59]  You: Two functions are useful in this context, llSetAlpha and llSetLinkAlpha.
[17:00]  Jurgi Harlan: Alpha…so is this related to the alpha channel?
[17:01]  You: Yes indeed. Both functions take a proportion (0-1) of alpha/transparency, as well as a side of the prim that the operation will take place on.
[17:01]  Jurgi Harlan: Proportion…related to a percentage?
[17:02]  Wayfinder Wishbringer is offline
[17:02]  You: A proportion is a fraction expressed as a decimal between 0 and 1 inclusive, so 50% is the same as 0.5 (proportion)
[17:02]  Jurgi Harlan: /nod
[17:03]  Jurgi Harlan: I thought as much, please continue.
[17:03]  You: The LSL wiki also refers to proportions as sliders occasionally. Same thing.
[17:03]  Jurgi Harlan: Alright
[17:03]  Wayfinder Wishbringer is online
[17:04]  You: So, to set the first face of the prim I’m setting on to transparent, the function call looks like: llSetAlpha( 0, 0 );
[17:04]  You: To set it to opaque: llSetAlpha ( 1, 0 );
[17:04]  Jurgi Harlan: Alright, so the number measures opacity.
[17:04]  Jurgi Harlan: As opposed to transparency.
[17:05]  Ben Kerensky is online
[17:05]  You: You can also specify that the whole prim is affected: llSetAlpha( x, ALL_SIDES);
[17:05]  Jurgi Harlan: Good, that will speed things up, I suspect.
[17:05]  You: SetLinkAlpha is the same in all respects except that you also specify the linknumber of the prim you want to operate on.
[17:06]  You: So with a little extra work, one code block in one script can render an entire complex object trasparent, opaque, or somewhere in between.
[17:06]  Jurgi Harlan: There we go.
[17:06]  Jurgi Harlan: Let me try that.
[17:06]  You: But that requires a for loop.
[17:06]  Jurgi Harlan: Oh, wait, dinner, give me a moment
[17:08]  Jurgi Harlan: There we go
[17:09]  Cabbit Grasshopper is online
[17:09]  Jurgi Harlan: One complex object, like…a plane mode?
[17:10]  You: All that said, a central control script detects if the agent is flying or not, and if the results of that check are different than the last time, then the controller tells subscripts to toggle transparency in each prim
[17:10]  Jurgi Harlan: Alright, what’s the command to detect flying?
[17:10]  You: Alternately, the control script could do the toggling itself using SetLinkAlpha, though this approach is substantially slower
[17:11]  You: integer llGetAgentInfo(key id)
[17:11]  Jurgi Harlan: So, you could set the transform sequence to anything, voice commands, HUD buttons, flying state.
[17:12]  You: So for flying, that would look something like: if( llGetAgentInfo(llGetOwner()) & AGENT_FLYING)
[17:12]  You: yes, that is correct.
[17:13]  You: If it is slaved to a HUD command, you could add in some pretty terrific blastoff / transform / etc. effects.
[17:13]  Jurgi Harlan: What would be the downside of a HUD control system?
[17:13]  Dirty McLean is offline
[17:13]  You: having to code secure communications between the HUD object and the transforming object.
[17:14]  Jurgi Harlan: Okay.
[17:14]  You: The central issue is that SL doesn’t currently support direct object-2-object communication, so you have to do it through chat (error-prone and slow)
[17:14]  Jurgi Harlan: Yes, I’ve seen that with Blitzwing.
[17:14]  Forseti Svarog is online
[17:15]  Jurgi Harlan: While the size was not in good order, it has a lot of functions for me to master.
[17:15]  Second Life: Your vote was received.
[17:15]  You: Good! Don’t be afraid to pull it apart into simpler dissections; this cube I’m sitting on is a simplification of the cloaking system I’m building into that vehicle you saw.
[17:16]  Jurgi Harlan: Alright, can I show you some of the things I wanted to discuss on it with you?
[17:16]  You: Sure!
[17:17]  Jurgi Harlan: Alright, you’ve explained to me about the appearing and disappearing sections…
[17:17]  Object: Hello, Avatar!
[17:17]  Jurgi Harlan: We spoke in our first lesson of the natural limits of movement for a avatar’s joints.
[17:19]  Jurgi Harlan: Okay, is this a violation of those joint laws?
[17:19]  You: Not at all. You’re observing that the rotation on the feet, for example, is impossible for a real human?
[17:20]  Jurgi Harlan: Indeed
[17:20]  SirCori Everidge shouts: LOL!!!!!!!!!!!!!!!!!!!!!!!
[17:21]  You: Any joint we have access to can be rotated in any direction for thousands of degrees if need be. The issue with larger mecha is that the /joining/ of the bones to make joints cannot be violated.
[17:21]  Jurgi Harlan: Ah!
[17:21]  You: That is, my femur must always remain attached to the pelvis, regardless of the rotation of that ball and joint socket, I can never dislocate it.
[17:21]  Jurgi Harlan: What of this flipping my head upside down?
[17:21]  You: Excellent question.
[17:22]  Lydie LeMay: hey guys
[17:22]  Jurgi Harlan: Hello, Lydie.
[17:22]  You: The rotation is anything you set it to be, even outside the limits of human ability, but the ends of the bones must forever be attached to one another.
[17:22]  You: Hi, Lydie!
[17:23]  You: So, you can fold the head down into the chest, but you can’t pull it off the neck in any way.
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Object: <0.00000, 0.00000, 0.00000, 1.00000>
[17:23]  Object: 0.785422
[17:23]  Jurgi Harlan: I see.
[17:24]  You: Believe me, that restriction drives me crazy. Ha!
[17:24]  You: Oh well.
[17:24]  Jurgi Harlan: I’ve figured out sitting to some extent, by the way.
[17:25]  You: Sitting well is about the only thing that separates the oldbies from the newbies, in the end. 😉
[17:25]  Jurgi Harlan: Tertiarily, I wondered as to the viability of onboard weaponry.
[17:25]  Wisteria Frye shouts: but u are
[17:26]  Wisteria Frye shouts: dont put the hat on shaka gives you, its a penis
[17:26]  You: It is 100% viable. Sensor-based, prim-based, both, anything is fair game.
[17:26]  Kado Okame shouts: Hes reported now anyways
[17:26]  Wisteria Frye shouts: bwaaaauuuhhh
[17:26]  Jurgi Harlan: Okay, do you have any lessons you can teach me on weapon systems, both how to design them, and counteract them?
[17:27]  Jessica Qin is offline
[17:27]  You: I can certainly guide you in building them, but counteracting them is difficult, especially if you’re including counteracting weapons not designed by you.
[17:28]  You: Perhaps the best way to tackle weapon design would be through a basic example.
[17:28]  Jurgi Harlan: Alright.
[17:28]  You: What shall we make? A rocket? Gun? Minelayer?
[17:28]  Jurgi Harlan: How about a cannon for this avatar?
[17:28]  Jurgi Harlan: Something to match up to the tank turret.
[17:29]  You: As you wish.
[17:29]  Blitz-flyer v1.5 whispers: Type help for help.
[17:29]  You: The first task is to create the munition.
[17:29]  Jurgi Harlan: Alright.
[17:30]  You: For the scripting involved, the wiki’s example is most elegantly done. http://secondlife.com/badgeo/wakka.php?wakka=ExampleGun
[17:30]  You: it handles setting the damage level, and what the munition should do when it strikes (1)ground (2) an av and (3) a prim
[17:31]  Jurgi Harlan: Hm.
[17:31]  Jurgi Harlan: What about an avatar’s attached prims?
[17:31]  Jurgi Harlan: Like these wing assemblies? Or a mech?
[17:31]  You: As a realistic munition would react differently to each of these collisions, it is good to see each case handled separately.
[17:32]  You: The munition will only collision-detect on the av’s collision skeleton, which if I recall correctly is located at the agent’s position between the legs of giant mecha. For your current av, the size difference is vanishingly small in a firefight.
[17:33]  Jurgi Harlan: I see.
[17:33]  Jurgi Harlan: /nod
[17:33]  You: That is, I could shoot through your wingtip but still miss you completely.
[17:33]  Jurgi Harlan: But that’s a small margin of error compared to having to shoot the Aereopteryx in the crotch
[17:33]  You: The collision skeleton is simply a LL hack to simplify the number of prims for Havok to deal with in physics calculations.
[17:34]  You: Yes, exactly re: Archaeopteryx
[17:34]  Jurgi Harlan: Ah, and I’ve been using the dinosaur name…I feel a fool now.
[17:34]  Kage Seraph smiles again. That’s no problem!
[17:35]  You: In any case, let’s briefly walk through the contents of the bullet script in the wiki so we both know what we’re doing.
[17:35]  Jurgi Harlan: Alright, let me bring it up.
[17:35]  You: http://secondlife.com/badgeo/wakka.php?wakka=ExampleGun
[17:35]  You: second script there
[17:36]  Jurgi Harlan: By the way, I assume that the collision box is related to the agent?
[17:36]  JetBall Doorway – Black Team shouts: Black Team New Player!
[17:37]  You: Yes, that is the case.
[17:37]  Jurgi Harlan: I thought as much, as it is what we bump into things with, and alot of these gun designs mention push.
[17:38]  Wayfinder Wishbringer is offline
[17:38]  You: Yes, push is a much-abused design feature we should discuss eventually. Ha. So, in state_entry, what are we doing with the bullet?
[17:39]  Jurgi Harlan: Okay, the first command seems to indicate the object is summoned, rather than permanent.
[17:40]  You: Correct, temp_on_rez gives the bullet a limited lifespan in case it gets lost. Good! Continue!
[17:40]  Jurgi Harlan: Alright, give me a second…
[17:40]  You: (also, note that temp_on_rez still deletes the bullet after ~1 minute even in no-script areas where llDie would silently fail)
[17:42]  Jurgi Harlan: Alright.
[17:43]  Jurgi Harlan: Status Physics seems to indicate that the bullet will react to gravity, simulated air friction, etc, like a flexible prim.
[17:43]  Jurgi Harlan: Die_at_edge seems to lead me to believe that sim zonelines will destroy the projectile as well.
[17:45]  You: Yes, enabling physics allows the physics engine (and clientside guessing/smoothing) to move the bullet gracefully through the air, in contast to the jerky motion we’d get using nonphysical movement.
[17:45]  Jurgi Harlan: Alright…
[17:45]  Jurgi Harlan: And Die_at_edge?
[17:46]  You: Die_at_edge deletes the prim if it hits the edge of the continent, *instead of returning it to your inventory*. An important detail for automatic weapons.
[17:46]  Jurgi Harlan: Ah, so at the edge of the continent.
[17:46]  Jurgi Harlan: Is there an inherent property that would do so if it crossed onto another server?
[17:47]  You: Next, I’ll take us through on_rez, since you’ve likely not seen many of those functions yet.
[17:47]  Jurgi Harlan: I note the TimetoDie hack of it above there.
[17:47]  You: Not a native function, though you could have the bullet record its present sim at each time slice, then compare for any differences and die if so.
[17:47]  Jurgi Harlan: Ah, so it would take a loop.
[17:47]  Jurgi Harlan: Please, proceed.
[17:48]  You: start_param in an integer that is passed from the script rezzing this munition to the scripts in the bullet.
[17:48]  Jurgi Harlan: Alright.
[17:49]  Jurgi Harlan: I see what you meant by elegant code, it’s almost English.
[17:49]  You: So, you can use that to see if the bullet is rezzed directly from inventory, or from the gun. Useful for debugging (e.g., you can turn OFF the auto-die functions if you’re rezzing the bullet from inventory to modify it).
[17:50]  Jurgi Harlan: Yes, by //-ing it out?
[17:50]  You: The first line within says “if the start_param equals zero (or false), then we must have rezzed from inventory and therefore, exit this code block before setting the collision filter, etc.”
[17:51]  Jurgi Harlan: Alright. So only if code summons it will the branch operate…in theory.
[17:51]  You: yes, you can comment out code with “//” on a line by line basis, but scripts cannot comment themselves. Rather, you can program in returns like we see here to do essentially the same thing.
[17:51]  You: Yes, that is the case.
[17:52]  You: Next, the bullet is told to not pay attention to any collisions with its owner ( llCollisionFilter(“”, llGetOwner(), FALSE); )
[17:52]  Jurgi Harlan: /nod
[17:52]  Jurgi Harlan: So you can’t accidentally set it off as it leaves your agent-space.
[17:53]  You: Next, the damage parameter is set equal to whatever value the rezzing script passed in start_param, so users of this bullet can dynamically update how dangerous they want the bullet to be in combat sims.
[17:53]  Wayfinder Wishbringer is online
[17:53]  You: The next line is commented and pretty straightforward at that.
[17:53]  Jurgi Harlan: Okay, if I can interject?
[17:53]  You: Sure, Jurgi.
[17:54]  Jurgi Harlan: What degree of interaction with damage does SL inherently have?
[17:54]  Jurgi Harlan: And what is it really defined as?
[17:55]  You: Damage only applies in damage-enabled areas, of which there are relatively few. When your life, expressed as a percent, hits zero, you’re teleported “home”. That’s about the extent of damage handling in SL, aside from very basic regeneration between hi
[17:55]  You: *hits.
[17:55]  You: Thus, uost combat systems handle damage other ways.
[17:56]  Jurgi Harlan: So even outside of Darklife, or other RPGs, we actually possess HP?
[17:56]  nonnux White is online
[17:56]  Jurgi Harlan: Right now, sitting here, we have a damage pool that can be harmed?
[17:57]  You: No, not at this time because this parcel does not have damage enabled. Were that the case, you’d see a little red heart and the lofe percentage at the center top of your SL screen.
[17:57]  Jurgi Harlan: Alright.
[17:57]  You: visit Jessie or Rausch sometime and you’ll see quite readily.
[17:57]  Jurgi Harlan: I’ve never seen that, so I guess I’ve never been to a combat sim
[17:58]  Jurgi Harlan: But the damage system this bullet and gun interact with is a toggleable system inbedded in SL.
[17:58]  You: Yep!
[17:58]  Jurgi Harlan: Alright…go ahead.
[17:59]  You: Finally in on_rez, we set a timer to go off after the pecified interval. What’s the interval and what happens when it is up?
[18:00]  Jurgi Harlan: It’s defined before the constants, and has a value of 20.0
[18:00]  Wayfinder Wishbringer is offline
[18:01]  Jurgi Harlan: I interpret it to be that when the counter concludes, the bullet unsummons.
[18:01]  Jurgi Harlan: As for the interval, I do not know.
[18:01]  You: Twenty seconds, yes.
[18:01]  Jurgi Harlan: Ah, alright.
[18:01]  You: Correct on both counts.
[18:02]  You: Next, we have collision_start, which fires every time the bullet hits something. Sometimes it will fire multiple times for a single object if it hits it multiple times (e.g. on a ricochet).
[18:03]  Jurgi Harlan: Alright.
[18:03]  You: Within collision_start, we filter against whether or not the collision was with an av or anything other than an av (an by extension, land as well).
[18:03]  You: Where it says “// tricky stuff like proprietary damage goes here” you typically insert blood spatter particle code, successful hit sound code, etc.
[18:04]  Slade Onizuka is online
[18:04]  Jurgi Harlan: I see, your special effects and such.
[18:04]  You: Pretty much. Finally, the bullet also responds to striking bare ground, useful for sending up clod-of-mud particles and things like that.
[18:05]  Jurgi Harlan: Alright, I also notice the ||Die command there.
[18:05]  Jurgi Harlan: Does that auto-unsummon any object it’s imbedded in?
[18:05]  Jurgi Harlan: Or even destroy permanent prims?
[18:06]  You: Yes, as long as the event happens in script-enabled land. Otherwise it doesn’t fire and the bullet simply falls to the ground motionless.
[18:06]  You: Thus, recall we set temp_on_rez up there just in case that happens.
[18:06]  SamBivalent Spork is offline
[18:07]  Jurgi Harlan: Will ||Die work on a permanent prim, like a castle?
[18:07]  Jurgi Harlan: Or only on a summoned object?
[18:07]  You: If by permanent you mean non-physical, then yes. It will work on pretty much anything except attachments, I believe.
[18:08]  JetBall Doorway – Black Team shouts: Black Team New Player!
[18:08]  Jurgi Harlan: I mean non Temp_On_Rez
[18:08]  You: Yes, it will also work in that case.
[18:08]  Jurgi Harlan: Alrighty.
[18:08]  Jurgi Harlan: Please continue.
[18:09]  You: As a final note on that, be careful in triggering llDie; it is an easy way to lose the latest updates you’ve made to the script calling it. Haha! Let’s have brief remark on bullet design.
[18:09]  Jurgi Harlan: Alright.
[18:09]  JetBall Doorway – Black Team shouts: Black Team New Player!
[18:10]  JetBall Doorway – Black Team shouts: Black Team New Player!
[18:10]  You: The bigger the bullet, the bigger kinetic energy it has when rezzed at speed. The same KE is applied to the rezzing prim when it rezzes. Recall Newton’s Laws of Motion here.
[18:10]  Raiden Karuna is online
[18:11]  You: Thus, guns with large bullets push the wearer with a force that counteracts the rezzing force.
[18:11]  Jurgi Harlan: A more massive object moving at the same speed has more power than a lighter one.
[18:11]  LiquiDiamond Frost is offline
[18:11]  You: Yes, and every action has an equal and opposite reaction, so the gun ‘pushing’ the bullet forward also ‘pushes’ you backward.
[18:11]  Raistlin Otis is online
[18:12]  Jurgi Harlan: I see.
[18:12]  You: (Because you are physics-enabled).
[18:12]  Jurgi Harlan: But our collision detection is also off…
[18:12]  Memir Quinn is online
[18:12]  You: For small bullets, this force is insufficient to overcome your inertia so folks don’t worry about scripting around it.
[18:13]  Jurgi Harlan: And my tank mode being pushed back a little would be more realistic anyway…
[18:13]  You: True, collision detection is off, but the bullet generally only collides with the firer on a ricochet.
[18:13]  You: (most gun scripts rez the bullet perhaps a meter away from the firer).
[18:13]  Jurgi Harlan: I see, so our physics are still interacting, I’m just circumventing triggering impact code.
[18:13]  You: Yes, that is the case.
[18:13]  Jurgi Harlan: I see.
[18:14]  You: Let’s transition to the gun script. This one is a bit longer, but still well-factored and -written. Browse through it and let’s tackle any questions you have about it.
[18:15]  Jurgi Harlan: Alright.
[18:16]  Jurgi Harlan: First we have variables being defined…
[18:16]  Jurgi Harlan: Some of them being loaded already.
[18:16]  Ben Kerensky is offline
[18:16]  Paul Linden: Some Regions will be going offline in 15 minutes to resolve a stability issue.  Effected Regions should be up whithin 30 minutes.
[18:16]  Jurgi Harlan: I notice a branch being loaded with the Say(string message) thing there.
[18:17]  Jurgi Harlan: Let’s begin there/
[18:17]  You: Okay. the say( * ) function is a general-purpose user-defined global function, so it can be called from anywhere.
[18:18]  You: the branch that calls it supplies the string that becomes the message that is ownersaid.
[18:18]  Jurgi Harlan: Alright…I think I got that…in this case, what is the use of it?
[18:18]  Jurgi Harlan: Wait.
[18:19]  Jurgi Harlan: I think I get it.
[18:19]  Jurgi Harlan: It creates a “say” command to force the weilder to speak error codes and messages from the gun code, so he can get information from it.
[18:19]  Jurgi Harlan: Which are stored in the variable “message”
[18:20]  You: Yup! This is a function mainly used for debugging.
[18:20]  Jurgi Harlan: Alright!
[18:20]  Jurgi Harlan: I’m getting it…let’s keep going.
[18:20]  You: Press on forward, my good man!
[18:21]  Jurgi Harlan: Its then polling the wielder for permission to override his functions.
[18:21]  JetBall Doorway – Black Team shouts: Black Team New Player!
[18:21]  Cabbit Grasshopper is offline
[18:22]  Jurgi Harlan: To run animations, read his input, and stick to his hand.
[18:22]  You: Yes, the user must at least implicitly (by attaching it) grant the weapon permission to begin reacting to the user’s control inputs. In this case, the control input we want is the left mousebutton in mouselook, as we’ll soon see.
[18:22]  You: If the script was not required to gain permission, imagine the potential abuses…!
[18:22]  Jurgi Harlan: Could one map the gun trigger to another button?
[18:23]  You: Yes indeed.
[18:23]  Raistlin Otis is offline
[18:23]  You: to any of the movement keys or combinations thereof.
[18:23]  Jurgi Harlan: But not to, say, the letter F, or Number Lock?
[18:24]  You: Unfortunately no. We’ve been pleading for this since 2003. So far no good.
[18:24]  Jurgi Harlan: Alright, so movement keys and mouse buttons.
[18:24]  Jurgi Harlan: Managable.
[18:25]  Jurgi Harlan: Then it filechecks itself, making sure you also own the Bullet code and gunfire sound.
[18:25]  Jurgi Harlan: If not, it makes you tell yourself so.
[18:25]  Jurgi Harlan: A smart piece of code there.
[18:25]  Jurgi Harlan: Never would have thought of that back in college.
[18:25]  Chase Speculaas is offline
[18:26]  You: Yes, sort of. It’s checking to see if those items are in the gun objects inventory. If not, the gun cannot rez the bullet or trigger the sound as the case may be.
[18:26]  You: *object’s
[18:26]  You: The assumption is that if you don’t own it with sufficient rights, especially copy rights, you won’t usefully be able to put it into the gun’s inventory.
[18:27]  You: Next we have arm and disarm. Go on, you’re doing very well!
[18:27]  IM: The Sojourner: Please join us in a gathering/dance tomorrow night (Thurs) from 5-7:30 pm at Dreams.  It is casual (low prim) to say thank you ALL!
[18:28]  Raistlin Otis is online
[18:28]  Jurgi Harlan: Alright, it consults the permissions it’s been given, then hijacks your left mouse button, but only in mouselook, and runs the animation of you raising the gun into a ready position.
[18:29]  You: Perfect.
[18:29]  You: And if it doesn’t have the permissions, it tries to get them again, just in case.
[18:29]  Jurgi Harlan: Ah, I didn’t notice that.
[18:29]  Jurgi Harlan: Yes, I see it leaping back to that branch there.
[18:30]  Jurgi Harlan: Also, it toggles on the Armed variable.
[18:30]  Jurgi Harlan: What’s that do?
[18:31]  Jurgi Harlan: I’m sorry. Is my ADD acting up or do I hear GIR?
[18:31]  You: that surfaces again in the attach() branch.
[18:31]  Kage Seraph unmutes SL
[18:31]  You: A high-pitched voice?
[18:32]  Jurgi Harlan: yes, GIR, from Invader Zim.
[18:32]  You: Your ADD appears to remain under control. =D
[18:32]  Jurgi Harlan: Distracting.
[18:33]  You: Anyway, gArmed is used to indicate what the gun script should do when the gun is detached. If it was armed (gArmed = TRUE), then the disarm function is called.
[18:33]  Jurgi Harlan: Okay, anyway.
[18:33]  You: but we haven’t got there yet. Ha!
[18:33]  Jim Herbst is online
[18:34]  You: disarm simply tidies up permissions, releases controls, and lets the user have his or her av back in full functionality.
[18:35]  You: Let’s jump down to touch_start(integer count)
[18:35]  Jurgi Harlan: Okay.
[18:35]  You: hint: “!=” reads aloud, “does not equal”
[18:35]  Jurgi Harlan: I had interpreted that…
[18:36]  You: and llDetectedKey(0) supplies the key of whoever just touched the object (clicked on it, not collided)
[18:36]  Jurgi Harlan: Yes.
[18:36]  Jurgi Harlan: So it’s checking if the wielder is the owner there.
[18:37]  You: Yup! What else is happening there?
[18:37]  Jurgi Harlan: One second.
[18:37]  Jurgi Harlan shouts: Whoever has the GIR sounds, send them to me so I can mute this in peace? kthnx
[18:37]  Jurgi Harlan: Alright.
[18:37]  Chase Speculaas is online
[18:37]  Jurgi Harlan: I’m a Invader Zim fan.
[18:37]  Jurgi Harlan: Now then…
[18:38]  Jurgi Harlan: Else if Get attached…I am in the neighborhood, but I can’t find the exact meaning there.
[18:38]  Slade Onizuka is offline
[18:39]  You: else if I am not attached, then run the getperms branch, which does three things including attaching the gun to the avatar
[18:39]  Jurgi Harlan: Okay, so it checked to see if it’s already in hand.
[18:39]  You: Correct, go on.
[18:39]  Jurgi Harlan: If not, it asks for permissions.
[18:40]  You: (and when it gets them it attaches, yes)
[18:40]  Jurgi Harlan: Then…it checks to see if the Armed setting is on…
[18:41]  Avery Habsburg: rofl u can transform?
[18:41]  Jurgi Harlan: If so, it disarms, if not, it arms.
[18:41]  Jurgi Harlan: And yes, Avery, I can.
[18:41]  You: Right on target. Yes.
[18:41]  Jurgi Harlan: Are you the one with the GIR noises?
[18:41]  Avery Habsburg: can u show me?
[18:41]  Avery Habsburg: no?
[18:41]  Jurgi Harlan: One sec, Kage, let me get this out of the way.
[18:42]  Avery Habsburg: where did u get that?
[18:42]  Jurgi Harlan: Okay, my get mode is screwed up
[18:42]  Avery Habsburg: rofl lmao
[18:42]  Jurgi Harlan: yagni’s pyramid

Mecha Construction in SL, Lesson 1

[11:54]  Jurgi Harlan: kage, I came to Second Life to design, pilot and sell mecha.
[11:54]  The Sojourner: Hi Xanshin
[11:54]  Jurgi Harlan: I believe you are my superior in this, and I wish to learn from you.
[11:55]  Xanshin Paz: hiya,
[11:55]  Xanshin Paz: Soj1
[11:55]  Xanshin Paz: jeez…..keybd impaired again
[11:55]  Xanshin Paz: hi guys!
[11:55]  You: I’d be happy to help you learn everything I know about mecha design. WHen would you like to begin?
[11:55]  Jurgi Harlan: At your convenience, I am a complete novice.
[11:55]  You: Hello, Xanshin
[11:56]  Jurgi Harlan: I am offering myself as apprentice, and intern.
[11:56]  Xanshin Paz: hello, Kage!
[11:56]  You: Well, if you have an hour or so, we could start right now, Jurgi.
[11:56]  Jurgi Harlan: I do.
[11:56]  The Sojourner: I will sit on the fence and write notecards
[11:57]  Jurgi Harlan: There, that got rid of the fur.
[11:57]  You: Great! Let’s have a seat and get a sense of what you already know.
[11:57]  Jurgi Harlan: Alright.
[11:57]  The Sojourner: Kage and I are good sitters
[11:58]  Jurgi Harlan: Apparently, I am not!
[11:58]  Kage Seraph dreams of the day when LL makes sitting a painless process.
[11:58]  Jurgi Harlan: Bah
[11:59]  Xanshin Paz: I’d pay to be a fly on this wall, but I’ve *got* to get some sleep :/
[11:59]  Jurgi Harlan: Nonetheless, what I know thusfar is slim.
[11:59]  Xanshin Paz: nice meeting you, guys
[11:59]  You: We can notecard the chat transcript, Xanshin, if everyone consents..?
[11:59]  Jurgi Harlan: I can show you my work, and it will say more than I can.
[11:59]  Xanshin Paz: oh, that’d be great !
[11:59]  Xanshin Paz: thanks!
[11:59]  Kage Seraph nods, no problem
[12:00]  Jurgi Harlan: These are the starting point of an idea I had…
[12:00]  Xanshin Paz: ‘nite, all……!
[12:00]  You: Night!
[12:00]  DragonChiq Thereian is online
[12:00]  Jurgi Harlan: You might not notice, but it is actually sized for your DIY kit.
[12:01]  Misty Rhodes is online
[12:01]  You: Intended as an attachment to the hips?
[12:01]  Jurgi Harlan: A pelvis attach…though eventually I planned to add actual moving treads.
[12:02]  Jurgi Harlan: This was my first attempt, disassembled for you.
[12:02]  Kage Seraph ponders. Shooting for a Madcat?
[12:02]  Jurgi Harlan: Feel free to get a closer look, and yes, I was basing my idea on a reverse knee Clan mech like a Mad Cat or Vulture.
[12:03]  You: Sounds good so far.
[12:03]  Jurgi Harlan: At the time, I hadn’t learned rescaling the whole model, so you’ll notice they’re too large.
[12:04]  Jurgi Harlan: For the DIY kit anyway.
[12:04]  You: Perhaps we could begin the discussion with animations and how they work in SL. They’re kinda the key concept in mecha design
[12:04]  Jurgi Harlan: Indeed, I have made animations in Avimator. Is that useful?
[12:05]  You: Yes, that is an excellent start (though I use Poser, so I can’t walk you through difficulties in Avimator directly)
[12:05]  Jurgi Harlan: That is what I have learned of particle effects.
[12:06]  Jurgi Harlan: The fly/follow effect is sadly copied from someone else’s work.
[12:06]  Jurgi Harlan: My goal was to keep the particles in the ball.
[12:06]  You: Looks good as a start, Jurgi.
[12:07]  Jurgi Harlan: It also makes a useful hands-free light source, when it’s not chasing pretty girls.
[12:07]  Kage Seraph grins
[12:07]  Jurgi Harlan: Well, I have one more work piece to show you.
[12:07]  You: Okay, rez it at will. =D
[12:08]  Jurgi Harlan: This was based off your Steam Golem design.
[12:08]  Jessica Qin is offline
[12:08]  DragonChiq Thereian is offline
[12:08]  Jurgi Harlan: It’s not done, but I was more trying to get the techniques you used down more than to copy every facet.
[12:09]  Jurgi Harlan: I hope my imitation didn’t offend.
[12:09]  You: Sure, it looks like you have a good eye for the forms involved
[12:09]  You: No, I have no problem with practicing that way.
[12:10]  Jurgi Harlan: I really like your Steam Golem as it gives you size, as well as maintaining a posable head which which conversations stay fluid.
[12:10]  You: Well, let’s use the Steam Golem as a conversation piece. We’ll pull it apart to see how it works, then put it back together as a complete piece.
[12:11]  Jurgi Harlan: At your leisure, sensei.
[12:11]  You: I’ll transplant the functional bits out of the anim overrider so we can concentrate on functionality, not form at this stage
[12:12]  Object: Loading notecard ‘*Default Anims’…
[12:12]  Object: Finished reading notecard. (4215 bytes free)
[12:13]  Ned Nolan: hello
[12:13]  Jurgi Harlan: So the invisiprims are on the feet, and the mech legs are on your lower legs, yes?
[12:13]  Ned Nolan: hi Soj
[12:13]  Higbee Protagonist is online
[12:14]  The Sojourner: Hi Ned.. working on something
[12:14]  You: Okay, as you saw before I attached the wooden box anim overrider, the attachments on the legs don’t determine the position of the av above the ground. Only the anim overrider does that
[12:14]  Bob Bunderfeld is offline
[12:14]  Jurgi Harlan: yes, I learned that, hence I was sizing my treads to match the overrider’s height limit.
[12:14]  You: So the legs can be arbitrarily short or long, and only have to extend to the ground if you’re shooting for a sense of realism. 😉
[12:14]  Jurgi Harlan: The code involved is completely unknown to me.
[12:15]  Zekeen Phoenix is online
[12:15]  You: In this case, I’ve integrated the invisiprims covering the mesh avatar’s calves and feet right into the lower legs of the prim av
[12:15]  Jurgi Harlan: Okay, give me a second there.
[12:15]  You: clarification in terms: mesh av = the regular human av almost all of us use
[12:16]  You: in my case, the mesh av is the one in jeans and a tee shirt
[12:16]  Jurgi Harlan: Okay, so those invisiprims are built into the legs, not separate attaches.
[12:16]  Zekeen Phoenix is offline
[12:17]  You: yes, though they could be separate attaches if you preferred to build it that way. I try to minimize the number of attachments used for sanity’s sake when tuning the av’s movement
[12:17]  Jurgi Harlan: Learning the exact function of invisiprims is going to be a lesson I will require.
[12:17]  You: Certainlyh, let’s handle that now.
[12:17]  Jurgi Harlan: Please do.
[12:19]  You: invisiprims use special textures to obscure any texture behind them by canceling the texture out. Some textures contain an extra “color” (called an alpha channel)
[12:19]  You: that programs like SL can interpret as transparency.
[12:19]  Jurgi Harlan: Alright, by “behind them” you mean contained within the prim’s area?
[12:20]  You: within and/or behind, the effect is the same. All that matters is which texture is encountered first when you sort them by distance from the SL client’s camera
[12:21]  You: so for me, the SL client camera is over and behind my shoulder
[12:21]  Jurgi Harlan: Well, I notice that when the mech’s leg is behind the invisiprim, it is not being obscured.
[12:21]  You: Very astute.
[12:21]  Jurgi Harlan: How is the prim discerning betwixt your foot, and the mech’s knee?
[12:22]  Jurgi Harlan: I also notice -I- am being obscured by them.
[12:22]  You: SL is mercifully set up such that textures that do NOT contain an alpha channel are not obscured by textures that DO contain an alpha channel
[12:22]  Jurgi Harlan: And my staff is not.
[12:22]  You: so, for this application we have two kinds of textures, alpha textures and non-alpha textures
[12:22]  Jurgi Harlan: Alright…
[12:23]  You: alpha textures obscure (hide) each other, and non-alpha textures of course obscure both alpha and non-alpha textures behind them.
[12:23]  Jurgi Harlan: I see.
[12:23]  You: so, it follows that the rusty textures on the mecha’s legs are non-alpha, and the textures on you and me are alpha textures
[12:23]  Jurgi Harlan: How can we manipulate what possesses the alpha channel state, and what does not?
[12:24]  DragonChiq Thereian is online
[12:24]  You: alpha channels can be added to any image in an offline image editor such as Adobe Photoshop or GIMP
[12:24]  You: Numerous excellent tutorials are on the web to do this.
[12:25]  You: Also,
[12:25]  Jurgi Harlan: I will acquire them.
[12:26]  You: when we change the transparency in the object editing toolbox (“Texture” tab, “Transparency” box), SL forces the texture in question to have an alpha channel
[12:26]  Jurgi Harlan: Even if we reset it to 0%?
[12:27]  You: Setting it to zero removes the alpha channel from a texture that was originally non-alpha to begin with.
[12:27]  Jurgi Harlan: Ah, I see.
[12:27]  Jurgi Harlan: I believe I have a functioning grasp of the concept.
[12:27]  You: Good! Let’s move on to the next brain-bender.
[12:28]  You: As it turns out, you and I and Soj each have two representations here on the inworld grid
[12:28]  Jurgi Harlan: Our location and our avatar.
[12:28]  You: First, the avatar that we all know and love and can see
[12:29]  You: Second, as you mentioned, our position is analogous to the agent representing each of us
[12:29]  Jurgi Harlan: yes, agent, the term had escaped me.
[12:29]  Jurgi Harlan: It is the agent by which we “play”, seeing and moving.
[12:29]  Jurgi Harlan: The avatar becomes merely the visual placemarker for the agent.
[12:30]  You: Most of the time, the agent and avatar can be used interchangeably. But there are a few crucial differences.
[12:30]  You: Yes, you’ve nailed it.
[12:30]  Jurgi Harlan: I have studied some, sensei.
[12:30]  You: The camera and collision detection are tied to the agent, NOT the avatar, and it is this distinction that makes giant mecha in SL possible
[12:31]  You: i.e., if we use an animation to move the apparent location of the avatar (for giant mecha, we move it straight up, no?), the agent’s position does not change.
[12:31]  Jurgi Harlan: Indeed.
[12:32]  Jurgi Harlan: We continue to interact with terrain, despite being above the ground.
[12:32]  You: that is, it stays on the ground. So, where is my agent right now?
[12:32]  Jurgi Harlan: Because our agent is at ground level.
[12:32]  You: true true
[12:32]  Jurgi Harlan: I have a question.
[12:33]  You: So, all of that to say that as you construct animations and later prim models,always remember where the av is and where the agent is.
[12:33]  You: Yes?
[12:33]  Jurgi Harlan: If our agent is on the ground, how does the avatar look correctly when I focus my vision below me by bending over?
[12:33]  You: Losing track of the relative positions in agent and av leads to some pretty glaring animation issues. =)
[12:34]  Jurgi Harlan: Allow me to visualize my question.
[12:34]  Jurgi Harlan: Now, I am starting at Soj.
[12:34]  Jurgi Harlan: My agent is at ground level.
[12:35]  Jurgi Harlan: Why does my head tilt down?
[12:35]  The Sojourner: soj waves
[12:35]  Jessica Qin is online
[12:36]  You: This is one case where LL did excellent bookkeeping.
[12:37]  Jurgi Harlan: So their systems manage it inherently?
[12:38]  You: Recall that the avatar is not fully tied to the agent, so each of our clients can calculate the proper avatar articulation regardless of where the agent is, that is, the av’s position and orientation are handled relative to the agent, but the algorithms
[12:39]  You: that determine head facing and foot facing in particular, are handled separately. That way, your feet are properly angled onto the ground and you can look about naturally regardless of most animations( i.e., animations that do not take over the head)
[12:39]  Jurgi Harlan: I see.
[12:39]  You: Other questions before we move on to articulation?
[12:40]  Jurgi Harlan: So this is not an issue we must constantly correct when building a mech with a poseable head.
[12:40]  You: that is correct. LL has done a good job formalizing how an unconstrained head should act. =)
[12:40]  Jurgi Harlan: I think I have a grasp of it, sensei, please move along if you are ready.
[12:41]  You: Okay, on to articulation.
[12:42]  You: The root of the magic in the animation here is to set the hips in the animation upward into the air as appropriate. The position and overall orientation of the avatar are determined thus:
[12:42]  You: get the position and rotation of the agent, add the effect of the active animation(s) to that, then display
[12:43]  You: As you know one can have multiple animations playing simultaneously, as when we are standing and typing at once
[12:43]  Lazarus Bogan is offline
[12:43]  Jurgi Harlan: Yes.
[12:44]  You: So, SL combines the animations mathematically and drops any subset of the animations that are of a lower priority that the highest-priority animation, as well as non-animated bodyparts.
[12:44]  You: another way to say that:
[12:44]  Jurgi Harlan: My staff overriding my left hand while I type, for example.
[12:45]  You: a priority 4 animation (the mecha standing animation) negates the default standing animation for all joints that the mecha animation takes control of
[12:45]  Jurgi Harlan: Ah, my slouching animation is a priority 4…can you teach me of the priorities?
[12:45]  You: Yes, your staff is a perfect example of that
[12:46]  The Sojourner: poor Kage looks like he has been riding a horse too long
[12:46]  You: Ha! Actually, Soj, that’s a pretty important detail we’ll get to soon
[12:47]  You: Priority for our needs with mecha are a sledgehammer kind of tool, that is, Mecha animations are totally “unnatural” to the normal SL av, so I typically set all the mecha animations to the highest priority to minimize overlap
[12:47]  Raistlin Otis is online
[12:48]  You: The notable exception to that is that I did not animate the mesh avatar’s head with the mecha animations, which is why the mesh head remains naturally articulated / animated even when I’m wearing this avatar.
[12:48]  Jurgi Harlan: Alright…at the same time, my priority 4 slump overrides my head movement.
[12:48]  Jurgi Harlan: How did you prevent the head override exactly?
[12:49]  You: Good question, and a key skill for animating capably
[12:50]  You: As it turns out, any animations we make only affect the joints for which we explicitly specify animations. So, in Poser or Avimator, we load up an SL mannequin and start manipulating, say, the left arm.
[12:50]  Forseti Svarog is online
[12:51]  You: If we upload that arm-waving animation without specifying any new movement for the other limbs, SL will continue to animate those other limbs normally while the arm animation plays or loops.
[12:51]  Jurgi Harlan: Does this cause a more natural blend, or more jerky chaos?
[12:51]  You: So, for this mecha set of animations, the arms, legs, and torso all have movements specified, but the head and neck do not.
[12:52]  You: Regarding jerkiness, much of that is dependent on (1) the character of the animation itself. Is it jerky? (2) the values specified in the transition-in and transition-out attributes when uploading the animation
[12:53]  You: those values determine how much weight the client gives to the early and late frames of the custom animation as it starts and ends.
[12:53]  You: basically analogous to a “fade in” and “fade out” effect
[12:54]  Jurgi Harlan: Transition-in and transition-out were very difficult for me, I mostly hotwired it until it ran for my slump.
[12:54]  Jurgi Harlan: I didn’t really have an understanding, just poked and prodded till it worked.
[12:55]  Jurgi Harlan: More training and examples would help…
[12:55]  Jurgi Harlan: But we can save it until appropriate…
[12:55]  The Sojourner is offline
[12:56]  You: Sounds good. Let’s finish up this discussion on articulation with a brief bit on joints of the mesh avatar and how we ‘hack’ them
[12:56]  Jurgi Harlan: So the goal when animating is to produce smooth movements that override as little as necessary to keep the body’s reactive coding intact.
[12:56]  You: Generally, yes. THat’s a good way to summarize it
[12:57]  Jurgi Harlan: Oh, yes, that’s a part I was definately curious about.
[12:57]  You: THough for mecha, we tend to have to take control of almost everything with the custom animations.
[12:57]  You: Soj noted earlier that I look like I’ve been riding a horse too long
[12:58]  Jurgi Harlan: Because of the wide hips.
[12:59]  You: That is an artifact of the fact that we cannot with custom animations break the joints of the av. That is, I cannot specify a shoulder joint position that is 5m, say, from the rest of the body. The joints, though they’re all raised into the air, have
[12:59]  You: to remain at normal human proportion to one another, except as far as we can push them with the normal appearance dials / sliders.
[13:00]  Jurgi Harlan: Yes.
[13:00]  You: So, since mecha are of course bigger than we are, all of the size-related sliders are maxed out for this mesh av to get the joints closer to where they should be for humanoid mecha.,
[13:01]  Jurgi Harlan: Yes, to keep the attachments moving as much like the body as we can.
[13:01]  Jurgi Harlan: The closer the body to the joints, the more natural the interplay.
[13:02]  You: But as you can see, the mecha’s knee joints are further out along the av’s y-axis (left-right). For legs, this isn’t much of a problem, since the hips and knees primarily function like hinges
[13:02]  Jurgi Harlan: For upper arms, you’ve substituted energy streams.
[13:02]  You: Since the prim legs are only slightly displaced, the effect is pretty good. Arms, however, are much trickier.
[13:03]  Jurgi Harlan: An inventive technique, in my opinion.
[13:04]  You: A last-ditch one. 😉 As you can imagine, the ball-and-socket joint and movement of the shoulder leads to crazy displacements as the animations play; the particle streams are one way around this problem
[13:04]  Jurgi Harlan: Yes, I couldn’t figure out how to make it work either…
[13:05]  Jurgi Harlan: I’ve been planning to save for a Decepticon or Gundam one to study their trick…
[13:05]  You: How much are they?
[13:06]  Jurgi Harlan: Though the code to make the streamers move from shoulder to elbow is another mystery to me.
[13:06]  You: I’ll walk you through that another day if you like.
[13:06]  Jurgi Harlan: I could take you to them…I don’t have prices memorized.
[13:06]  Jurgi Harlan: …um, wow.
[13:07]  Jurgi Harlan: Bring them with me when I come next time?
[13:07]  You: That should be enough to get you started on one or the other. Consider it a homework assignment to tear them apart and learn their techniques? Bring them if you wish
[13:07]  Jurgi Harlan: Will do sir!
[13:08]  Jurgi Harlan: I was also noting that the steam golem itself is moddable.
[13:08]  Jurgi Harlan: Though the demo version I have is not.
[13:08]  Lazarus Bogan is online
[13:08]  Jurgi Harlan: As I understood the sign.
[13:09]  Jurgi Harlan: And so you know, I am a buyer of your work.
[13:09]  You: Yes, that was intentional; the demo is simply a demo– if it were mod, folks would have no reason to get the full version. For those that did, I wanted them to be able to make it their own if they wished
[13:09]  Dirty McLean is offline
[13:09]  Jurgi Harlan: I have a question on this model however…
[13:09]  You: Yes?
[13:09]  Jurgi Harlan: if you would look at my left hip.
[13:10]  Jurgi Harlan: There is some loose tubing or handles or some such, free floating.
[13:10]  You: Ah, so I see. Carelessness in the gunship attachment on my part
[13:11]  Jurgi Harlan: Yours doesn’t have it.
[13:11]  Jurgi Harlan: Wait, there they are
[13:12]  Jurgi Harlan: After you transformed back to robot mode.
[13:12]  Jurgi Harlan: They’re there now.
[13:13]  Nomad Nighbor: COOL transformers convention 😀
[13:13]  Jurgi Harlan: Now they’re gone
[13:13]  You: Much better
[13:13]  You: Just had to fox 3 scripts
[13:13]  You: *fix
[13:13]  Jurgi Harlan: Alright…
[13:14]  Jurgi Harlan: Once they test clean, can I expect a copy?
[13:14]  Jurgi Harlan accepted your inventory offer.
[13:14]  You: I’ll update the vendor as well
[13:15]  Forseti Svarog is offline
[13:15]  Jurgi Harlan: Nice.
[13:15]  You: I think we’re at a good stopping point for today; Any last questions for the moment? Message me when we’re both online and we’ll continue
[13:15]  Jurgi Harlan: Only this.
[13:16]  Jurgi Harlan: May I use some of that Linden to purchase a Steam Golem to study?
[13:16]  Jurgi Harlan accepted your inventory offer.
[13:16]  You: Not much need for that. =)
[13:16]  Jurgi Harlan: THANK YOU!
[13:17]  Jurgi Harlan: I have been wanting this since I first laid eyes on it.
[13:17]  Jurgi Harlan: You have a thankful student.
[13:18]  You: Hey, no problem. Some folks learn best by pulling apart previous stuff and seeing what makes it tick.
[13:18]  You: That should be all moddable right down to the scripting
[13:18]  Jurgi Harlan: Thank you sensei, I will study well before our next meeting.
[13:18]  You: Open ‘er up and see what forms more questions for you. We’ll cover them when next we meet.
[13:18]  Jurgi Harlan: I will, and thank you again.
[13:19]  Kage Seraph nods.
[13:19]  Jurgi Harlan: I am off to purchase more mecha!
[13:19]  Jurgi Harlan: Farewell!
[13:19]  You: Have fun!