Re: [opensource-dev] Anyone playing with Android and Second Life?

2010-12-28 Thread Jamey Fletcher
Ponzu wrote:

> /me imagines a viewer that uses various ascii characters to render the
> graphics...

*COULD* someone be insane enough to hook up AAlib or libcaca to the 
viewer?  What a scary thought!
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Re: [opensource-dev] Review Request: STORM-829 Viewer 2 does not parse /me in object Instant Messages

2011-01-07 Thread Jamey Fletcher
Joshua Linden wrote:

> I believe Aleric's comment is accurate. Logic testing for a prefix
> should be removed from the patch, and the flag should simply always
> be specified in this case.

> It is notable that the flag does trigger exactly the same test that
> is present in the patch (i.e. it's not case sensitive, it replicates
> prefix testing in several other places in the code base, etc). A more
> general fix might be to refactor all of the places that do prefix
> testing, but that wouldn't affect this specific issue. Again, the
> patch should be reduced to one line that simply adds the desired
> flag.

I'm... wondering why not test *ONCE* when the input is accepted, do the 
appropriate replacement and set the flag so it gets sent as an action 
instead of a statement, and be done with it?  The IM input, chatbar 
inputs, and local history tab inputs all need pretty much the same 
validation, don't they?
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Re: [opensource-dev] Pre-processing chat input (was Re: Review Request: STORM-829 Viewer 2 does not parse /me in object Instant Messages

2011-01-12 Thread Jamey Fletcher
Tateru Nino wrote:

>   Which is a shame. It's significantly less versatile that way.

> On 13/01/2011 12:06 AM, Nexii Malthus wrote:

>> "/me " is a *post-process*.

I'm missing what versatility we're wanting in /me - I've always seen it 
as a rather straight-forward substitution.
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Re: [opensource-dev] A question/comment about the behavior of auto-pilot camera.

2011-06-25 Thread Jamey Fletcher
Boroondas Gupte wrote:
>   On 06/25/2011 05:58 PM, Lee ponzu wrote:
>> # Go wherever this avatar goes.
> A long time back, the viewer had a 'Follow' option in the context menu
> on other avatars. If I remember correctly, it was removed due to abuse
> considerations. (Which I could never quite follow (sic), as this merely
> facilitated something for everyone that a skilled human keyboard or
> joystick-navigator could do manually anyway.)

> That feature was quite useful when showing SL to a friend who had just
> signed up and wasn't used to its navigation, yet. Having them follow you
> as you showed them around much more natural than teleporting everywhere,
> even for short distances. (Which might not have been possible back then,
> anyway. I don't remember whether this was before or after point-to-point
> teleports were introduced.)

The follow feature would allow someone to set their AV following 
another, and then chat-spam the hell out of them.  As it stands, it's 
nearly impossible to keep moving while chatting to someone.

Of course, it would be nearly nothing to build a vehicle that would do 
it, or to modify a client to do it...
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Re: [opensource-dev] How to upload a mesh on v-d rev 20205 ?

2011-08-24 Thread Jamey Fletcher
Marine Kelley wrote:

> Thanks... I wouldn't have guessed that all by myself. lol.

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

You might want to look at what Kirsten has done - his client claims 
upload capability compatible with the sandboxes as of LL version 2.8.2, 
but apparently there have been some changes since then, as Henri's post 
mentioned, so you'll likely need to adjust it a bit, as Kirsten will 
most likely need to once he gets back from vacation.
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Re: [opensource-dev] Review Request: STORM-58 Allow objects to have 99.99% max hollow for default hollow shape.

2011-09-09 Thread Jamey Fletcher
Lance Corrimal wrote:

> under certain conditions the hollow value"snaps back"  to 95.0:
> * stretching a hollowed prim
> * entering a"wrong number"  manually, e.g. 99.999

I believe all prim size/parameter restraints are clamped on the server, 
due to the Megaprims debacle.  I think there was some testing of hollows 
greater than 95%, and some issues were run into with the physics engine. 
  As the physics engine has changed twice, at least, since then I think, 
it may be possible to increase it to 99%.
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Re: [opensource-dev] Review Request: STORM-58 Allow objects to have 99.99% max hollow for default hollow shape.

2011-09-09 Thread Jamey Fletcher
Zabb65 wrote:
> The clamp for primitive parameters was in place long before the
> megaprim "debacle", unless you are referring to the one in early 2006,
> possibly even earlier than that.

>> From what I know, doing this will require that the server be updated
> to relax this restriction.

That is the one I'm talking about - the one that resulted in a large 
part of the grid having objects created by Gene Replacement.

Somewhere prior to time frame, the server did not clamp the prim 
dimensions - it was done client side.  However, reverse-engineering of 
the protocol resulted in libsecondlife, which was used to create the 
most infamous of the "copybots", as well the megaprims labeled as 
created by Gene Replacement.

These prims were made full-permission and handed out quite widely - the 
20x20x0.5 cube prim is still one of the mainstays of building.  However, 
due to some of the other prims created, including a 65535x65535x0.01 
"infinite prim", which when rezzed often required Linden intervention to 
remove, Megaprims got the reputation for being laggy and bad for the 
system.  Linden Labs refused to support them, but also did not take 
action to remove them from the grid, unless they were specifically 
involved in a griefing action, such as the above prim.

For a long time, there were camps both within Linden Labs, and among the 
users, over whether or not to increase the limits.  Claims and 
counter-claims got pretty heated at times.  Finally, Andrew Linden, one 
of the anti-megaprim camp, proposed a series of checkpoints that if 
fulfilled, would lead him to supported "Megaprim Liberation Day".  The 
biggest thing was some way that users could remove megaprims from 
encroaching on their land, even if the center of the megaprim was not on 
their land.  The suggested fix at the time (and I suspect the one 
finally implemented) involved having parcels as a special object type in 
the physics engine, and checking for collision.

With the implementation of Mesh, though, we have something near full 
Megaprim liberation - we can create prims up to 64x64x64.  There will be 
times when even larger prims will be useful - and the Gene Replacement 
megaprims, as well as the second-wave ones created when the servers had 
clamping turned off by mistake a couple of years ago, are still in 
inventories and available.  But for the most part, the current maximum 
size is a very nice one, and I've already started using it to reduce my 
prim count.  Now, I just need to figure out why v3 won't run for me, so 
I can check into the "not involved in collisions" flag, which, but one 
reading of the announcement, means that prims flagged that way don't 
count against your parcel prim limit (though I suspect physics-enabled 
vehicle prim limit was what was meant).
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Jamey Fletcher
Cinder Roxley wrote:

> An advantage to scripted AO's as has already been stated is that
> bundling the config, AO, and animations into one object that can be worn
> and added to specific Outfits is simpiler and conserves Inventory count.
> AFAIK, any client-side AO relies on animations being unpacked and in the
> user's inventory, sometimes creating additional object links. AFAIK, the
> only client-side AO implientation that doesn't do that relied on an
> external xml config saved to hard disk and was abused by users plugging
> UUID's of animations in which they did not own. It was subsequently
> replaced with another implementation.

One of my friends has different AOs for different outfits - she goes to great 
trouble to select animations so that while sitting in a skirt, the hands don't 
go through the skirt during the animation, and similar issues.  I'm not certain 
just how many AO sets she has, but it's significant.
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Re: [opensource-dev] Viewers in the directory are being impersonated already

2010-04-13 Thread Jamey Fletcher
Robert Martin wrote:

> Dusting off an old statement

> The 3PVp will be a semi joke until LL decides to put up a compile farm
> and begin creating "signed builds". Even not using proxies and other
> cloaking all somebody has to do is get the source for a listed viewer
> and then hack and recompile.

> Oh and They can't wait until you can create plugins for the base viewer.

Signed builds won't do any good unless you sign your entire computer 
over to the Trusted Computing Platform, at which point, be prepared for 
files to disappear whenever one of your software suppliers decides you 
shouldn't have that particular file.  Say, for example, that 
competitor's software, that MP3 file you paid for 3 years ago, but a new 
company bought the rights to it, and decided your previously perpetual 
license is no longer valid, or that article you're typing up in their 
cloud/browser based word processing program that explains how they 
deleted files you had a perfect right to own.

Meanwhile, those few allowed to create and distribute content will be 
bemoaning the pirates who have hacked around the TPM module in their 
computers, wanting a tax on everyone to cover monies lost to these 
alleged pirates.  Anyone creating *FREE* content, and trying to 
distribute it to who-ever wants it, will find that they're charged by 
the byte they type, and someone else will be charging by the byte for 
their readers to read it.

It's kind of amazing how people keep making the same suggestions for how 
to prevent piracy of some kind, despite said methods being previously 
discussed and found wanting in similar contexts for 20 or 30 years now. 
  Anyone remember dark burgundy sheets of paper with odd codes on it to 
prevent copying of games?  Just how well did *THOSE* work?
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Re: [opensource-dev] impending lawsuit?

2010-04-14 Thread Jamey Fletcher
Lance Corrimal wrote:

> ... is that guy out of his mind?

Yes.  See notes below.

> You are reading this because you were listed in a lawsuit by Belial 
> Foulsbane and Scarlett Vielle. Somehow you are a victim of his False 
> DMCA claims, and his ongoing effort to manipulate LL into killing off
>  his competition for the "Emerald Speed Rez".

There was discussion of this "Emerald Speed Rez" at one of the previous
Emerald Office Hours - as the same effect can be implemented with a
short series of chats (short enough, quite a few don't bother putting it
in as a gesture), it's highly unlikely he's actually doing anything of
note.  I believe the Emerald Devs said they weren't going to include a
feature of that nature to automatically take effect after teleports, as
it actually increases the load on the server by a fair amount.

> If you would like to join the defendants against this 
> paperwork-greifer in a counter lawsuit please contact me with your SL
>  name and anything else at prime...@gmail.com

> Do not be scared

This is certainly true enough.

> 1)  Scarlett Vielle claimed that they automaticly had a protected 
> copyright from the moment they made anything. (The US copyright 
> office is not aware of every creation in SL, does not issue free 
> copyrights, and does not issue anything without a proper filing)

> 2)  There is no copyright registered in the united states: 
> http://cocatalog.loc.gov/cgi-bin/Pwebrecon.cgi?DB=local&PAGE=First

In fact, copyright of a work does take place at creation, and does not
require filing with the Library of Congress.  However, to be awarded
punitive damages in a lawsuit, said filing must take place - but actual
damages may still be asked for.  Just that actual damages is far harder
to prove.  IANAL, but this has been hashed out in the broader computer
community for some time.

> 3)  Linden Labs cannot be sued.  Yet he filed against them.

Linden Labs can in fact be sued.  Nothing stops that.  Only governments 
can claim sovereign immunity from courts that are under their authority. 
  Ergo, the US Government must consent to be sued in federal, state or 
local courts, states may be sued in the Federal Courts, but must consent 
to being sued in their state courts, or in subsidiary local courts.  And 
so forth.  Again, IANAL, if it's really important, contact your own 
legal advisor.

> 4) The judges signature on his legal papers he faxed to LL is blank.

This may simply be that these are copies of his copies - the controlling 
paperwork would be the original copies actually on file with the 
appropriate court.  However, it does sound rather bogus.

> 5)  He cannot copyright the word "Emerald" for the same reason he 
> cannot copyright the word "SecondLife" or "Microsoft".

Correct - copyright does not apply to single words.  Trademarks *can*, 
however, the Emerald Devs would have a much better claim.  It would be 
rather funny, if he did in fact get a trademark on Emerald, since the 
Emerald viewer would need to get a new name, which would lead to his 
"Emerald Speed Rez" not having an Emerald viewer to work in!

> He is a paperwork bully filing false DMCA claims as you know.

At least he learned it from the Big Guys, like the MPAA and the RIAA. 
This is why the DMCA is so bogus.

> If you have any ideas to stop this madman, do please share them. Lets
>  create a group and fight him off shall we?

I'd say just ignore it - the bogosity is so strong, it'll collapse into 
a black bogosphere from which no sanity can escape.
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Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Jamey Fletcher
Tateru Nino wrote:

> Another aspect to the numbers there is that (quite often) users will
> crank up visual features until frame-rates become just short of
> intolerable or unusable. That tends to make the results trend downwards.
> They *could* be higher for the same hardware, but many of us will crank
> up our quality and distance settings until the viewer is on the edge of
> shuddering -- and increase our crash-rates in the process.

One possibility is if the Lindens set up an island, with an agent limit 
of *1*.  Region forces AV to face a particular direction.  Avatar drops 
in, and waits 5 mins.  During that time, the system records frame rates, 
CPU, and vid card.  AV reports graphics settings (unless that can be 
pulled from the client automatically).  AVs do it with client set to the 
absolute defaults for low, mid, high, and ultra, turning off anistropic 
filtering and antialiasing.  A few weeks of that, and we should have 
some good data - would have to be the stock client, too, though - but 
could record stock 1.23 and stock 2.1, and get good data on whether the 
changes to the rendering engine helped.
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Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-09-29 Thread Jamey Fletcher
Zi Ree wrote:

>> Do you want an incomplete yet helpful solution doable now, to be
>> improved/completed later on,
>> or do you prefer to wait another 6-12+ month with nothing at all?

> Since improvised and incomplete solutions tend to become the final one after a
> while, and since I have no issues with script memory whatsoever, I rather wait
> for a fully functional, complete implementation than seeing a temporary and
> useless "solution" in place.

I gotta agree here.  Sculpties were a quick hack, and we were supposed 
to get support for in-world editing, but they wanted to get it on out 
there so people could get started using it - and guess what - 3 years 
later, no in-world sculptie editing support yet.  Just a bunch of 
hacked-together prim tools.

Windlight was supposed to be this awesome way to be able to share 
wonderful and amazing environmental settings, allowing the creation of 
regions with alien atmospheres and odd psychological effects.  Oh, well, 
let's hope the Lindens decide to adopt the Lightshare system already 
implemented by the OpenSIM people.
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Re: [opensource-dev] O.O Display name code DROP!

2010-10-14 Thread Jamey Fletcher
WolfPup Lowenhar wrote:
> Well folks my night is going to be interesting as now I have to hard
> merge my logging code to the new code as there are changes to the way
> logs are EVEN saved .llsd instead of .txt which is going to make things
> interesting for me as now I have to change my history look up code for
> the new file extension and maybe even the name formatting itself!

Is that the crash & console logs, or the chat logs too?
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Re: [opensource-dev] O.O Display name code DROP!

2010-10-14 Thread Jamey Fletcher
WolfPup Lowenhar wrote:

> Actualy the file extension change is only to chat and IM logs. And I
> have already found a bug in the code!

> https://jira.secondlife.com/browse/VWR-23437

> the above jira is the bug and it is not being cause be my file name
> modification as the mod is working fine for group IM’s.

Ok - so instead of just opening wordpad/nano/vi/emacs/religious editor 
of choice, and reading with eyeballs mark I, we're going to have to have 
a specialized decoder/converter, to read something that as far as I can 
tell, is going to take up a hell of a lot more storage for ... what purpose?

Is there actually a *reason* for this change, or is it just to screw 
around in the code to do provide an opportunity for new bugs, such as 
the one you found already?

Goddess knows, all of the bugs in the current code are *completely* 
eradicated.
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Re: [opensource-dev] O.O Display name code DROP!

2010-10-15 Thread Jamey Fletcher
Marc Adored wrote:

> Download a stylesheet? The file would contain a link directly to the
> stylesheet and would be automatically loaded. Also I'm not sure about
> your operating system but I'm pretty sure the file extension already
> opens in your default browser and once the stylesheet is specified it
> will look just like a plain text log file just loaded in your browser
> through the same process and opening a text file. The only fear here
> is change and the unknown. It's not going to be any harder to read the
> logs just different. Sorry like Ricky said its more future proof and
> thats all there is too it the only mistake was not setting this up
> earlier so the change didn't frighten so many people

Let's see...  Future Proof.

Program to read and process a text file - anywhere from a few hundred 
bytes, to a small OS-wannabe like emacs.  Program to process LLSD and 
display it - several hundred K minimum, oh, and *REQUIRED* network 
connection live so the referenced DTD can be retrieved - more like a 
program that is ALREADY being considered an OS-replacement, such as 
Internet Explorer, Mozilla, Safari, or Chrome, each several dozen megabytes.

Ok, so let's look at a project that's *GOT* a nice long history already 
(some 30+ years) and is *VERY* interested in future-proofing.  Minor 
project, really, called Project Gutenberg.  Here's what *they* have to 
say on the subject: 
http://www.gutenberg.org/wiki/Gutenberg:General_FAQ#G.17._Why_is_Project_Gutenberg_so_set_on_using_Plain_Vanilla_ASCII.3F

When you really, really, *REALLY* want it to be readable - ASCII 
plaintext is the way to go.
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Re: [opensource-dev] Fermi Viewer

2010-10-18 Thread Jamey Fletcher
Marc Adored wrote:

> Yes that could be awesome like The Fermi Builders Mod for Phoenix or

Imprudence?
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