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Spooky Halloween bug list. Voice,texture alignment,editor 
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Joined: 2023-07-23 12:08:46
Posts: 8
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System Linux Mint 21.3
Nvidea Graphic card

Since longer time i noticed some naughty bugs.

1.IM Voice (Vivox) not working with the message " an errorr ocured, please try later again". No matter ig Avatars are on the same Sim or not. Reproducible on Linux Mint and Windows 10 on different accounts, different computers, different rl Locations.
2. Now and then (1-3 time per hour) the local Voice connetion drops and reconnect immediatly.

Teleport.
If i enter a sim name on login, it show 128/128/0 for the coordinates, but you land on 0/0/ground Level.

Skript editor.
llAttachToAvatar.

The constants for the HUD attachment points are not highlighting(turning blue) but the skript compiles and works.

And now the worst for me since i am maybe the last one here building with regular prims;)

1. If i strech a prim with planar textures and streching textures selected some faces goes blurry and the texture scale shows for horizontal or vertikal 0.
If i switch the prim to temporary the textures looks good! Reproducible on Linux Mint and Windows 10 on different accounts, different computers, different rl Locations.

2. Setting negative values for texture scale doesnt mirror the texture like it was in older versions. 1.31 (okay, this is a very small problem).


2024-10-31 15:08:13
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Joined: 2009-03-17 18:42:51
Posts: 5989
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tuebschen wrote:
1.IM Voice (Vivox) not working with the message " an errorr ocured, please try later again". No matter ig Avatars are on the same Sim or not. Reproducible on Linux Mint and Windows 10 on different accounts, different computers, different rl Locations.
2. Now and then (1-3 time per hour) the local Voice connetion drops and reconnect immediatly.
See my reply in the corresponding topic.

tuebschen wrote:
If i enter a sim name on login, it show 128/128/0 for the coordinates, but you land on 0/0/ground Level.
Fixed (double & escaping with the new XMLRPC code).

tuebschen wrote:
The constants for the HUD attachment points are not highlighting(turning blue) but the skript compiles and works.
Which constants ? Please be accurate and list the missing ones.

tuebschen wrote:
If i strech a prim with planar textures and streching textures selected some faces goes blurry and the texture scale shows for horizontal or vertikal 0.
If i switch the prim to temporary the textures looks good!
The temporary flag got nothing to do with the textures... Please give a precise, step by step repro and do provide the log file (maybe some viewer/server messaging issue is at play).

tuebschen wrote:
Setting negative values for texture scale doesnt mirror the texture like it was in older versions. 1.31 (okay, this is a very small problem).
Won't "fix" (there is the "Flip" check box for such a need). This is how LL wants it now (there have been changes in how scales are transmitted, with constraints about negative numbers)... There is also a total mess with GLTF material scales and offsets: LL is aware and going to fix it in the future (I just backported one of such fix that LL just implemented).


2024-10-31 19:25:38
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Joined: 2023-07-23 12:08:46
Posts: 8
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Henri Beauchamp wrote:
Which constants ? Please be accurate and list the missing ones.

ATTACH_HUD_CENTER_2
ATTACH_HUD_TOP_RIGHT
ATTACH_HUD_TOP_CENTER
ATTACH_HUD_TOP_LEFT
ATTACH_HUD_CENTER_1
ATTACH_HUD_BOTTOM_LEFT
ATTACH_HUD_BOTTOM
ATTACH_HUD_BOTTOM_RIGHT


2024-10-31 22:12:32
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Joined: 2009-03-17 18:42:51
Posts: 5989
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tuebschen wrote:
ATTACH_HUD_CENTER_2
ATTACH_HUD_TOP_RIGHT
ATTACH_HUD_TOP_CENTER
ATTACH_HUD_TOP_LEFT
ATTACH_HUD_CENTER_1
ATTACH_HUD_BOTTOM_LEFT
ATTACH_HUD_BOTTOM
ATTACH_HUD_BOTTOM_RIGHT

Thanks !

Added to keywords.ini for next release.


2024-10-31 22:38:46
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Joined: 2023-07-23 12:08:46
Posts: 8
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Henri Beauchamp wrote:
tuebschen wrote:
If i strech a prim with planar textures and streching textures selected some faces goes blurry and the texture scale shows for horizontal or vertikal 0.
If i switch the prim to temporary the textures looks good!
The temporary flag got nothing to do with the textures... Please give a precise, step by step repro and do provide the log file (maybe some viewer/server messaging issue is at play).

I do this.
I create a box. Texture repeats per face are Vertical 1.00 Horizontal 1.00 .I select "Strech Textures"- I go to the texture tab, select mapping "Planar". The settings switch to repeats per meter and shows Horizontal 2.00 Vertical 2.00. So far all is fine. Now i check "Strech" and the drama starts.Face number 0 and 5 stays to repeats per meter and shows Horizontal 2.00 Vertical 2.00. Face Number 1 changes to repeats per meter Horizontal 2.00 Vertical 0.00. Face number 2 changes to repeats per meter Horizontal 0.00 Vertical 0.00. Face Number 3 changes to repeats per meter Horizontal 2.00 Vertical 0.00. Face Number 4 changes to repeats per meter Horizontal 0.00 Vertical 0.00.


2024-11-01 11:25:55
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Joined: 2009-03-17 18:42:51
Posts: 5989
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tuebschen wrote:
I create a box. Texture repeats per face are Vertical 1.00 Horizontal 1.00 .I select "Strech Textures"- I go to the texture tab, select mapping "Planar". The settings switch to repeats per meter and shows Horizontal 2.00 Vertical 2.00. So far all is fine. Now i check "Strech" and the drama starts.Face number 0 and 5 stays to repeats per meter and shows Horizontal 2.00 Vertical 2.00. Face Number 1 changes to repeats per meter Horizontal 2.00 Vertical 0.00. Face number 2 changes to repeats per meter Horizontal 0.00 Vertical 0.00. Face Number 3 changes to repeats per meter Horizontal 2.00 Vertical 0.00. Face Number 4 changes to repeats per meter Horizontal 0.00 Vertical 0.00.
OK, I could reproduce the bug.
It looks like some kind of messaging race condition between the viewer and server (thus why changing another parameter, such as Phantom or Temporary, "resyncs" the faces data). Note also that if you log off and back in, the prim looks normal (so the wrong face repeats were not actually sent to the server, at least not until you change something else on the face).

So far, I could not find the reason for this bug (and it may take me quite some time to find it). "Planar" mapping has always been buggy and a PITA, and does not properly work either with GLTF materials (LL's problem, not mine)...


2024-11-01 14:40:08
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