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Several Known Issues still not resolved

Shippou Oud
The Fox Within
Join date: 11 Jul 2005
Posts: 141
04-04-2006 17:15
Please feal free to add to this or correct the lost. Every thing has happened repeatadly with in the last 7 days as of APR/4/2006.

*Crossing sim bounderies in a car or boat randomly turns off phisice
*Crossing sim bounderies in car or boat sends the thing threw the ground temporarly
*Using your camra to look around randomly sends your view straight up
*Alpha channels (see threw parts) of .tga textures are no longer click threw, which makes building, or using things that require clicking very hard when around them (such as trees)
*the little mousover window that poped up telling the discription and price of an object for sale no longer exists
*the little mouseover window that poped up telling the active group and mane of a user no longer exists
*it is perfectly possable to coppy a note card that is no coppy no modify, simply by hilighting the words, choosing edit, and coppy
*using the select texture tool on large amounts of surfaces now randomly crashes the browser
*opining a script that is no modfy, selecting one of the "incert" items, and choosing save will crash the browser
*having terane detale set to "some" will randomly display what you would see under "full" in some spots
*selling land to an indevidual (sell to) will rarly show up on the land sales list under "find"
*(unknown how often this can happen)if some one puts land in group title (not deed) and checks deed land and make contribution (doesn't push the button), an officer of the group can than push the deed button for them
*Muted residence randomly unmute depending on the land they are on

I may add to the list later, feal free to coment.

**Additions**

*buying $L using the little button on the browser, randomly resets the amount your trying to buy constantly
*linking things together, sometimes some of the parts "jump" and drift back into place
*not only will standing on sim bounderies cause AVs to do wierd things, but also standing on the edge of an object and the ground
*using the map to teleport to some one will most of the time ignore the height
*users who log out will sometimes remain listed as online until they are IMed (including on map)
*teleporting to land point (map , landmark or "find";) will most of the time ignore height and place at your last known elevation, if your under ground at the new area, your set to ground levil regardless if there is objects there or not
*loging in, or teleporting sometimes makes an AVs bodyshap stay as the default female one
*inviting people to your property when there is a landing point set, and your not in that general area, will rarly throw them across the map
*rarly while manulipulating some objects (mostly cilinders, but has happened on cubes, and toursis), the rotation numbers set themselves

***More Additions***

*After a while one looses the ability to hilight words (normally one can hilight words by holdingin down left mouse button and dragging) history, scripts, notcards, item names, e.t.c.
*often when incerting a word or setance in the middle of something, when one has been on SL for a while, the words that come after will stay in place and you end up typing over them (very anoying when scripting)
*sometimes one looses the ability to deleate a string by holding down the backspace button, and is forced to tap it repeatadly
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
04-04-2006 17:21
Please feel to compare what you're experiencing with Karen's most recent Known Issues posted here:

/255/56/97687/1.html
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Shippou Oud
The Fox Within
Join date: 11 Jul 2005
Posts: 141
04-04-2006 17:32
nope not on there....hehe
speaking of which cars going threw the ground is a long standing issue, but not on the known issues list?....

Any ways That reminds me if a couple more bugs..
Shippou Oud
The Fox Within
Join date: 11 Jul 2005
Posts: 141
04-04-2006 19:28
Added more bugs that are still presistant, this time mainly dealing with typing.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
04-04-2006 21:22
From: someone
  1. Crossing sim bounderies in a car or boat randomly turns off phisice
  2. Crossing sim bounderies in car or boat sends the thing threw the ground temporarly
  3. Using your camra to look around randomly sends your view straight up
  4. Alpha channels (see threw parts) of .tga textures are no longer click threw, which makes building, or using things that require clicking very hard when around them (such as trees)
  5. the little mousover window that poped up telling the discription and price of an object for sale no longer exists
  6. the little mouseover window that poped up telling the active group and mane of a user no longer exists
  7. it is perfectly possable to coppy a note card that is no coppy no modify, simply by hilighting the words, choosing edit, and coppy
  8. using the select texture tool on large amounts of surfaces now randomly crashes the browser
  9. opining a script that is no modfy, selecting one of the "incert" items, and choosing save will crash the browser
  10. having terane detale set to "some" will randomly display what you would see under "full" in some spots
  11. selling land to an indevidual (sell to) will rarly show up on the land sales list under "find"
  12. (unknown how often this can happen)if some one puts land in group title (not deed) and checks deed land and make contribution (doesn't push the button), an officer of the group can than push the deed button for them
  13. Muted residence randomly unmute depending on the land they are on
  14. buying $L using the little button on the browser, randomly resets the amount your trying to buy constantly
  15. linking things together, sometimes some of the parts "jump" and drift back into place
  16. not only will standing on sim bounderies cause AVs to do wierd things, but also standing on the edge of an object and the ground
  17. using the map to teleport to some one will most of the time ignore the height
  18. users who log out will sometimes remain listed as online until they are IMed (including on map)
  19. teleporting to land point (map , landmark or "find";) will most of the time ignore height and place at your last known elevation, if your under ground at the new area, your set to ground levil regardless if there is objects there or not
  20. loging in, or teleporting sometimes makes an AVs bodyshap stay as the default female one
  21. inviting people to your property when there is a landing point set, and your not in that general area, will rarly throw them across the map
  22. rarly while manulipulating some objects (mostly cilinders, but has happened on cubes, and toursis), the rotation numbers set themselves
  23. After a while one looses the ability to hilight words (normally one can hilight words by holdingin down left mouse button and dragging) history, scripts, notcards, item names, e.t.c.
  24. often when incerting a word or setance in the middle of something, when one has been on SL for a while, the words that come after will stay in place and you end up typing over them (very anoying when scripting)
  25. sometimes one looses the ability to deleate a string by holding down the backspace button, and is forced to tap it repeatadly
  1. This has been an issue with SL for so long it's a non issue. There is a commonly known and documented workaround for this.
  2. The vehical has to transit from one sim to another, during that time it's in limbo.
  3. Not seen this
  4. *shrug*
  5. You will find that in "View" menu that there is a "Hover Tips" submenu, You will find that by enable that all those "the little mousover window that poped up..." will pop up again.
  6. See above.
  7. Your point? I could packet sniff it or god forbid, copy it down on paper, call the Thought Police. While the contents of the notecard is insecure, the notecard it self is secure, you cannot copy or modify the asset can you? You can clone it but cannot copy it.
  8. Send to Chris Linden, he had a program 6 months ago where they would pay you 500L$ for each unique reproducable crash (or was it 5000L$?).
  9. Dito
  10. Bug Report
  11. Doesn't sound important, since its to and individual.
  12. Bug Report
  13. never seen taht
  14. BR
  15. It's called update lag
  16. Old As Dirt
  17. BR
  18. Lost Update, probably due to packet loss.
  19. BR
  20. Her name is Ruth.
  21. Very old bug.
  22. *shurg*
  23. Press the Insert key
  24. Press the Insert key
  25. Usualy happens when there is a script error.
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Teddy Wishbringer
Snuggly Bear Cub
Join date: 28 Nov 2004
Posts: 208
04-05-2006 09:16
From: Shippou Oud

*Alpha channels (see threw parts) of .tga textures are no longer click threw, which makes building, or using things that require clicking very hard when around them (such as trees)


Good list Shippou.

That particular bug annoys me the most. If I have large linden trees within range of my mall, and the branches are within 10M of a wall where a vendor is located, the vendor becomes unclickable because tranparent parts of the tree are in the way, even though the visible branch is at least 5M away from the building.

Additions
  1. Alpha texture as a whole are kinda screwed up now too. If you have two tranparent textures in your line of view, you'll tend to get artifacting from the one behind visible within the texture in the foreground.
  2. The annoying sound bug! I hear 1/4 second clips of sounds from objects over 90M away in the sim.. and they're full volume! Very annoying when someone is playing something like laser tag where the constant clips of gun blasts are heard repeatedly from a distance away where you shoudn't be able to.
  3. Outside scripts working on land set to NO OUTSIDE SCRIPTS!
  4. Prims being able to be placed on land set to NO BUILDING! This was demonstrated to me yesterday whereby a prim can be rezzed outside my property then moved into it.. Unless you have auto-return on, it defeats the purpose of the no building setting.
  5. Ability to fly in NO FLY zones. If you fly into a NO FLY zone, you can still fly around in it as long as you were flying before you entered it. I'm not talking in vehicles, just generic AV flying. If you stop flying on no fly land, you can't fly again.. but you can still fly within it.
  6. When in non-mouselook mode, and trying the chat.. using the arrow keys to move cursor to correct spelling mistakes on the chat bar will not work, instead moves your AV.
  7. Changing textures on prim may or may not do all sides.. usually requires several attempts before all sides are updated. As a builder, this has to be the most annoying bug to me.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-05-2006 18:16
From: Teddy Wishbringer
Alpha texture as a whole are kinda screwed up now too. If you have two tranparent textures in your line of view, you'll tend to get artifacting from the one behind visible within the texture in the foreground.
This is a z-buffer/-sorting issue and isn't limited to just SL but happens in AW and MANY games. Many games fix this by using a technique that sharpens the mask edge (instead of having it fade out).

From: Teddy Wishbringer
The annoying sound bug! I hear 1/4 second clips of sounds from objects over 90M away in the sim.. and they're full volume! Very annoying when someone is playing something like laser tag where the constant clips of gun blasts are heard repeatedly from a distance away where you shoudn't be able to.
Yes, this is particularly annoying and only happens with certain sounds, most notable that free green-and-white motorcycle noobs are often seen riding.

From: Teddy Wishbringer
When in non-mouselook mode, and trying the chat.. using the arrow keys to move cursor to correct spelling mistakes on the chat bar will not work, instead moves your AV.
Disable Preferences > Chat > "Arrow keys move avatar when chatting".

From: Teddy Wishbringer
Changing textures on prim may or may not do all sides.. usually requires several attempts before all sides are updated. As a builder, this has to be the most annoying bug to me.
Sounds like a connection issue. This happens to me when I'm uploading a lot (BitTorrent, especially) or just generally have low bandwidth (from downloading a lot).
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-06-2006 08:54
From: Teddy Wishbringer
a prim can be rezzed outside my property then moved into it.. Unless you have auto-return on, it defeats the purpose of the no building setting.
  • Ability to fly in NO FLY zones. If you fly into a NO FLY zone, you can still fly around in it as long as you were flying before you entered it. I'm not talking in vehicles, just generic AV flying. If you stop flying on no fly land, you can't fly again.. but you can still fly within it.
  • Technically these aren't bugs, they're policy decisions.
    Caliandris Pendragon
    Waiting in the light
    Join date: 12 Feb 2004
    Posts: 643
    04-06-2006 09:54
    When talking about the texture not changing on all sides of a prim or linked object, you said:

    From: Eep Quirk

    Sounds like a connection issue. This happens to me when I'm uploading a lot (BitTorrent, especially) or just generally have low bandwidth (from downloading a lot).


    I have this problem all the time. I never had it until recently, now I find I have to select a texture two or three times to get it to "take".

    It happens when I am not uploading or downloading anything.
    Cali
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    Teddy Wishbringer
    Snuggly Bear Cub
    Join date: 28 Nov 2004
    Posts: 208
    04-06-2006 13:07
    From: Caliandris Pendragon
    When talking about the texture not changing on all sides of a prim or linked object, you said:



    I have this problem all the time. I never had it until recently, now I find I have to select a texture two or three times to get it to "take".

    It happens when I am not uploading or downloading anything.
    Cali


    Ditto.. I have excellent bandwidth up and downstream.. I can have this issue appear from doing a single prim, or several at once. Changing shiny and usually color changes aren't an issue, but 'blank'ing a texture or changing to another texture almost always causes this problem for me.

    And thanks for the chat arrow key disable option, I'll try that out tonight. :)
    Eep Quirk
    Absolutely Relative
    Join date: 15 Dec 2004
    Posts: 1,211
    04-06-2006 18:52
    From: Teddy Wishbringer
    Ditto.. I have excellent bandwidth up and downstream.. I can have this issue appear from doing a single prim, or several at once. Changing shiny and usually color changes aren't an issue, but 'blank'ing a texture or changing to another texture almost always causes this problem for me.
    Then it's probably UDP dropping packets. I STILL don't know why LL ever chose to use it (or a modified version of it) over TCP...
    Travis Bjornson
    Registered User
    Join date: 25 Sep 2005
    Posts: 188
    04-06-2006 19:22
    From: someone
    Then it's probably UDP dropping packets. I STILL don't know why LL ever chose to use it (or a modified version of it) over TCP...

    I believe TCP drops packets just as much as UDP does. The difference is how you recover from those lost packets. If it's implemented well, UDP should offer better performance. That is, UDP gives the programmer more precise control.
    Eep Quirk
    Absolutely Relative
    Join date: 15 Dec 2004
    Posts: 1,211
    04-06-2006 19:59
    From: Travis Bjornson
    I believe TCP drops packets just as much as UDP does. The difference is how you recover from those lost packets. If it's implemented well, UDP should offer better performance. That is, UDP gives the programmer more precise control.
    Odd. Active Worlds had a problem with UDP and when it went to TCP it was much more efficient. Looks like UDP implementations on both AW AND SL suck...
    Introvert Petunia
    over 2 billion posts
    Join date: 11 Sep 2004
    Posts: 2,065
    04-07-2006 05:13
    From: someone
    I believe TCP drops packets just as much as UDP does. The difference is how you recover from those lost packets. If it's implemented well, UDP should offer better performance. That is, UDP gives the programmer more precise control.
    You can try to duplicate a reliable stream like TCP over UDP (because TCP is just a reliable, sequenced protocol over unreliable, connectionless IP) but to do so is to ignore 30 years of real computer scientists doing real empirical and theoretical work on the subject. This is known as "re-inventing the wheel for no good reason at all and making it square-shaped because you don't understand why they designed TCP as they did".

    TCP and UDP both can lose IP packets because that's how IP works. UDP ignores the lost packets, TCP doesn't. Poorly implemented reliable stream protocols layered on top of UDP perform far worse than TCP which has decades of clever optimization much analysis and practical application; Linden Lab Transmission Protocol does not have these, indeed, it lacks most of the protocol elements that make TCP work well.
    Zorin Frobozz
    Registered User
    Join date: 21 Mar 2006
    Posts: 84
    04-07-2006 07:38
    Perhaps. And I'm only making an educated guess here, but I suspect the way SL uses the network is different than what TCP provides.

    TCP provides a continuous stream of data. The bytes you put in are the bytes that come out. If a packet is lost, that packet MUST be retransmitted before additional packets can be received. Think of it as a tube where you put in blocks that are exactly the size of the tube so they come out in exactly the same order.

    UDP allows you to send individual packets. They may or may not make it, and the may arrive out of order. This isn't a problem for SL; think about the way SL uses the network.

    Textures stream in as you move about. If a packet is lost, big deal? Retransmit it later; might as well continue receiving data until the packet can be retransmitted. So one texture may not finish loading immediately, but others will keep loading while the retransmission happens. If it were a TCP stream, everything would come to a screeching halt until the retransmit happens.

    This is why UDP is likely a better choice for the way SL uses the network. Feel free to debunk me. }:)

    From: Introvert Petunia
    You can try to duplicate a reliable stream like TCP over UDP (because TCP is just a reliable, sequenced protocol over unreliable, connectionless IP) but to do so is to ignore 30 years of real computer scientists doing real empirical and theoretical work on the subject. This is known as "re-inventing the wheel for no good reason at all and making it square-shaped because you don't understand why they designed TCP as they did".

    TCP and UDP both can lose IP packets because that's how IP works. UDP ignores the lost packets, TCP doesn't. Poorly implemented reliable stream protocols layered on top of UDP perform far worse than TCP which has decades of clever optimization much analysis and practical application; Linden Lab Transmission Protocol does not have these, indeed, it lacks most of the protocol elements that make TCP work well.
    Eep Quirk
    Absolutely Relative
    Join date: 15 Dec 2004
    Posts: 1,211
    04-07-2006 07:51
    From: Zorin Frobozz
    Perhaps. And I'm only making an educated guess here, but I suspect the way SL uses the network is different than what TCP provides.

    TCP provides a continuous stream of data. The bytes you put in are the bytes that come out. If a packet is lost, that packet MUST be retransmitted before additional packets can be received. Think of it as a tube where you put in blocks that are exactly the size of the tube so they come out in exactly the same order.

    UDP allows you to send individual packets. They may or may not make it, and the may arrive out of order. This isn't a problem for SL; think about the way SL uses the network.

    Textures stream in as you move about. If a packet is lost, big deal? Retransmit it later; might as well continue receiving data until the packet can be retransmitted. So one texture may not finish loading immediately, but others will keep loading while the retransmission happens. If it were a TCP stream, everything would come to a screeching halt until the retransmit happens.

    This is why UDP is likely a better choice for the way SL uses the network. Feel free to debunk me. }:)
    If only that were true, then SL wouldn't have any persistent grey loading textures that NEVER seem to GET retransmitted (though it's an inconsistent, flaky bug), prims wouldn't jump around when manipulated, and avatars wouldn't blip when the client gets out of sync with the server. Besides, multiple TCP transmissions can occur simultaneously so it's not like SL will come to a "screeching halt" until ONE of the retransmissions occurs. Come on...UDP sucks; dump it and FULLY implement TCP already, LL!
    Argent Stonecutter
    Emergency Mustelid
    Join date: 20 Sep 2005
    Posts: 20,263
    04-07-2006 08:21
    From: Travis Bjornson
    I believe TCP drops packets just as much as UDP does. The difference is how you recover from those lost packets.
    It's more complex than that... with TCP, intermediate devices (routers, for example) know about TCP. They can intelligently buffer it, and send better congestion and fragmentation information back to the originating system.

    Also, TCP has had over 20 years of intense and continued work by thousands of really smart people to produce the best possible behaviour, with different stacks making different tradeoffs to make the best use of the hardware and OS. Giving the programmer more precise control also means giving up those man-lifetimes of research and development.

    In practice, UDP should be used only for time-critical information, and TCP for bulk information. That's why HTTP uses TCP and streaming audio uses UDP. Second Life should use both UDP for control and real-time updates and TCP for bulk data.
    Argent Stonecutter
    Emergency Mustelid
    Join date: 20 Sep 2005
    Posts: 20,263
    04-07-2006 08:30
    From: Zorin Frobozz
    The bytes you put in are the bytes that come out. If a packet is lost, that packet MUST be retransmitted before additional packets can be received.
    That's not true. If a packet is lost, that packet must be retransmitted within a certain window, but within that window packets may be sent and received in any order... and intermediate devices know about that window and give priority to older packets to reduce the chance that newer packets will close the window down, even if THEY recieved the packets out of order.

    What UDP does is allow LL to declare that the "window size" is an entire texture. But any time congestion is so bad this matters they're resending many more packets because they're not duplicating all the TCP infrastructure.
    Introvert Petunia
    over 2 billion posts
    Join date: 11 Sep 2004
    Posts: 2,065
    04-07-2006 08:49
    From: someone
    This is why UDP is likely a better choice for the way SL uses the network. Feel free to debunk me. }:)
    This overview will probably help you understand the purposes and relationship between the various protocols. There's a lot of stuff in there; section 7 is probably of greatest interest.