Kokua RLV merge is available for testing.

Kokua RLV merge is available for download and testing.

There has not been any RLV testing done other than switching to RLV mode and making sure a log on was possible and that it did not crash. I did walk around and teleported a few times.

Please review: Testing Best Practices

I don’t use RLV so cannot give much support. If there is an issue, try to confirm it with the RLV viewer. If repeats in RLV file an issue on Marine’s issue tracker.

If it exists only on Kokua file a ticket.

I recommend using the beta grid (aditi) for testing until you have a warm fuzzy about using on agni with your main avatar.

Downloads:

Linux 32 bit

Linux 64 bit

Mac

Windows

5 Responses to “Kokua RLV merge is available for testing.”


  1. Jenni

    Added a crash bug as ticket #373

    I did find another issue that I’m not sure is a bug per se: On my home machine Kokua correctly detects my GPU as having 2GB RAM. But setting the RAM that high does cause endless texture reloads on that PC. Lowering the texture memory in the viewer resolves the issue.

    That issue DOES exist in all viewers that allow more texture memory.

    System info:
    CPU: AMD FX(tm)-8350 Eight-Core Processor (4000 MHz)
    Memory: 7965 MB
    OS Version: Linux 3.19.0-26-generic #28-Ubuntu SMP Tue Aug 11 14:16:32 UTC 2015 x86_64
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce GTX 760/PCIe/SSE2

  2. Annalena Faromet

    sorry but I can not install it on my Mac image not registered

  3. Gavin Hird

    Annalena, try get the latest installer image from https://bitbucket.org/dayturn/kokua-mac/downloads and see if that works for you.

  4. Annalena Faromet

    the installer image ist working now, thank you very much ! :)

  5. NickyP

    I did find another issue that I’m not sure is a bug per se: On my home machine Kokua correctly detects my GPU as having 2GB RAM. But setting the RAM that high does cause endless texture reloads on that PC. Lowering the texture memory in the viewer resolves the issue.

    That issue DOES exist in all viewers that allow more texture memory.

    Marines’ blog has an excellent post about texture memory and setting it to a max value w/o thrashing:

    http://realrestraint.blogspot.com/2015/08/rlv-2913.html?zx=d4d9ead1953bb392