Archive for the 'Procedures' Category

Linux update from Third Party Viewer meeting 15 July 2016

Pantera Pólnocy(sp) uploads youtube recordings of all Third Party Viewer (TPV) meetings. This is a great service to those of us that are working or just don’t like meetings. Linked is the 15 July 2016 meeting.

Discussed at the meeting was the lack of voice support for Linux and that no additional support from the vendor, Vivox, Inc. would be forthcoming.

Discussed also was that some TPV projects, Kokua included, had backed out the changes that broke voice on Linux. Drakeo provided the code that allowed Kokua to reinstate voice on Linux. Our implementation of Drakeo’s changes were to use separate source code files and compile voice at the end of the compile process during platform specific code compile. To maintain compatibility Windows and Mac code for voice were also moved to platform specific compile.

Oz Linden mentioned that security concerns led LL to the latest changes by Vivox that broke Linux. Reading between lines it appears that the security holes are, or have been, exploited in world by greifers. Oz recommends that the older versions of SLVoice not be used on any platform, including Linux, and that there are a series of changes planned,if not adopted, will break voice on all platforms.

Suggested was for Linux to run the Windows SLVoice.exe instance under Wine.

I have never run Wine so, I request a Linux user volunteer to wright a README file outlining procedures to use a Wine instance of Windows SLVoice.exe and have it operate correctly from Linux.

OpenSim Grids default listing in Kokua

For: OpenSim grid managers.

We are reviewing our default grid drop down list for drops and adds.

Past practices were quid pro quo in that we included a grid on the list if grid provided our downloads link to new users at grid avatar registration or as a Downloads tab on the grid’s homepage.

That practice is still present with the following addition. If there is coverage (good or bad) of Kokua in grid branded forums we will continue the listing.

If continuation on, or an addition to the list is desired please open a ticket. If desired check Mark as Private.

The downloads link is

Kokua project status update and request of testers.

We updated Kokua to upstream version 4.0.2 on March 29, 2016. Since then SecondLife (SL) updated to:

An HTTP Client Release

A Maintenance Release

The QuickGraphics Release

The HTTP Client Release is mainly under the hood, but is significant in the amount of code touched. In addition to SL code merges, Kokua over time has taken in code from Firestorm. For those changes we have taken in additional code from Firestorm to provide the HTTP Client updates. Nicky Dasmijn led Firestorm’s efforts and Kokua would likely be stuck in the poke-at-it stage if not for her work. Thank you Nicky D.

The Maintenance Release is just that, a series of bug fixes and minor enhancements.

QuickGraphics provides two features; Graphics Presets and Avatar Rendering Complexity Controls. These features come with User Interface (UI) changes that will require a learning curve to master. Inara Pey, ( @InaraPey), and Nalates Urriah, (@Nalates) have blogged about QuickGraphics since its inception as an SL project viewer. Linked to their names are Inara’s and Nalates’ posts. Please review their posts.

Our downloads location has installers with RLV and NORLV in the file names. The RLV build can be used in RLV mode or vanilla mode. In “vanilla mode” the RLV build acts just like the NORLV build by skipping over RLV-specific logic or by executing corresponding plain SL upstream logic instead. The logic of the skipping mechanism (for the technically inclined: “if”-statements wrapping RLV-specific code sections) itself has to be executed in either mode, but should be negligible in performance. NORLV installers deliver viewers that are ~99% free of RLV viewer specific code. There is some code developed by Marine Kelley in her RLV viewer that is not specific to RLV features. Those non-RLV-feature related changes in the RLV viewer make up the remaining ~1% of code from RLV viewer included in both our builds and enabled whether in RLV or vanilla mode. NORLV builds provide a fallback in case of illness or other unexpected events that prevent timely updates to RLV. At present NORLV is not delivered as a release viewer. Users may use test viewers in those cases where there is moral objection to RLV or for any other reason. NORLV is where all developmemt first takes place. For Kokua-4.0.5 RLV code remains at upstream version 2.09.17.

Kokua has no formal Quality Assurance (QA) and we rely on our users to run test viewers and report back and, depending on the problem, file a Ticket. The lack of formal QA is a blessing of frequent releases and a curse of buggy releases.

We need testers for this release. Especially for RLV viewers in both RLV on and vanilla modes. We need to know if Avatar Complexity interferes with RLV visibility restrictions.

For OpenSim (OS) users we have found that HTTP Client code crashes with teleport (TP) on grids that use unmodified OpenSim code. These crashes seem not present on OSGrid and 3rdRock grids that make use of HTTP for asset delivery. This concern and the pending Inventory Message changes in both the viewer and SL server have us considering a split from the one viewer for all approach.
Geir Nøklebye is lead on this split and all can monitor his work on Bitbucket . Kokua-opensim does not rely on upstream merges. Most all changes are cherry-picked from various repositories. As we progress test viewer installers will begin to appear with “_OS_” in the installer name. We haven’t determined a version number scheme yet, but we will not have the version number match the SL version for the same functionally. For now, the version begins with 4.0.2 our branch off point. As we progress, we will provide follow-up blog posts. This is a work in progress and if we are able to solve the TP issue and the Inventory Message changes are not as difficult to make as expected we may decide to stick with the “one viewer for all” approach.

Known SL appearance bugs that affect all versions of Kokua code.
Swapping between different wearables too quickly using “Wear” causes old wearables not to be removed from being worn when they should be – only reproduces on the Attachment fix/AIS3 viewers.

Appearance update is STILL broken after recent changes in 4.0.4 (314579)

Kokua and SecondLife Auto Updater

Some of you may have experienced file write errors or several errors when Kokua starts the auto update windows installer. This problem is intermittent. I’m thinking it is a timing issue with writing binary files from the installer. I found that the Retry button in the error message box can be used to obtain a complete install. It may take several Retries to get the installer to complete. Below linked are two Second Life jira issues that document the problem.

Kokua- Test

Kokua- Test is ready for download and testing. Normally, we don’t announce test viewer availability but, this viewer fixes Experience Profiles for SL users and handles the My Suitcase folder for OpenSim users. The My Suitcase patch was submitted to Kokua and other OpenSim viewer projects by Cinder Roxley. Since this Kokua Test viewer effects potentially more than just a few users I felt the blog announcement appropriate.

Download links:

MD5 011ee3d92f4da87496de20f580019d5f *Kokua_Test_3_8_3_38326_i386.dmg

Linux 32 bit
MD5 63a5ba91078c6c8480bba8d623a62a19 Kokua_Test_3_8_3_38326_i686.tar.bz2

Linux 64 bit
MD5 83eef049db3474cd080b3eed1447a3a5 *Kokua_NT_64_Test_3_8_3_38326_x86_64.tar.bz2

MD5 6611b2f890942e6ddbe4db66bd675098 *Kokua_Test_3_8_3_38326_i686_Setup.exe

Subscribe or Monitor the Test viewer download folder for additional test viewer updates.

Avination grid and Kokua

Below is from Kokua Ticket #349.

Reports from several sources that Kokua crashes after a short while of operation on Avination Grid are confirmed. These crashes are actually excessive memory leaks that are related to HTTP Texture pipe lining as implemented in Kokua and its interaction with Avination servers. With Develop->HTTP Textures, debug setting httpPipelining, unchecked Kokua operates correctly and doesn’t crash. Avination gird is the only grid known to have this problem. As such the work around for Avination users is to un-check Develop->HTTP Textures or set the httpPipelining debug setting to FALSE.

Testing was on Windows. Request users of other platforms test and comment about results in the ticket which is linked above.

Auto update status

I just tested the update from Kokua (Jun 28 2013 17:19:24) to Kokua (Aug 21 2013 14:49:45) and it went well from old to new.

On older Kokua Viewers there will be a required update but, due a lack of correct notifications those will be directed to the Second Life Download web page. At that point a choice can be made to go ahead with the Second Life viewer install or exit the program and use this download link to install an updated Kokua.

This is not a conspiracy to force the Second Life viewer on anyone. The viewers involved do not support Server Side Appearance (SSA) and would be of limited use on Second Life grid.

THIS WAS MY DECISION. Please don’t grump about it to Second Life or their support group.

Kokua 3.5.1 is released.

Kokua 3.5.1 is released. If you track version numbers you will notice this version, Kokua-3.5.1, is less than the one used for development. Kokua-3.5.2 will stay as the development version. Linden Lab Server Side Baking is in play with this release. For OpenSim users, Disable Build Constrains has been added under the Advanced menu. This feature is aimed at region operators who also build things so that the maximum prim limit can be set high in the simulator configuration and then be the prim size constraint controller. In the viewer the lower limit is zero so if the simulator limit were lowered from its present 0.001 meters very small prims are also possible. This allows large and small objects that can be transferred by the IAR/OAR procedures. For OpemSim script writers OpenSim Scripting Language (OSSL) hover text is in the viewer. This was ported from the work of Cinder Roxley of Firestorm and based on licensing we collectively owe her a beer. Likes and dislikes can be reported in comments to this post. Bugs need to be reported in our redmine bug tracker.
Downloads request have to be routed through a central wiki page because of TPV disclaimer requirements.

Please download from here.

Detailed change log is here.

Invisible avatar instructions using Kokua on Opensim grid simulators.

Secondlife servers provide a default Invisible Avatar as inventory item Library->Body Parts->Alpha Masks->Invisible Avatar. On Secondlife it is easy to use this invisible avatar alpha mask with a rigged mesh avatar to make the underlying mesh visible.
OpenSim does not provide this in its OpenSim Library. There are iar files that can be used to import the invisible avatar to an avatar’s inventory however, this requires access to the OpenSim server console. If there are procedures to perform a client import of an iar file someone please comment. Following the procedure below results in an Invisible Avatar Alpha Mask in your inventory.

Adding an alpha layer when none exists in the avatars inventory.
Right click and select Appearance.
Select Edit Outfit.
In the drop down next to Add More… button Select Alpha.
Since there are no alpha layers in inventory Loading… will be present.
Towards the bottom there is a bar with a gear icon. Notice two text lines icons. The one next to the gear is grayed out. This is for a full inventory display and the selected one next to it is for a filtered display of Alpha masks.
Select the grayed out text lines icon. The entire inventory is now present.
Right click on the Body Parts folder.
Arrow down to new clothes and another menu list will be present.
Select New Alpha Mask.
New Alpha object is now present in the Clothing folder.
Right click and wear the New Alpha. The New Alpha has no alpha mask selected so, there is no change to the avatar.
Cursor up to the upper part of the Edit Outfit panel and under the Body Parts folder select the worn New Alpha.
Select the wrench icon and the Editing Alpha Mask panel will activate.
Enable all five default alpha mask with the check marks next to the alpha texture thumbnail graphics.
The avatar is now invisible. Attachments will still be present.
Select Save As. Name it.
Close out the Edit Outfit panel.
The only thing left visible of the avatar should be a name tag and attachments.
Invisible Avatar may be worn to expose rigged mesh avatars and then taken off as desired.

Note: This procedure could be avoided completely if Opensimulator project provided the Invisible Avatar in its OpenSim Library.
Comments to improve this procedure are welcome.