Preview of Second Life 1.13.0(3) now up on the Beta Test Grid
Friday, November 17th, 2006 at 5:37 PM by: Joshua LindenSince my last post about the beta test grid we’ve actually done several unannounced iterations on the beta test grid. Our primary focus here in the Lab is still on tracking down the big bugs affecting residents grid-wide (packet loss, simulator crashes, and simulator performance) but that doesn’t stop additional bugfixing work from going on in parallel. We’re targetting a release date of Wednesday, November 29th for 1.13.0.
Also, be sure to to check out the Focus Beta Viewer - this is a parallel preview of a viewer you run against the main grid to test out changes being considered in the keyboard interaction model for the Second Life viewer.
Please try and stop by the beta test grid. Release notes follow…
Release Notes for Second Life 1.13.0(3) November 17, 2006
=====================================
Other changes:
* Altered scripted movement/resizing of prims to better resemble 1.12 smooth behavior
* Clickable URLs must begin with http:// or https:// or secondlife://
* Internal changes to simulator autosaves (should be faster)
* Korean characters should display properly on Mac OS XBug fixes:
* Fixed a client crash with ‘Hide Selected’
* Fixed a simulator crash
* Fixed scripted chat length longer than 255 characters
* Fixed URLs that wrap over two lines
* Fixed clickable area of URLs
* Fixed login screen drawing incorrectly before loading
* Fixed Show IM Session/IM Timestamps causing dual timestamps
* Fixed release of camera controls when exiting a vehicle
* Fixed level-of-detail issues in flexible prims
* Fixed torii LOD to reduce gapsRelease Notes for Second Life 1.13.0(2) November 13, 2006
=====================================
Other changes:
* Options for Proxy removed from Preferences
** These options were intended for Mozilla only and did not function
* Vehicles permitted to enter object entry blocked areas
* llGetObjectPrimCount will return 0 for avatars and attachmentsBug fixes:
* Fixed Prev and Next buttons for Find -> People and Find -> Groups
* Fixed object size not updating with spinners or mousewheel
* Fixed the alignment of llSetText back to previous behavior
* Fixed detaching attachments when the parcel at is full
* Fixed a client crash with textures that are not sized in powers of 2
* Fixed a client crash when adjusting cut on a multicolored objectRelease Notes for Second Life 1.13.0(1) November 9, 2006
=====================================
Other changes:
* Several viewer rendering performance improvements
* Parcel owners can block objects from entering their parcels
* Option added to allow only group members to create objects on parcel
* Fixed a simulator crash related to region for sale information
* Updated Mozilla libraries to 1.8.0.8Bug fixes:
* Fixed mouse cursor when hovering over URLs
* Fixed text that isn’t a URL becoming hyperlinked
* Fixed attachments disappearing beyond 25m
* Fixed viewer crash on MacOS when running in Thousands of colors


November 17th, 2006 at 6:12 PM
Nice, but 1.13.0(3) and Focus Beta builds for Linux would be nice
November 17th, 2006 at 6:53 PM
“Option added to allow only group members to create objects on parcel”
Thank you for this!
November 17th, 2006 at 7:36 PM
Could you explain how the new option added (“Option added to allow only group members to create objects on parcel”
differs from :
1) disabling “Create Objects” under About Land -> Options.
2) giving the “everyone” role in the land-owning group the ability “Always allow ‘Create Objects’”.
November 17th, 2006 at 7:52 PM
With regards to “Option added to allow only group members to create objects on parcel”. Does that also include the ability of objects set to group to create objects on the parcel? In the case of SexGen enabled beds, the creation of pose balls by the bed fails at the moment when create objects are disabled on group land, although all group members have the ability to create objects themselves.
November 17th, 2006 at 8:06 PM
@ Stacy - deed/set land to group, set bed to group (do not need to deed), and enable ‘run group scripts’ on parcel. This should fix the ability for objects to use llrez* functions - Even on ‘no-build’ land.
–TSK
November 17th, 2006 at 8:10 PM
@ Stacy - deed/set land to group, set bed to group (do not need to deed), and enable ‘run group scripts’ on parcel. This should fix the ability for objects to use llrez* functions - Even on ‘no-build’ land.
–TSK
November 17th, 2006 at 10:17 PM
I dont have a big budjet..my 2life..is modest..
but how can i make a simple transaction..when im froze or lagged and cant move?..OR REBOOTEING EVRY 3 MINUT3ES??
November 17th, 2006 at 10:21 PM
I hope this fixes the teleport issues, Today makes the 2nd day i’ve been stuck and unable to be teleported or teleport from the island i have my house at.
November 18th, 2006 at 12:48 AM
Helke: Read the required specs to play second life, then get a better computer.
November 18th, 2006 at 2:12 AM
i have the same problems as helke! isn’t a 2.8 gig pentium 4 w/128 meg videocard and 1 gig ram on a 6 meg cable good enough?
November 18th, 2006 at 2:19 AM
I’m sure all people using Shinto shrines will be happy with this release. Are you going to fix the tori too?

Seriously, I’m glad the weird jumping torus effect will be gone soon.
November 18th, 2006 at 2:56 AM
I LOVE the fixes in these past few test grid version and hope they are ALL going to be added in this next main grid update.
November 18th, 2006 at 5:40 AM
If this release is as good as it seems when it hits the main grid, this will be the best thing to happen to second life in a loooooong time. I’m excited!
November 18th, 2006 at 5:52 AM
ehter - not everyone can afford a good computer.
November 18th, 2006 at 6:04 AM
“Option added to allow only group members to create objects on parcel”
If this is true, I am excited beyond imagination.
November 18th, 2006 at 7:08 AM
Here’s what *I* would really like. A sort of style guide.
I suppose there must be people who like the user interface. Explain to everyone else how *you* use it. There would probably be different styles for talkers, dancers, builders, and forni…oh, never mind the others…
I know from long personal experience that sometimes a user interface feels all wrong, but it because *I* don’t get it. I certainly don’t get SL, even though I have been actively using it and experiementing since June. i chat and IM a lot, so I’d like those to be really easily accesible, and not interfere with movement and camera control. On the other hand, someone who plays fast twitch games might want something different.
Maybe a new group in the Forums, SL User Interface Tips and Tricks of the SL Masters…yeah, that’s the ticket.
November 18th, 2006 at 7:36 AM
Helke Duettmann Says:
November 17th, 2006 at 10:17 pm
I dont have a big budjet..my 2life..is modest..
but how can i make a simple transaction..when im froze or lagged and cant move?..OR REBOOTEING EVRY 3 MINUT3ES??
This has ended lag as we know it for me.
Just a thought Says:
November 18th, 2006 at 5:52 am
ehter - not everyone can afford a good computer.
True, but performance costs.
November 18th, 2006 at 7:48 AM
Just a Thought: Not being able to afford a good computer is not LL’s fault. If you can’t play because your computer is not up to it then don’t complain about SL’s performance. Good 3D takes a lot of power, if you can’t afford it stick to lesser 3D worlds or regular text chat until you can afford a computer capable of playing SL. Not that it takes all that much anyway.
“Internet Connection*: Cable or DSL
Operating System: Windows XP (Service Pack 2)
OR Windows 2000 (Service Pack 4)
Computer Processor: 800MHz Pentium III or Athlon, or better
Computer Memory: 256MB or better
Video/Graphics Card**:
nVidia GeForce 2, GeForce 4mx, or better
OR ATI Radeon 8500, 9250, or better”
min800mhz CPU: 1600mhz http://www.newegg.com/Product/Product.asp?Item=N82E16819104159 slowest I could find on NewEgg: $28.00 (I personally use a 1400mhz and have no problems).
Motherboard for said CPU: $18.00 http://www.newegg.com/Product/Product.asp?Item=N82E16813185074R
Memory min256mb: 512mb $48+$5ship = $53.00 http://www.newegg.com/Product/Product.asp?Item=N82E16820146219
Vid Card minGF2: $41+$5 ship = $46 This card is a lot better than min specs. GeForce 6200 http://www.newegg.com/Product/Product.asp?Item=N82E16814150191
Being you already have the rest of the parts needed if you have a PC already then $145.00 shipped is not to bad for a upgrade. These specs are better than the specs I use on my secondary PC and it plays SL just fine.
Just like everything else in the world if you can’t afford it don’t do it. LL can’t cater to everyone. Complaining about PC specs is like complaining because you can’t play on dial up. Somethings just can’t be worked around.
November 18th, 2006 at 7:52 AM
@Lee -
LL has said the interface for SL is not what they want it to be and that eventually it will be totally revamped. Given that SL is still adding needed features, it would make sense to wait on an redesign of the interface until all planned feature are in.
November 18th, 2006 at 7:55 AM
HHHHHHHHHAAAAAAAAAAAAAAA
November 18th, 2006 at 8:19 AM
Typing ENTER after placing a value in an edit box doesn’t apply the value. We have to type TAB which, of course, changes the focus. Please tell us this is a bug and will be corrected before release.
I’m seeing much faster and more solid rendering than in many months past. Other than the edit apply, KUDOs from Fate Gardens!
November 18th, 2006 at 9:06 AM
I’m a newbie so perhaps there is something like a Ctrl-Z to fix bonehead mistakes but if there isn’t will you consider adding it?
November 18th, 2006 at 9:43 AM
hummmmmmmmmmmmmmmmmmmmmmmm forgot my last name and password
November 18th, 2006 at 9:49 AM
For the love of God, fix the crash-to-desktop bugs first! I’ve crashed 6 times in the last HOUR!
November 18th, 2006 at 10:35 AM
@Autumn: I totally agree. An “undo” feature is sorely needed in the building tools, even if it only goes back a step or two. =)
@LL: Looks good so far! Will the keyboard/UI changes being tested on the Main Grid now also be merged into 1.13.0? When will those changes be applied on the Beta Grid so we know they will coexist peacefully with the 1.13.0 builds?
Thanks, and take care!
- SDW ^..^
November 18th, 2006 at 12:24 PM
“undo” is already present in building.
Ctrl-Z
it will undo MANY of the changes you make in terms of size and position and rotation of prims. It won’t undo texture changes, and many “tortures”.. but I have used CtrlZ to great effect.
Fodr example, when making an array of objects, rotated around a center point. Mkake 2 of them, then selecting both, shift-slide up to clone.. then undo, and rotate the set into position. Then select all four, shift slide to clone.. undo, and rotate into position.
November 18th, 2006 at 12:53 PM
@Autumn & Shadow: Ctrl-Z undo does actually exist in build mode. In fact, it’s been there for as long as I can remember. If you ever have trouble getting it to work, try pressing Esc to close the chat bar.
@LL: Any word yet on a fix for jointed objects?
November 18th, 2006 at 1:25 PM
[...] Official Linden Blog » Blog Archive Preview of Second Life 1.13.03 now up on the Beta Test Grid « [...]
November 18th, 2006 at 2:12 PM
Nice! I really like the new layout.
I noticed a few bugs, though. One, it seems like using Alt+Enter to go from windowed mode to fullscreen, and then back to windowed mode, will crash the client. I had a friend test it and she said the same thing happened to her.
Also, the IM window’s size is very unstable. It likes to reset to a large size. For example, if you use the pie menu on another player to send a new IM, it will resize the IM window even if you already have the IM window open.
I like that the music and release keys things are now docked with the bottom of the screen(much less intrusive), but it’d look a bit nicer if they were to the sides of the screen rather than sorta in the middle. Maybe there’s a reason they aren’t, I’m not sure. Personally I think it’d look best if each all the little tabs(music, movie, release keys) sat on the far right of the screen. But anyway.
Oh! One more thing. Is there any chance we could get it so that key bindings are customizable? I know that you have it set up so that different keys are treated in different ways by the client(like the numeral pad not affecting the chat bar when it’s open), but it’d be nice. That failing, is there any chance you could change the movement keys on the numpad so that 5 is backwards, and not 2, so that it matches the asdw thing and the other arrow keys? Using the 2 button is really awkward, and so far as I know 5 isn’t being used for anything anyway.
Just some thoughts.
Thanks!
November 18th, 2006 at 2:30 PM
Ctrl+Z will undo changes made outside of the dialogs, but in my experience it won’t do explicit number changes in the dialog (like changing the X rotation to 90 from 40, or making a block 10m^3 instead of 1m x 2m x 3m). Undo on dialog changes would be great.
November 18th, 2006 at 9:07 PM
As Feynt said, being able to undo dialog would be great. I can’t tell how many times I’ve said “Wow that girl’s hips are HUGE” and wanted to hit Ctrl+Z to take that back, bad dialog, BAD! *hits with newspaper*
November 18th, 2006 at 11:46 PM
Yeah, it would be great if you could make sure that undo works for everything. Sometimes I’m trying to undo an action done to an assembly of linked prims and it only does it for the one prim highlighted in yellow (I forget what to call it).
Still, thanks for all of these great improvements on the program’s usability. That inability to easily move left and right through my text box had been slowing me down often.
November 19th, 2006 at 12:21 AM
I wonder when the snapshot on the test grid will be updated? I’d like to get into the beta testgrid, but I am yonger than the 16th Oct
November 19th, 2006 at 1:21 AM
@Harle : I think the 5 instead of the 2 is a great idea, and i dont see why it couldnt be done. however i do understand why it isnt, since the 2 is the down arrow key on the num pad.
Maybe its just me, but i hate when im using the mouse scroll button to zoom in, and it takes me into mouse view. If you could change that, i would be much obliged.(or at least make it an option)
That is all for now
November 19th, 2006 at 1:33 AM
decided to see if beta grid provided anything better…. major packet loss is still a major issue
November 19th, 2006 at 4:29 AM
Being part of the generation that grew up reading stuff from books, notes etc, I would REALLY like to see a “print” option for notecards.
November 19th, 2006 at 10:00 AM
Eww, hard copy.
I’d like the camera to not be shoved around when you focus on the inside of a hollowed object and you’re too close to it.
November 19th, 2006 at 1:52 PM
Hi, Linux users are kind of being left in the past.
Can we get an update to the SL client for Linux so we can use the beta grid?
Thanks.
November 19th, 2006 at 9:23 PM
In the notecard, hit Control-A to highlight the text, and Control-C to copy it. Switch windows to the text editor of your choice and hit Control-V to paste. Then hit “Print,” et voila!
November 20th, 2006 at 8:56 AM
Hi Josh! ^_^
*Parcel owners can block objects from entering their parcels
*Option added to allow only group members to create objects on parcel
These features sound great, but how am I supposed to test them on the beta grid when my land doesn’t exist there?
I am hoping that when you say only group members can build, you mean on any group land and NOT just deeded land as it is set at present. My land is not deeded, and I have to keep my autoreturn set low (for protection) to allow my group members to build at all, even though they are given full permissions under group roles. I would certainly *like* to be able to prevent anyone else from ever building at all, as I can see this stopping many kinds of griefing action in their tracks!
On the subject of which, a Linden (sorry I forgot her name) posted recently to say she’d been experimenting with some parameters, and had changed the code which returns a bunch of random objects from the parcel when people step down from a vehicle that exceeds the available prims. This is a MUCH NEEDED fix, has that been implemented? Again, without access to my parcel on the test grid, I can’t test it!
*packet loss, simulator crashes, and simulator performance
These are BUGS? I thought they were due to the fact that at peak time we have 15K+ residents online and the system couldn’t handle the numbers ^_~ It would be useful to have confirmation on this, as there is a great deal of blog debate on how much the ‘open doors’ policy is affecting grid performance, and if in fact all the problems are down to bugs, you could at least set that gripe to rest once and for all!
*Fixed a simulator crash
Woooh hooooo!! Sounds terrific. And yet so uninformative. In resident terms, what can we expect from this, will we see much less rollback in future or is this such a unique and localised problem that 99.9% of us won’t even notice? It’s great to get the list of fixes in each update, but without more detail, points like this leave us none the wiser and could leave us with very misplaced expectations.
Thanks to all of you at LL for your continued hard work on keeping the grid up and running and ironing out the problems - this resident at least really appreciates the effort ^_^
November 20th, 2006 at 10:18 AM
@Lee Ponzu:
I have to agree - the SL UI leaves something to be desired. Right now we’re focusing on getting bugs - both big and small - smashed into small fragments of goo and exoskeleton. Even the Focus Beta is about fixing bugs rather than new functionality. The UI is “good enough” for now so we’re not focused on that, although it’s definitely something we want to tackle at some point.
@Shadow Darius Wolf, Esq.:
We’re not going to merge the Focus Beta changes into the mainline until we’ve gotten sufficient feedback that the changes - which seem innocuous - won’t completely hose the experience for residents. Messing about with how users chat, move, and build isn’t something we take lightly. So that work will go into the Beta Grid and a later release at some point in the future, determined entirely by the feedback and how many additional tweaks we want to make.
@Feynt Mistral: (and others, re: Ctrl+Z)
Yeah, Undo’s behavior is not terribly predictable for new residents, but you seem to have it nailed down pretty well. It’s on my pet list of gripes.
@painful tester:
We’ll try and update the beta test grid DB soon - it requires a few hours of downtime for the grid. Time flies - it feels like it was Oct 16th just last week!
@Fledhyris Proudhon:
Re: testing with your land - We can bring specific regions up on the beta test grid for verification - ping me and I’ll hook you up.
Re: packet loss, simulator crashes, and simulator performance - Yes, these are bugs (at least, the specific instances we’ve been talking about on the blog for a while). They are definitely aggravated by load, but bugs. That is, if the system was functioning as designed, they should not be happening even with the number of residents in-world at any given time. We’re hesitant to publicly point fingers at any part of the system, since chasing these down has been a nightmare of blind alleys, red herrings and wild goose chases. *sigh*
Re: “simulator crash” - we’re often vague about sim-side crashes for two reasons. First, we may be fixing a “do this in-world and the simulator crashes” bug and since it’s only fixed on the beta grid we don’t want to tell everyone that it’s a good way to crash sims on the main grid. Second, a fix that seems like the magic bullet for some issue often turns out to be a red herring, so we don’t ever want to claim “we fixed the cause of 90% of the crashes” until after we’ve seen that number proved on the main grid.
November 20th, 2006 at 10:20 AM
@Hiro Fluffy:
We’re still working out the kinks in the Linux builds, so they often lag a bit. Sorry about that.
November 20th, 2006 at 10:50 AM
RE: sim-crashes and sim-performance, Digeut has been a painful place for a while now - seems like well over a month. Neighbor sims, even ones with a comperable number of clients, are much, much better.
Joshua, is it useful to report things like this? I’ve pinged Live Help once or twice and somebody comes by and reboots the region but, 20-30 minutes later, it’s back to being the turtle-sim.. Is there any way for land owners to find out what’s causing these kinds of problems? I know you guys don’t like to point fingers but this sim has been hurting for too long…
November 20th, 2006 at 1:05 PM
I don’t see anything about setting the home point on land you don’t own. Is that going to be fixed in this release?
November 20th, 2006 at 1:15 PM
FYI: The comments on the next two blog entries seem to have accidentally been closed. You might want to open these up if you value feedback from your customers.
November 20th, 2006 at 1:19 PM
I doubt that’s an accident. I’ve read some of the comments and it’s a powder keg - as is nearly every blog here these days.
November 20th, 2006 at 7:52 PM
What is up with all blog entries after this one having comments turned off?? Sorry forums are down and there is no place else to ask this!
TURN THE COMMENTS ON FOR ALL THREADS!!!!
November 20th, 2006 at 7:53 PM
Oh and if it’s not an accident, the least you could do, LL, is to announce that you are turning them off and why!
November 20th, 2006 at 7:56 PM
Hey! A blog headline that’s still open for entries.
I have comments for the five or so headlines above this one, shall I post my remarks here?
Let’s see:
Monday, November 20th, 2006 at 7:27 pm by Robin Linden
Tags : none
We are investigating heavy load on the database[...]
Comment: Right… got that, business as usual, so no special snide comments from me on this one.
Monday, November 20th, 2006 at 2:16 pm by Lawrence Linden
Tags : LindeX
We were experiencing caching problems with the LindeX “Trades in the Past 24 Hours”
Comment: Well, I’ll just bite my tongue on this one. The graph and article attached ARE interesting though…
Monday, November 20th, 2006 at 1:53 pm by chadricklinden
Tags : community, announcements, bugs, fixes, grid status
We are currently looking into reports of database load related issues. Some of the reports
Comment: Didn’t I just… oh, right yup, covered that one after their second announcement…
Sunday, November 19th, 2006 at 1:27 pm by Robin Linden
Tags : none
[PST 2:00 PM] After some work on the databases it appears that everything is back to normal.
Comment: No comment there… just the standard “back to normal” post that happens every 18 hours or so.
Hmmm… okay, nevermind, I’ve got nothing of value to add…
Have a lovely evening all!
November 22nd, 2006 at 8:01 AM
[...] Official Linden Blog » Blog Archive Preview of Second Life 1.13.03 now up on the Beta Test Grid « [...]
November 22nd, 2006 at 9:05 PM
[...] The changes since 1.13.0(3) are listed below… [...]
November 22nd, 2006 at 10:28 PM
[...] The changes since 1.13.0(3) are listed below… [...]