Preview of Second Life 1.13.0(5) now up on the Beta Test Grid
Wednesday, November 22nd, 2006 at 9:05 PM by: Joshua LindenNope, you didn’t miss anything this time - we didn’t even get a chance to open 1.13.0(4) for public testing before it was time to update to 1.13.0(5). This is the feature-complete release candidate for the 1.13.0 launch for next Wednesday, if final testing goes well.
There are some big changes relating to privacy in 1.13.0(5). You now have finer control over who can see locate you and how, and this is exposed in a revamped Friends floater. There are also changes to how “estate visibility” works. My good buddy Cube Linden will be posting to the blog in short order to describe these changes in more detail. So come by the beta test grid to check it out.
The changes since 1.13.0(3) are listed below…
Release Notes for Second Life 1.13.0(5) November 22, 2006
=====================================
Changes:
* Updated Friends UI
** Set permissions for your friends to see you online/on the map
** Conference IM multiple friends by multi-selecting in Friends list
** See who has granted you permission to modify their objects
* New Privacy feature
** New option in Preferences to set whether you show as online in Search
* Estate visibility
** The estate visiblity concept is simplified to just access permissions
** All classifieds, events, etc. within a grid now viewable, regardless of estate
** All regions within a grid now viewable, regardless of estate
** Online status is no longer hidden based on viewability of an estateRelease Notes for Second Life 1.13.0(4) November 22, 2006
=====================================
Other changes:
* Texture asset IDs no longer sent to the viewer unless necessary
* Adding performance logging based on agent frame rate
* A confirmation prompt now appears when emptying inventory trash
* Notecards now support international charactersBug fixes:
* llGetParcelMaxPrims now takes region bonus factor into consideration
* Time zone (e.g. PST) is once again displayed on the menu titlebar
* “Upload Image” will now ignore multiple clicks to avoid duplicate uploads
* First names which are numbers will now be shown correctly in chat
* Fixed the ability for group owners to remove members from roles
* Fixed a crashing bug with tearing off menus from scripting window
* Fixed a viewer crash when right-clicking on certain objects
* Fixed a viewer crash when changing prim shape


November 22nd, 2006 at 9:11 PM
Can you think about updating the snapshot of the database please?

I cannot get into the test grid because I am still a “baby” & the 16th of Oct is a looooong way in the past now…
November 22nd, 2006 at 9:12 PM
Have you fixed packet loss yet?
November 22nd, 2006 at 9:15 PM
this sound interesting..
“** Conference IM multiple friends by multi-selecting in Friends list”
November 22nd, 2006 at 9:19 PM
@painful tester:
Sorry - I’d intended to update the DB today (it takes a few hours) but I ended up swamped and it was the lowest priority thing on the list. Mea culpa.
November 22nd, 2006 at 9:20 PM
“** Conference IM multiple friends by multi-selecting in Friends list”
Funny enough, that’s one of those features that’s always been there, just hidden in the UI. If you make a folder of calling cards in your inventory, then right click on that folder, you can create an IM conference with all of the people in that folder. This just extends that out into the friends list UI.
November 22nd, 2006 at 9:24 PM
And a Linux client build to boot? Happy Thanksgiving. Although you’ve quashed my texture stealing and mapstalking schemes…
November 22nd, 2006 at 9:34 PM
er, so let me get this straight… As of this release, estates cannot be made invisible?
November 22nd, 2006 at 9:38 PM
@Joshua Linden
No worries. I know what it is like! I was just hoping that when the next Beta was released it would finally be updated… Maybe next time!
November 22nd, 2006 at 9:39 PM
Nice changes. However, these changes seems to me to be low priority. I believe the majority will concur that a stable DB system is top priority. Especially when it comes to financial transactions. It occurs more frequently, from my knowledge, that Lindens are not registering in the account. These occurrences have been verified in world and out. Others have also noticed the same. Therefore, in the aggregate the sum of lost transactions is unacceptable.
You had mentioned resources (programmers) are limited. Why are there programmers being given tasks that are not essential to the stability of SL. What benefits do we derive from these additional features when SL server side is plagued with integrity problems?
November 22nd, 2006 at 10:04 PM
I’m kind of confused on that estate stuff too, Michi… it looks like Cube’s supposed to be giving us more details shortly?
November 22nd, 2006 at 10:15 PM
Dear Linden Labs,
I just currently purchased a subscription and also as well i am having alot of difficulties, i have done tried to email and also as well instant message chat support from the SL console but nothing. Its getting highly annoying and would like to get a response from someone.
My computer system is fine, i got enough memory, i have a ATI Graphics card AGP, 9600XT Radeon with 256MB of DDR Memory, P4 (2.0 Gig) 200 gig drive (primary and secondary) 760 MB of DDR System memory, Windows XP and a broadband connection.
the problems i am having are pretty simple, when i log into the system it will do its thing for about 10 to 20 minutes then my computer locks up i have to reboot and then relog back into the system. Any other game, or anything eles i play or login to does not have any problems so i am curious to know do you plan to fix the servers soon so that way everyone can have a enjoyable time on the network without having to reboot their system every 20 mintues?
Other then that the SL world is pretty cool accept very laggy and the pixels take a long while to load up and get going. Also as well when your driving a vehicle its like it freezes or something and comes back up again. goes (under) the road and pop’s backup.
Yall should talk to a company called JoWood (they make this awsome game called Soldner) adding their landscape or however they made their game might be a cool asset to Second Life. Also try to get NFS (electronic Arts) to make some cars and other things and throw into the SL world i think that would be hot as well.
Respectfully
matthew nalett
chicago music promotions
cmp radio network
http://www.chicagomusicpromotions.com
promotions@chicagomusicpromotions.com
November 22nd, 2006 at 10:17 PM
to be honest, im kind of excited for this update.. there isn’t anything durastically new but i also wouldn’t mind seeing what the “New Privacy feature” is.
November 22nd, 2006 at 10:35 PM
Privacy features
You can not only turn off everyone seeing you are online or mapping you, you can also select which freinds can see you are online or mapping you.
Finally people can have “freinds” on the side and as for me; I can script in peace. (Hey! We all have different priorites!)
November 22nd, 2006 at 10:53 PM
Lex, Michi: It looks like “hidden” estates now show up on the map, despite your ability to TP to them. Mapstalking permissions are off by default (they’ll probably be on on the MG).
There is a problem with the panel_avatar.xml XML UI file with the Linux client, however, with the first 3 characters in the file being invaild and cuasing the viewer to crash when you open a profile. You can replace the file with an older version, or hexedit out those characters to fix it.
November 22nd, 2006 at 10:54 PM
** Set permissions for your friends to see you online/on the map
Oooooooh!
:) NICE work!!
November 22nd, 2006 at 11:00 PM
Jesse. I already checked it and you can make it so no one from MG can TP to an estate now. Can also make a list of up to 300 names allowed to access estates(Don’t know if that is new or not)
November 22nd, 2006 at 11:19 PM
“Notecards support international characters” — does that mean we also have it in LSL constant strings ?
November 22nd, 2006 at 11:41 PM
A nice bunch of new features; I am pleased to see these.
Group teleporting for the friends list is nice.
Why not a group show map beacon, asking everyone for permission, so you can fly in groups without getting lost? (hmm, no one flies anymore, but still…)
November 23rd, 2006 at 12:37 AM
Quite true, Sue. Why fly when you can teleport or open portals to any specific place in the sim? >)
November 23rd, 2006 at 1:09 AM
now this update sounds like a sweet thing indeed! looking forward to 1.13, since it mainly does contain useful improvements and fixes this time round. the whole texture assed ID thing also sounds very very nice, should improve security, too - although Im no expert there.
anyways, sounds like a tasty update
November 23rd, 2006 at 3:57 AM
Sorry to say this; but I can see many instances of a presence issue arising when databases are decentralized and unable to communicate.
Also, the default settings for the friend’s list should be as it is on the main grid…Online status and Able to map need ON (can turn off when needed) and Modify rights to those that do have rights. Also, the ability to turn off enmass the ability to see online status, mapping, and modify by use of check blocks at the top would be nice.
Otherwise, nice going…:)
November 23rd, 2006 at 4:09 AM
Will this fix the really bad Red line Droppped packets issue?
November 23rd, 2006 at 4:36 AM
Sounds like a useful update. Happy thanksgiving.
But I have to echo Coolkama’s question of “Will this fix the really bad Red line Droppped packets issue?”
November 23rd, 2006 at 5:25 AM
Thanks for Updated Friends UI in the next version we can do things in peace now if we need to
Now get back working on the bug fixes
November 23rd, 2006 at 5:29 AM
has the friends list changed to such an extent that all friends are now showing as offline !!!! compared to the previous version
November 23rd, 2006 at 5:51 AM
I just hope that this dosen’t cause me to jump in the air everytime I want to chat after checking my inventory or sending an IM without clicking the chat bar first.
November 23rd, 2006 at 6:46 AM
how do we stop this? http://www.youtube.com/watch?v=2Ddp6mICnUg&mode=related&search=
November 23rd, 2006 at 7:08 AM
All I need, good people, is an MOTD I can set that people will see when they are about to IM me (not after the fact).
For example, my MOTD could be:
“BEFORE you IM me, please check out the FAQ: http://www.example.com/faq/”
This would greatly cut down my offline (and online) IMs and greatly improve people’s chances of getting their questions answered.
This doesn’t feel like a huge change, seriously.
If you want to, maybe make URLs in the MOTD clickable too.
Thanks.
November 23rd, 2006 at 7:23 AM
Give us a “print” feature for our notecards too…
November 23rd, 2006 at 8:01 AM
Say, I’m getting trouble logging into SL at this time. After accepting the new TOS, it will get as far as loading clothing before crashing. When I try again, it says that the region has begun the logout process.
Is there another series of rolling logouts going on again? I thought that was yesterday.
November 23rd, 2006 at 8:36 AM
Will the “don’t map me” privacy changes for the friends list have any effect on the hacked client that lets stalkers map anyone logged in?
November 23rd, 2006 at 8:53 AM
hmm.. :\ Some estates, I’d say, are invisible for a good reason — mainly “work” sims… I’m hoping this isn’t the case actually, because while yes, people won’t be able to TP to them, there could be other issues with them showing up in search and .. don’t know if this means people could get past estate access rules which were not ’surefire’ before.. (I know that banned people could get into Taco in the past.. somehow.)
November 23rd, 2006 at 9:15 AM
Coolkama: “Will this fix the really bad Red line Droppped packets issue?”
I dont know if anyone else has noticed but didnt all the bad packet loss issues show up in that update where the ‘bandwidth throttle’ was supposedly fixed to unthrottle itself once network congestion had cleared up?
I’d assume that the code for throttling is releasing controls too far and sending bursts that cant be handled reliably over UDP. For that matter can we have the client switch to using TCP connections for transferring textures and other assets and keep the UDP limited to position and other dynamic updates?
And a new cache would be nice =-) Anyways the list of updates on this release are superb and very appreciated. Great work LL.
November 23rd, 2006 at 10:03 AM
Never mind a new cache… what about making the current one work properly? I can be home, teleport to a new location and immediately back home - and it appears to have forgotten everything of my home location.
Broccoli
November 23rd, 2006 at 11:33 AM
Nice new features, but what about something that protects mature sims from minors? Since the new TOS basically says that we have to live with the fact that not only adults are using the adult grid, we surely need age verification methods, disclaimer functions, optically impenetrable walls and access restriction barriers a whole lot more than the nice gadgetry listed above.
November 23rd, 2006 at 12:49 PM
Where I noticed the packet loss spikes starting to appear was befrore the throttling issue, and after they started switching over to XML. From the time I launch SL until it finishes logging out (which lately can take anywhere from a few seconds to two minutes) the memory usage of the client is 83-87MB(at login screen) and up once logged in. Also the CPU usage from the moment it starts until its shut down is 85-100%. I used to be able to run SL as well as a web browser and multiple clients, now I can barely run SL without lockups, delays in keyboard input, sputters when moving around, and packet loss often in the range of 1%-6% even when standing still with nothing changing inside my draw range. The spikes seem to be tied to when input and CPU usage gets over 95% making me think the packet loss is caused more by the fact that its not being proccessed because something in the client is tying up the CPU. This has affected both machines I run it on so I know its not just the machne.
November 23rd, 2006 at 1:30 PM
Feynt Mistral Says: Why fly when you can teleport or open portals to any specific place in the sim?
For fun, of course; when you fly you get to see the sights, use your navigational skills, etc.
I still think it would be fun to try “avatar formation flying”.
November 23rd, 2006 at 1:41 PM
It would be great if we were able to organize our Friend List by catagories, (Friends, Family, etc) similar to the way you can in Yahoo Messenger or AIM.
November 23rd, 2006 at 1:47 PM
Ooooh. Thank you thank you THANK YOU!
November 23rd, 2006 at 3:46 PM
You speak of craziness, Sue. o.O;
Besides, no one can cooperate long enough to get a series of people flying in the same direction at the same height at the same time. (yay challenges)
At least without scripts and a push capable sim.
November 23rd, 2006 at 4:12 PM
Howdy. These all seem nice, but my main concern is SL’s crash factor. I have to reboot more and more every time I log on, and my computer’s in pretty much prime shape. This is a small factor, I’m sure, but still a little annoying. If anything can be done, PLEASE try for us! You know we love you!
November 24th, 2006 at 12:29 AM
“It would be great if we were able to organize our Friend List by catagories, (Friends, Family, etc) similar to the way you can in Yahoo Messenger or AIM. ”
I agree w/ Coyote, it would be nice to organize by Family, Friend, Business Associate, Acquaintance, because as a business owner, it is difficult to see at a glance just who is online currently
November 24th, 2006 at 6:47 AM
Oh my god, Wewt. Finally multiple clicks don’t upload a shirt like four times. That was the BANE of my existence.
November 24th, 2006 at 7:41 AM
YES!!!! Thank you, Thank you, Thank you, THANK YOU for implementing invisibility! I’ve been waiting for this since I ever started playing SL back in beta!
Wewt, can’t wait till we get the update now! I’m doing a little dance in real life, that’s how excited I am
November 24th, 2006 at 5:21 PM
@ Cube Linden and Chri5 Somme
Thank you, Thank you, Thank you
I never knew how to do the conference. I learned something new.
November 25th, 2006 at 4:18 PM
Thank you very much! Hooray for better privacy controls!
/me does a dig
November 25th, 2006 at 6:24 PM
My vote for 1.14 …. fix packet loss….. make it crash less.
Don’t care about features…..I care about stability and performance……especially as we pass THREE million
November 25th, 2006 at 6:29 PM
In fact, right now with 15,000 plus logged in the main land system is pretty much unusable
I understand growing pains…..but if things don’t shake out into a stable ecosystem by end of 2007…..what are we doing here?
November 26th, 2006 at 3:05 AM
I effectively rent out privacy to people by charging for land and access to an invisible sim.
I also know one other person who developed many sims like this.
This announcement rather worried me at first - I realised my business would be obsolete in 3 days!
It worked out OK though, because after talking to my residents, none of them expressed a desire to move out, even with a reduced feature set.
Nevertheless, more advanced warning would be nice in future, when LL are going to implement a feature that drastically changes things for business owners. We can adapt, but please, give us more than 3 days warning before rendering our existing businesses obsolete by planned new features.
I’m not angry at LL about this, because I recognise that giving everyone privacy tools like this is a good thing for SL. I just wish we all had more warning.
If you’re working on bug fixes, here are a few I suggest :
* fix the sim-crashing bugs. Multiple crashes per sim per day wear away at the satisfaction of sim owners with SL, especially when residents complain to *us*, not Linden Lab, for problems that are not our fault and which we cannot fix. http://forums.secondlife.com/showthread.php?t=151029 provides a good example of a sim owner getting frustrated with sim instability. I know that fixing these crash bugs is apparently one of LL’s top priorities, but it being a “top priority” doesn’t make it any less annoying to have your popular sim crash multiple times during an event.
* fix the bugs that are causing packet loss for everyone. It seems to slightly slow down *everything*.
* fix the bugs that are causing teleporting and money transfer to fail. Teleporting has been failing sometimes for me recently, and I’ve heard of money payments not being credited properly. People losing money due to bugs should be investigated quickly, and addressed ASAP.
November 26th, 2006 at 12:55 PM
Can’t login just says make sure cap lock is of check and still say make sure cap lock is off ?????
November 26th, 2006 at 3:22 PM
Second life Beta needs more work i have try everything and can’t get it to work it keeps tell i need to turn off cap lock but its not on. Is there something you are not telling me..? if someone else is having this problem please let me know..
November 26th, 2006 at 3:35 PM
Mark: You might be too young to access the Beta Test Grid. The database for it is copied from the main grid periodicaly, you’ll have to wait till the next snapshot.
November 27th, 2006 at 10:58 AM
I did some testing, and there are a few problems:
* If I uncheck SHOW ONLINE STATUS IN SEARCH, then I don’t show up in find AT ALL. Nada, zilch, nothing. Should you still show up in FIND, but just say “Online: No”? One of the reasons for this feature was to help content creators have the privacy to create, but don’t make up disappear from find altogether or that’ll raise 10 kinds of hell!
* If I remove the ability to see me online from a friend, when they IM, it goes straight through. I get enough “Are you onlines?” already just from people too lazy to check search - this will be even worse, hehehe. Any chance of getting IMs to be treated as offline in that scenario, perhaps only if we have IM to email enabled? I suspect the same behavior is true for inventory passes.
I’ve reported these as bugs - if everyone else could too, that’d be great.
Good start, but it seems this feature still needs some fine tuning to be useful. Thanks for starting to address it!
Regards,
-Tim
*
Also, IMs go straight through, so if you have someone not seeing your status, and they IM you, they’ll see you as online.
November 28th, 2006 at 8:26 AM
[...] Il numero che caratterizza la nuova versione del programma e’ 1.13.0(5) e le novita’ che essa contiene sono elencate qui. [...]
November 29th, 2006 at 3:26 PM
I’m glad to see a sprinkling of NAY responses in here!
Seems the coitel experience has a majority of folks having orgasmic episodes - but truth be told folks - with the continual rash of grid failures - rolling parcel resets - super lag that kills the flow of communication - avatar inventory foul ups - way too frequent updates - can you really put such a high mark on this service (paid for or not) in comparison to other online busineses that exist?
I personally find it pretty telling when the entire SL web presence goes down instead of just key modules of the system. IMHO - this thing has a long way to go before exiting the busch league category…but who am I but one voice and what does it really matter…it’s a business (income stream) for Linden Labs and the vast majority of participants/customers don’t give a rats ass about quality and performance.
January 25th, 2008 at 5:28 AM
I just love Second Life