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  2. I just rolled my 5 claims for the day. Claims 1 and 2 were the same house. Claims 3 and 4 were a different same house. My last claim was a house I've received 3-4 times in the past week. So 2 of the 5 were not recent. This is a fairly typical experience. I'm seeing 12-15 houses a week that I haven't already claimed at least once since my search began. Even if I accept that 1 repeat per day is acceptable, which I don't, I should be getting at twice that many "new to me" homes in a week of searching.
  3. Overwolf was very vague about it, but I'm afraid that will be the case with Thunes fees too in the future.
  4. I had been thinking earlier how LL has kind of had a string of those where they try to branch out, Patterns game under Rod and I vaguely recall a gaming platform and a couple other little things they sold/let go of that LL were working on, then Sansar of course under Ebbe too (could probably count Philip's side projects as well, fairly or not) I still don't see SL lasting more than another 3-4 years, partly due to external factors(economies etc being where they are presently) but 25-ish years is still all well and good for a stand alone gem. SL doesn't have the relevancy to be an SNL.
  5. LL has no influence on paypal fees, only at their own.
  6. Looking for feedback about this project: Semence This video is a preview made in Second Life about our new show "Semence," an exploration of life's origins, progression, and the cycle of death. We are using a custom Particle System I built called the Bloom. In French, "semence" refers to the seed from which all sorts of life emerge. Note: The show will be performed at SLEA6
  7. isn't there a brand groupsupport that can help? I'm pretty sure there aren't many users of this specific body on the forums, some patience might be required.
  8. I finally went back and listened closely, and transcribed this part in my post above. (Good thing YT has captioning, it helped.)
  9. Some transcript for you: Strawberry, ending at 0:54: "..We've already had lots of questions from the community. I've looked through several platforms to pull out some of the most common ones, and as of this recording there were about 16 pages on our official Forums alone.." Yay! That's us!!! Oberwolf, ending at 4:31: "..Well Tilia is pretty expensive to run, and if we could distribute that expense across multiple companies, that would make it less expensive for us to run it at a time where it was costing us millions and millions of dollars to run it. That didn't work. Tilia wasn't overly successful in bringing on these other clients, and so effectively while it brought some on, they're not doing a ton of business and so Tilia was back to having Second Life as its only customer. Back, thinking about that again, that detracts from Second Life because money that Linden makes was going to go into Tilia. And so, I was left with this decision: Do I want to control Tilia and have a lot of money that could otherwise go into Second Life, or could we find someone to acquire Tilia under some guidelines and take on that expense, because they would be able to make it profitable.."
  10. There's one point with which I once would have agreed: "2) It protects the creation from getting broken". When I was just starting out scripting, I couldn't figure out how to let customers adjust the size and shape of a prim assembly (yeah, all prims back then) while preserving geometric invariants to keep the assembly looking reasonable while the script was running. I think I'd know what to do now, so I could give that object Modify permission, but for other objects and for less experienced scripters, I could excuse having to resort to no-mod objects. If I'd made it Copy/Modify, it would have been okay because "6) No matter what, the customer is protected anyway, as the product can be redelivered at any time". In this specific case, the object served a role-play purpose that required it to be Transfer/No-Copy, so redelivery wasn't an option; #6 really only applies to Copy perm objects, No-Mod or Mod (and I don't understand what specific risk the No-Mod objects would otherwise face). So clearly "3) I only want you to have ONE instance of the item" relates to a disjoint class of product from that "protected" by redelivery in #6. But #3 applies to all No-Copy objects, regardless of Mod/No-Mod, same as #6 applies to all Copiable objects Mod or No-Mod. One note about the combination of No-Copy and No-Mod: Never use this combination if the item contains a script. Just don't do it. Every one is a time bomb waiting for the next simulator glitch that stops the script with no possibility of recovery. (Really, all No-Copy objects, even without scripts, even modifiable, are just waiting for the next simulator glitch to poof them from the grid. Unless you're sure you won't mind when they eventually, inevitably vanish, No-Copy = sorrow. Thread after thread after thread of woe.) I don't think I understand "5) The product is intended to be used as a composition, and not a building set" which seems to be about selling structures such as houses without Mod permission, products that I can't imagine anybody buying on purpose. (Maybe this is a thing with prefab backdrops? I don't really understand those products.) Anyway, reading that discussion about Land Impact, I was reminded of a very big reason for Mod permission: the ability to reduce total Land Impact by relinking elements of a scene. Many items have way more Download weight than System weight, and some are just the opposite. Link them togetherā€”only possible if they're both Modifiableā€”and watch them absorb each other's excesses! (Note: if they have scripts, try in a sandbox first, in case a script doesn't know to find links again after the linkset changes.) I won't pile-on about "4) To protect IP or to discourage reverse engineering a product" because I think it's pretty clear by now that nobody who sets out to steal IP is at all deterred by a No-Mod server-side setting, whatever superstition may yet prevail. And "1) Because we reserve the right to set any permissions we want, and don't really owe anyone any explanation" is dilute beyond substance: I have the right to dress up like Bozo and play a kazoo and nobody is entitled to an explanation, but that doesn't make me immune from criticismā€”especially my kazoo playing.
  11. Made a report under Marketplace bugs. Hit Submit, but it's not showing up for me (searching My Own). Beginning to feel haunted! ETA: Hopefully just a delay in showing up.
  12. I'm exploring fantasy faire, and some of these shops are so hard to shop in! There are some great shops, but there are also many shops that are not well done. First of all... there are so many shops that don't take the region's lighting situation into account. It's annoying to have to change from shared environment to midday just to see what you're selling. The biggest issue isn't lighting, though. It's layout. Half the time when I walk into a shop, it's a beautiful, scenic nature area. Maybe an underwater area, with mermaids, or maybe a garden, IDK. So I look around, and... where are the things for sale? Takes me a minute to realize that they are selling the things in the nature sim! It's nice to see things together like that, and how they kind of flow together, but it's also hard to really see what I might want, and then if I want it, where's the purchase board. Sometimes what I want is actually three items, or even worse... I just want a fountain, but I have to buy a fountain and a rock and grass and a turtle, because it's all one item. Then, sometimes there are multiple versions, so I have to page through a vendor and carefully select what I want. It's just a mess. I'm not really in the market for nature sim stuff, but if I was, I don't think I could find anything in most of these stores. I have to admit, even for these flaws, these shops are nicer than the endless walls of boards we used to have, in the in world malls. You know what I mean. The walls of boards we had to run through to get anywhere, from a landing point, back in the old days. I just think maybe we went too far in the other direction now, and sacrificed functionality for aesthetics.
  13. On sale at Nutmeg: the garden lounge sofa is 9/10 LI (not 11 as indicated on the board) PG and A $60. The 3 LI garden hose in a pot is also $60.
  14. When I bought it I had elaborate liquid cooling plans, with dyes and everything. Then I just... didn't. And since the air cooling is holding up fine, I haven't been strongly motivated.
  15. - Available for rent - #Halden 2 ~ 8,192 SQM ~ 3,750 Prims ~ 2,500 L$/Week (Sea Facing) #Tibit 2 ~ 16,384 SQM ~ 7,500 Prims ~ 5,000 L$/Week (Corner) #Tibit 3 ~ 8,192 SQM ~ 3,750 Prims ~ 2,600 L$/Week (Corner) #Tibit 4 ~ 8,192 SQM ~ 3,750 Prims ~ 2,500 L$/Week (Sea Facing)
  16. It is pretty amazing, I have a set of WMR goggles that I used to play around with and watch movies at a virtual cinema with, it was such a fun experience. I also enjoyed having my own arcade, with a bunch of retro cabinets. It even had a little cinema I would watch movies on. Unfortunately, Microsoft fizzled out Windows Mixed Reality and getting it to work on Windows 11 is a bit finicky, plus the resolution on my goggles are a bit off. Still, they are fun to play around with. I was reading in another thread on this forum, that there are applications for cinema where you can join in with other people and watch movies together that sounds pretty immersive, I kind of am selfish though and like having it all to myself. I used to log into SL with them, lay on my virtual couch (while laying on my real couch) and watch TV on the screen with them on, that was a bit of fun as well šŸ˜
  17. First show in 20 minutes!! Dont miss out on this wonderful show and for a great cause!!
  18. This is absolutely a dig as a pc nerd, did you really get a tt tower 900 for a conventional, air cooled build with a single GPU? This is like buying a humvee to pick up groceries. One of the most specifically designed cases for elaborate water cooled hardware showcase builds ever made and thereā€™s like, a 2070 and unsleeved cables in there. Bruh
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