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Coby Foden

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Everything posted by Coby Foden

  1. tako Absent wrote: Hello! I'm try to downgrade my viewer to 2.5 but everytime i try to log in it always requiring me to update my viewer to v3.xxx It seems to me that we cannot use version 2.5 anymore, as it is not listed here: http://wiki.secondlife.com/wiki/Supported_Viewers Linden Lab currently supports: Second Life Viewer version 3.2.1 (244864) Second Life Viewer version 3.2.0 (244443) Second Life Viewer version 1.23 (1.23.5) Second Life Beta Viewer version 3.2.2 (244666) The following Second Life Viewer versions are still active on the production grid, but are not formally supported by Linden Lab Customer Support. Second Life Viewer version 3.1.0 (243176) Second Life Viewer version 3.0.3 (240895) Second Life Viewer version 3.0.0 (238864) Second Life Viewer version 2.8.3 (238392) Second Life Viewer version 2.8.1 (237758) Second Life Viewer version 2.8.0 (236429) Second Life Viewer version 2.7.5 (235722) Second Life Viewer version 2.7.4 (235167) Second Life Viewer version 2.7.2 (233432) Second Life Viewer version 2.7.1 (232828) Second Life Viewer version 2.6.9 (231165)
  2. Simerion wrote: I have a shape that I like. I also like my skin, which was free but has served me well and makes me look good. That said, I have noticed that sometimes overall I get that old school fake shoulder/weird jointed look. I need to understand if this is a function of the animation, although the new mocap stuff doesn't see to fix it so I don't think so, or the shape, because it can't do what the new tech can do, or the skin...for the same reason. SL avatar mesh is very poorly designed, bad topology and two low poly. Thus it distorts very easily in animations and poses. It does not matter with what method the animations are made, mocap or manually frame by frame, it's the same. SL avatar can bend only so much without distortions. And this "so much" really isn't much. If the avatar mesh distorts, no skin can hide it. You can see the distortion easily if you try the animations in any shop which sells them. Almost every single animation distorts some vertices. By doing animations manually, the animator can pay attention to the distortions and avoid such movements which distort the body. Slow and time consuming process for sure, few are prepared to do it, if any. With mocap, well... I guess we will see even more distortion in those. The avatar body just cannot do the same movements as real human can without distortion. The two things we would need for the animations to work better are: • professionally designed avatar mesh with good topology (by somebody who really understand human body structure) • more polygons in the avatar mesh
  3. Cheshyr Pontchartrain wrote: Quite odd. For me, Viewer 3 is hell on an nVidia 560 Ti under Windows 7 64-bit. Firestorm and Phoenix run fine. But I cannot use shadows in any of them, without FPS dropping to 5-6, followed by a crash. Very strange. I have: CPU: Intel® Core i7-2600K CPU @ 3.40GHz Memory: 8169 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 Graphics Card: GeForce GTX 560 Ti/PCI/SSE2 Driver version: 266.44 Using either: Second Life 3.2.2 (244666) Nov 8 2011 17:07:43 (Second Life Beta Viewer) or Firestorm 3.0.1 (22525) Sep 6 2011 13:04:42 (Mesh beta) Both run just fine with good frame rates. I can use shadows in both of them, but then the frame rate drops considerably in both of them. Still usable with shadows on though.
  4. Tristizia Demonista wrote: What is the practical use of this "feature"? For example I put alert word "Coby" there and suitable sound like wolf whistle... :smileysurprised: :matte-motes-wink: Let's supposed I'm away from the computer, drinking coffee in the kitchen. Somebody in chat or in IM calls my name "Coby". A wolf whistle enamates from the loudspeakers and alerts me to rush to the computer to answer. :smileyvery-happy: Neat feature.
  5. Thinkerer Melville wrote: Viewer 3.2 lets you put icons where you want. You can put the buttons to the left side, to the bottom and to the right side. The message and notification icons are on the top right, on the graphics window. There is no way to move the icons anywhere from there.
  6. For me SL was rather laggy on Sunday. Not everywhere, but in many places I noticed this. For example when changing clothes it often took quite a while before the clothes attached and rezzed. Sometimes I even had to go to different sim to change ge clothes. Objects rezzed on ground also often took long time to finally appear. Sometimes there was a message "Failed to rez object". So yes, SL was bad on Sunday in some places.
  7. Requiem Lytham wrote: Okay, so I got the HTTP Textures turned off, now where's the Clear Cache? I only see a Clear Group Cache. Is that the same one? If you don't know how to manually clear the cache (as LoveAngeL Lyre instructed) then you can do it in the viewer. From the menu: "Me, Preferences" => "Advanced" tab. Click button "Clear Cache". Then you need to relog. (The Group Cache is not the same thing.)
  8. LenAmaterasu wrote: Yes,it I can see the display,the thing is the letters are all different from the ones I choosed. If you used Unicode characters, like Lεη Ąɱαɬεɾαşų for example, there could be a problem that the SL viewer might not be able to show all those Unicode characters in the tag correctly what web browser can show ok. By the way, LenAmaterasu or Len Amaterasu looks a lot better display name than the extremely hard to read Unicode gibberish Lεη Ąɱαɬεɾαşų. :matte-motes-wink:
  9. Decro Schmooz wrote: There used to be and option in the Advanced menu that could toggle light attachments on and off back in the day. In the latest Linden Lab V3 viewers the setting is now in: "Develop, Rendering, Render Attached Lights". You can turn the feature on and off from there.
  10. This thread makes me wonder something. Avatars are rather expressionless and lack natural subtle movements. Even with carefully selected AO animations. We are not so aware of this when we are logged in. But when we look any videos made from SL then it's glaringly obvious how unnatural and stiff the avies look compared to how people move in RL. So why to "zombify" avatar even more by completely locking head movement? It's natural for the avatar to look at the mouse target, like chatting with somebody for example. I have a silly feeling when chatting with an avatar which looks like a statue staring at some distant point all the time. And static poses in AO makes me go aaaaarrrggghhhh... and so do the gymnastics and pacing around ones too. :matte-motes-wink:
  11. kinda Elton wrote: What I didn't like in the new version is IMs, I didn't like them in the top.. can I change their place? and put them in the same place in Viwer2? Unfortunately there's no way to move the IM icons down. As some like them in the top and some like them down, it would be nice if those could be freely moved too. As this is the just the first implemention of the new UI, maybe it evolves further giving even more freedom how to locate things.
  12. Dresden Ceriano wrote: I keep my typing animation turned off, myself. ...Dres So you want to make believe that you are a tummy speaker, eh? :smileywink: Turning typing animation off equates to if in RL you stare in the distance and don't move you mouth at all when speaking with somebody. :matte-motes-bored: Personally I like to keep typing animation on. It gives feedback is the the person typing or not. It's nice to know that the other person is actually producing text especially in laggy situations. Typing animation is not some "noob" feature that we should turn off and be ashamed of. It's a nice feedback feature, IMO. :matte-motes-tongue: PS. I also like when chatting with somebody that the avatar actually looks at me. Lots of animations have the neck locked so that the head is not free to turn. Then some intentionally turn the feature off so that the avatar does not look at the target. Arrgghhh... silly communication! :matte-motes-dont-cry: Turning off typing animation and not looking at the avatar sends a message "Couldn't care less what you're saying, yawn". It feels like chatting with a zombie! This is how I see it. Others might feel differently though. :matte-motes-wink:
  13. CaramelBombshell wrote: my fav outftit Yay, nice outfit Caramel. :matte-motes-big-grin: Did I hear lots of wolf whistles from the direction of our male friends? :manvery-happy:
  14. Void Singer wrote: I just noticed that the quote on the ISO lists it's founding date in text format order =D What the ....! :smileysurprised: :matte-motes-confused: "... widely known as ISO, is an international standard-setting body composed of representatives from various national standards organizations. Founded on February 23, 1947" As the ISO is composed of various national standard organizations, the American members in the organization must have mixed the Europeans' heads :smileywink:. Most European countries would write the date as: 23 February 1947. And in speech we definitely use that order too (twenty third of February...), at least here where I live in the old continent. Dear American friends, please stop mixing our heads. Thank you. :smileyvery-happy: PS. Naturally if a date is written as 23 February 1947 or February 23, 1947 there is no confusion. It's only in plain numerical format that we do need some international rule to follow. And ISO style YYYY-MM-DD serves that purpose well.
  15. wiked Anton wrote: And the logical order is in red above, not as you suggest (largest to smallest) What are logical orders? Surely they are from most to least [YYYY-MM-DD] and from least to most [DD.MM.YYYY]. The American way [MM/DD/YYYY] has no logic in it at all, I wonder how it got invented? In international communication date marked as 12.11.2011 is always confusing. For some it means 12 November 2011 and for some it means December 11, 2011. Therefore in ISO 8016 standard the numerical order format [YYYY-MM-DD] was chosen. In Europe this format has been officially used a long time in some countries. The format DD.MM.YYYY is also widely used in Europe, but in international communication it is confusing. Why ISO 8601 standard was created:
  16. Once again a rare occasion without confusion of date. Woot :smileyhappy: Europe: 11.11.11 => dd.mm.yy (11 November 2011) USA: 11.11.11 => mm.dd.yy (November 11, 2011) Yes! We all agree. Unfortunately tomorrow (12 November 2011 / November 12, 2011) the confusion is back again. :smileysad: Europe: 12 November 2011 => 12.11.11 (For Americans 12.11.11 is: December 11, 2011) USA: November 12, 2011 => 11.12.11 (For Europeans 11.12.11 is: 11 December 2011)) Aargghhh... :matte-motes-sour: It would be great if all marked the date according to international standard (ISO 8061): YYYY-MM-DD => 2011-11-12 (reads: 12 November 2011) Even date sorting for computer programs, without any extra steps, is very easy with ISO notation due to it's logical order (big, smaller, smallest). Was it so that in parts of USA even that ISO standard notation was not respected, but got all mixed up? Like: yyyy-dd-mm :smileysurprised:
  17. Matty Luminos wrote: I've read a lot about people with newer nVidea-based graphics cards having issues with the newer drivers. can you switch to an older driver? I'm sure someone here will know what the best driver is. I have Geforce GTX 560 Ti grahics card. I'm using driver version 266.44. This combination works very well. I haven't had the courage to try the newest drivers as many seem to have problems with them.
  18. Jaimy Hancroft wrote: in the long run it wll be better i guess but man its veyr difficult to learn teh new viewers interface when ur not a fast learner .. specially when u worked with viewer 1 for years. To ease the learning pains there is now some guidance to the new UI. http://community.secondlife.com/t5/Featured-News/November-Update/ba-p/1219695 Scroll down the window, further down there are three video tutorials explaining some basic things in the new UI. They are: • Getting Started with the New Second Life Viewer • Customizing the New Second Life Viewer • Additional Features in the New Second Life Viewer
  19. Publik wrote: With the scale, I agree that to-scale housing looks better, but then you have to deal with the camera being stuck in the ceiling. In your case, the ideal house would not be pre-furnished, but if the furniture included was what you were thinking of getting anyways would it be a plus? And if you don't want it to be furnished, why? Is it that it would look like every other copy of the house, or that the features are not there? Open and airy or closed and concrete, and would you use it as a hang-out or? [Gripe on] The camera sure stucks to the cieling in low rooms with the ridiculous default "looking world from top of a tree" camera location. It's not natural to view the world like that. I wonder what was the 'bright' idea for that default location! It even feeds the silly trend to make avatars excessively tall. For short RL sized avies the default location is even worse. :matte-motes-agape: [End of gripe] There is an easy fix in debug settings which allows to set the camera much lower. And the camera will not stuck to the ceiling in low rooms anymore. The debug setting what I adjust is "CameraOffsetRearView". X = camera distance behind the avatar, Y = camera offset to the side from avatar, Z = camera height The default settings are: X = -3.000 / Y = 0.000 / Z = 0.750 I set it to: X = -3.700 / Y = 0.000 / Z = 0.100 This lower camera location really makes a big difference how the world and avatars look. Much more natural perspective than with the default settings. :smileyhappy: About the furnishing: The main reason why I would like to buy furnishing separately is that then I can furnish the house individually, just with the things what I like. I guess that in a pre-furnished house there always would be some things what I might perhaps not like. And individuality is the thing I'm after. About the house itself: Open, airy and wooden looks is what I like. A nice place to hang-out.
  20. Deltango Vale wrote: I used to return to the bottom of the lake to log out. Y'see, I thought our bodies remained inworld when we logged out, so I would try to find a hiding place for her. You have not been alone with that idea. I once met new guy sitting on a hill top facing nice scenery below. We had a short chat, then he said that he must log off. He said "I always come to this spot to logoff". "Why's that?" I asked. He replied "You see, I want that my avatar has something nice to look at while I'm away." Well, there was a time in my youth when I was wondering where are all the logged off avatars hiding. They surely just cannot vanish at logoff, can they? There must be some hidden place where they are transported during log off. :smileytongue:
  21. Theresa Tennyson wrote: ... most third-party viewers are aimed at people who hiss like cats at anything resembling the Viewer 2 interface ... ROFLOL Theresa, that was good. Thank you for the amusement. :smileyvery-happy: Hey, how do I do the hiss thing? Anybody?
  22. Nathaniel Starsider wrote: The common denominator here is 64-bit version of Windows 7 SP1 and Intel CPU. No problems here with the following. Works just great. Viewer: Second Life 3.2.1 (244227) Nov 1 2011 07:01:35 (Second Life Beta Viewer) CPU: Intel® Core i7-2600K CPU @ 3.40GHz Memory: 8169 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 560 Ti/PCI/SSE2 Driver version: 266.44
  23. Charlar Linden wrote: We welcome Developers proposing improvements via our Open Source program. Charlar Thank you for the update Charlar. One question: Was that an invitation for 3rd party to develop the deformable mesh code, or was it an invitation to propose improvements only on some other matters?
  24. Here: http://wiki.secondlife.com/wiki/Supported_Viewers Linden Lab currently supports: Second Life Viewer version 3.2.0 (244443) Second Life Viewer version 3.1.0 (243176) Second Life Viewer version 1.23 (1.23.5) Second Life Beta Viewer version 3.2.1 (244227) Scroll down the page. You can see the download links for: 3.2.0 (244443) Second Life Release 3.1.0 (243176) Second Life Release
  25. Just tested, uploads work in "Second Life 3.2.1 (244227) Nov 1 2011 07:01:35 (Second Life Beta)". Maybe the official (non-beta) has a bug, I haven't tried it.
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