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Loki Eliot

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Everything posted by Loki Eliot

  1. A year after the events of last 2012, a team of scientific investigators are sent down the well to understand the caves strange geology and maybe find a clue to why the rescue team and a young boy disappeared with no trace. You arrive a day later than the rest of the team to find the make shift lab abandoned. Wearing the HUD (cost L$100) you will be taken down into THE WELL where you must avoid the little screaming shadows, make the right choices, and find your way to the end to escape the labyrinth of caves. Designed to make full use of Materials, projector lighting and shadows. Promovideo - http://telly.com/1CRKH3I SLURL - http://maps.secondlife.com/secondlife/Escapades/218/232/3003
  2. Inara Pay of 'Living in a Modem World' has an interesting post where she requested clarification about the new TOS from the Lab. They actually replied. “As evidenced by Second Life’s extensive history, functionality and well-documented policies for providing a platform on which users can create and profit from their creations, Linden Lab respects the proprietary rights of Second Life’s content creators. We regret that our intention in revising our Terms of Service to streamline our business may have been misconstrued by some as an attempt to appropriate Second Life residents’ original content. We have no intention of abandoning our deep-rooted dedication to facilitating residents’ ability to create and commercialize such content in Second Life. In fact, we strive to provide Second Life’s residents with evermore opportunities to do so.”
  3. As the SL viewer goes through another rocky period of major instability as new features are added, and Firestorm has trouble keeping up to date, i sudden wondered if any Mac SL Users had tried the current viewers on the next big OSX update mavericks. Everytime Apple updates OSX Linden Lab have state that SL does not support the new OS. So has anyone got the OSX MAvericks developer beta and have they tested Sl on it yet?
  4. Thank you both for your help. I need to the Object to end in the same spot facing the direction it started so i can loop. At the moment this first script does not end at the same spot, the second script ends at the same spot but facing wrong direction. Thank you so much for your help.
  5. I found this llSetKeyframedMotion script which i want to use to have a big monster patrol. But i cant figure out how to make him face the direction he's travelling. Any help or advice would be apreciated. list rawOffsets = [ <1.0,0.0,0.0> ,<1.0,-1.0,0.0> , <0.0,-1.0,0.0> , <-1.0,-1.0,0.0> , <-1.0,0.0,0.0> , <-1.0,1,0.0> , <0.0,1.0,0.0> , <1.0,1.0,0.0> ]; default { touch_start(integer total_number) { list kfmList; integer offsetIdx; integer offsetCount = llGetListLength(rawOffsets); while (offsetIdx < offsetCount) { kfmList += llList2Vector(rawOffsets, offsetIdx++) * llGetRot(); kfmList += 1.0; } llSetKeyframedMotion(kfmList, [KFM_DATA, KFM_TRANSLATION]); } }
  6. I made some starships for a friend whos a big startrek fan and have now decided to give some of them away in a Battlegame Pack. To find out more with a link to the Starship Battles game pack visit my blog page about it HERE
  7. OK so add a checker to make sure avatar as at intended place and if they are not, then to keep trying...
  8. Ok could LAG casue springbacks?.. is it feasable that if hit by lag during a local teleport, the server does not update quick enough on avatar location casuing the avatar to springback to its last recognised location? does that even make sense?
  9. Greetings Programs. Im working on Health System for my combat system which uses llTeleportAgent to respawn people after they pass out. It works and is on the verge of being awesome. While stress testing i have come across an issue. According to some testers they are finding that some times when they pass out and are teleported to the respawn point they suddenly spring back to the place they passed out. This issue baffles me as it does not suggest a perms issue since they do get teleported to the respawn point. It also does not suggest a throttling issue as there is no message about there being to many teleport requests. Wondering if anyone has any ideas what casuses this post teleport springback, or if anyone else has encounterred the issue?
  10. As part of the SL10B celebrations i present The Behemoth a micro story experience. Find it in the Wonderous region of SL10B when it opens Sunday 16th June. Teaser Video - http://telly.com/TKQ9MW SLURL - http://maps.secondlife.com/secondlife/SL10B%20Wonderous/133/56/21
  11. Thats true, my commenrt was a bit crap as usual :-p. Linden Lab have just tweaked the beta Viewer which reduced what Maestro described as possible texture thrashing which is what originally lead me to enquire about it on here. Its becoming quite scary just how much information is needed to create efficiant graphics. The Idea that adding mesh to SL would make everything better is bonkers when you realise most creators in SL only pushed around Prims beforehand and have no idea what makes a 3D model efficiant and innefeciant. Im still learning.
  12. OMG we should send that link to Linden Lab!
  13. While researching reasons for fuzzy textures i came across a term called 'Texture Thrashing' was wondering if anyone out there with GL experience would be able to explain what that is exactly?
  14. Thanks everyone who posted stuff. I have a good look through and tested a USB wired Xbox controller on my MAC using Tatibogle driver and gamepadcompanion from the appstore. For the most part the controller worked ok, i had to map and invert a few things to work with movment and mouse in order to controll my avatar in third person. In Mouse look the gamepad works best as the mouse becomes your head movment and left mouse button the fire button. Which is great for experiences that work best with mouselook and is promising when it comes to Oculus Rift. For my Bashables Game which prefers a third person view the game pad was not suitable. I was able to map gamepad keys to gestures that activated special moves but that whoels set up relys to much on the user knowing what they are doign so cant realistically be used as a solution. It was fun experimenting though
  15. I dont think this ws an issue back a few years ago. Quite often now i will see a texture rez, i walk away or turn around and come back and the saem texture is having to either reload or appears to be reloaded and is stuck at a low rez never to fully load. What causes this to happen? is it bad cache organising? is it because it's a texture on a mesh? does draw distance or field of view have anything to do with it? Is it a bug or is it a planned feature to reduce lag? Would be interested to hear peopels thoughts
  16. in What scenarios do you use a controller to control SL?
  17. The more i read and see of Oculus Rift enabled games, the more i wonder about SL support. More specifically about controls. For example if SL was placed on Steam, and then steam finally released their TV console, how would people control Second Life? Is there or has there been any attempts for gamepad compatibility? Would be interested to know of any research into this?
  18. Ello Eddy, I've made a blog post to help my friends make low land impact mesh. It might help you also :-) http://www.lokieliot.com/blog/?p=1193
  19. The '5ms' thing i got from the 'manageing Private Regions' page, sorry if it was an odd thign to say but im only going by what info im managing to gather. If in your experienced opinion you think my regions script time is actually typical of private regions then im relieved. Since i started this thread i actually had someone from the Lab come check over the island. They said they had 'undertaken steps to improve stability' and also added 'The region now exists on different hardware which should help performance in your situation.' The region is noticibly better and not suffering the hiccups/spikes so i guess there was something wrong that was not in my control. Thanx for the extra info though.
  20. This shows what happens to the statistic bar in the middle of a spike/hiccup
  21. So im looking into performance issues on my private region and have been looking at Script time. In the statistics bar it says my Region Has a script time of 11ms. Ive read that over 5ms is bad so i went to the top scripts debug window and that tells me the total script on the island is 4ms, so which one is telling the truth or why are they different?
  22. Does separating two FULL regions with an open space boost performance for those two full regions?
  23. My latest gaming experiment is available for everyone to try out and play. Help the Goblins get their Sacred Bunny Statues back from the rabid Rabbits. http://maps.secondlife.com/secondlife/Escapades/98/99/72 Using the free HUD you meet the Goblin King, get a given a weapon and sent to search the island for nine Rabid Rabbit Holes, each containing a Sacred Statue. The game length depends on how quick you can find the Rabbit Holes and can be from 15 mins to an hour. It uses RPG story telling elements at the start before letting you loose with a weapon system that has its own damage system where you need to eat sushi to regain health. A More detailed break down of the game can be read on my blog
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