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Tiberious Neruda

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  1. I just tried a viewer with this fix in it, and I'm pleased to note my fears were unfounded. The fix only takes effect when a face on the mesh is set to 100% transparency via either LSL or the Edit window. Until that point, even if set at 99%, the old behavior is preserved. This means that if you use a texture with alpha, it will still act like an invisiprim to 32-bit textures behind it, even if it's TEXTURE_TRANSPARENT, so keep that in mind.
  2. And that's the one part of this whole mess that leaves me baffled. I did join with the idea of making money, and since I only participated in Gold Hunt for any length of time, not only did I, but I was pretty good at it. Before this incident, I had earned and successfully withdrawn a 5-figure amount of L$. Over time, sure, but I did. Why, then, risk everything that's been built up, over a fraction of the amount already paid out without problems? Of course, during the time I was involved, I'd seen the creator was unable to take even useful criticism as anything less than a personal attack, and have him cry 'defamation' (ProTip: "You keep using that word. I do not think it means what you think it means"). Thus, I'd made a decision to get as much L$ as I could from what I had, and get out before it all fell down. I'd seen similar writing on the wall with Ginko (and yes, I know I'm dating myself here, but tough), and we know how that turned out. I was nearly to that point where I could 'get out' when I got blocked. Silly. Just completely silly. All I wanted was to collect the last bit of my money and get gone. At that point, even if I did disagree with how he ran things, I'd be completely unable to truthfully say the creator didn't keep his word when it comes to important things like paying out funds on record as being owed.
  3. Just so it's clear, Linna is on the moderation team for the Gold Hunt/Fish Hunt/whathaveyou, so it's understandable she'd come to defend it. Unfortunately, I can't recommend getting into any of those games. I too did the math on the worm farming, and found that in order to simply recover your investment and turn the tiniest sum of profit, you would need to farm consistently for 414 days straight, or more than an entire year. This number is reached assuming two distinct things: That the worm farm is the only interaction with the family of products, and that prices that can, do not fluctuate. I arrived at this number based on the following information: One small worm farm costs L$2,490. A small worm pack costs L$10 to purchase (single-use). Small worm farm comes with a worms pack, making the effective price L$2,480. Price of biowaste (needing 12, with the information I found): L$1. Price of Clean Water (need 4, according to information): L$2. Small worm farm always produces exactly 100 worms. Small worm farm takes 24 hours from plant to harvest. Current price of small worms (and going rate in general): L$0.40. 10% commission (with no notice of such) on the worms exchange. As you can see, the cost of the first worm pack is already factored in to the initial purchase price. However, it does not contain everything necessary for the first batch, and so the 'effective price' is lowered by that first pack's cost to keep the calculations accurate. First thing you need for a batch of worms is the pack. It's L$10. Second, you need, according to the most recent information I can find, 12 units of biowaste. At L$1 each on the exchange, it is L$12, making the total now L$22. Finally, you need 4 units of clean water, at L$2 per unit. This is a total of L$8, making the final cost to farm one crop of worms L$30. Then, after you take the 24 hour break, you sell them, and they go fast at L$0.40 each. After the commission, you earn L$36, of which L$6 is above and beyond your outlay for the consumable products. Since you haven't recovered any of the L$2,480 that you still put down from the farm on your first batch, none of it is profit, and you need to subtract it from your initial outlay. The end result, when you finally harvest and sell your 414th batch, is a profit of approximately L$4. Of course, the real problem comes from the fact that the creator of these games doesn't like these numbers being brought to light, and with his actions against those that attempt to do so. In mid-December last year, I expressed my concerns that the in-progress crafting system based on the breedable pet he was creating would fall into the same numbers trap. Within 48 hours, I was removed from the Gold Hunt group, and my ability to access my funds at the ATM objects he employs, which eventually settled at L$942, was removed. He had apparently added my UUID to a blacklist. I was also, and still am, according to his website, the leader of a 'Gold Hunt clan' named "Lowdown Linden Lifters", and thus entitled to claim the funds that accrue there as well, currently at L$924, and slowly growing. These funds were also repeatedly denied to me for over two months. Every time I attempted to speak with him and get him to release those funds to me, he insisted I speak with the moderator who removed me from the group, despite the fact he is the only one, to my knowledge, with the ability to add and remove such blocks. Finally, after hearing a report of his 'doing cleaning' on his database, I checked, and found my record stricken from the database, at least for the most part. I am still listed as the owner of my Gold Hunt clan, although I suspect that it too will be modified at some point in the future. It is also worth noting that at the time of my group removal and blacklisting, his Terms of Service did not specify fund freezing or ATM blacklisting as a potential consequence, and that at the time of the group removal, the reason I was given was that I swore too much in the group chat. This, I did, and I admit to it. I dropped the F-bomb in telling off an unsolicited advertiser in the group chat. Only later, when I was told my funds were frozen, did the claim against me become what he considers 'defamation'.
  4. Charlar, the only way you're going to be able to really squash both issues at once is to fix the alpha sorting glitch. Yes, that one. Since I'm hearing that's something that's existed long before SL even came about, that's not in the cards, and thus what I have will be broken and can't be fixed.
  5. I hope this 'fix' comes in the form of an option. I have a couple avatars that use this 'bug' in certain areas. I'd certainly hate to lose it and have to deal with the alpha sorting glitch again.
  6. Here's a few basic ones that nobody seems to have mentioned yet: Tiling option for diffuse textures (what we in SL know as textures right now) with UV mapping outside the normal space. Default would be 'Repeat' (normal SL behavior), with 'Extend' (extends edge color past boundaries) and 'Flip' (mirrors texture past boundaries), possibly with separate Horizontal and Vertical options. 'Sprite' option. This would need documented, but would cause the geometry facing a certain direction (say, positive X, like avatar meshes) to render similar to a static, unfading particle. Unlike a particle, though, this could be textured like a prim or mesh, allowing for animation, or other prim face effects. Change Shiny (old style) to Reflection, adding a space for a texture to be used, instead of the procedurally-generated reflection texture currently used. Add the 0-1.0 or percentage option to replace Low, Medium and High. Now, this other one, is a little more complex, so allow me to explain. I'd like to have a variable-width 'line' geometry available as a per-'face' (in SL terms, meaning a mesh material) option. It would be generated by the hard/sharp/unsmoothed edges in any given mesh or prim, and be viewable from all angles (when selecting the 'Line' option, the thickness would be half the chosen width on each side of the edge). The face/material would also accept UV mapping for as much texture area is shown.
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