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Sean Martin

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  1. I've tried to reboot my modem, router, uninstalled all viewers, manually deleted appdata files, and still I get stuck in the air when I log into SL. Others around me move just fine. I CAN tp. I CAN interact with objects. I can even rez objects and change my outfit. This has happened years ago to my account and it required weeks of waiting for a linden to manually reset something. Is this how premium members get treated still after coming back?
  2. Thanks. Yes I tried uploading a simple mesh. My colliding box I use for physics. It still wouldn't work and crashed to the desktop. I now have Firestorm for the first time ever. Something I never thought I would do because LL could just point to them for any account issues down the road. Anyway the mesh I wanted to upload works just fine now in Firestorm. I might want to add that maybe my method was the cause. Unless others have done this too with no problems... I basically took LOD from lowest and placed it in medium. I set lowest to 0 and added higher detail in medium to get a better 'average view' result with lower land cost. It didn't look that great from a few meters away after uploading the first time. So I wanted to redo it with more standard settings. Only I couldn't anymore. Nor any other mesh. So if that is the cause, is there any way to reset the upload settings? I didn't think it even saved them. I even reinstalled the viewer to try and reset it and it still failed. Anyhow I got it working for now in Firestorm. I would rather use default just to check them though.
  3. Does anyone know why I was able to upload mesh perfectly for a day, then for no apparent reason I can't upload anything at all without crashing the client? I've done the usual, clear cache, checked models for too many materials, etc. The fact is I can't upload anything, even old versions that would upload just fine a few hours ago. From what I gather in other posts on this topic, there really isn't any solution since nobody has an answer. Is that correct? I'm starting to remember why I left SL in the first place. Hours of BS for a few minutes of progress. I may actually break a big rule of mine with never using a 3rd party viewer. But I'm guessing they all do the same given the topics I've seen about it.
  4. Sacrifice noobs to the Linden gods. I think really it comes down to community rules and standards. We would require avatar ARC to be below a certain amount for events. Audience members would have to conform to it as well. Some don't like it, but those are people who don't understand how things work in SL anyway. Especially when dealing with physics. In addition, when lag spikes hit, we just called it wind. Sometimes wind just blows people off the sim for no apparent reason too. :matte-motes-smug: It's all part of the game.
  5. Ah I see. So it's the curse of recreation and the market is flooded already. I suppose it works with unique items but then you lose the classic collectors appeal. Since nobody relates to a unique product outside of SL. And they don't come into SL thinking about it. So yeah, it would be more about the organization itself. And making a standard that way.
  6. I'm not someone who makes RPG's in SL or anything. I just don't have the time or resources. But if I did, one tiny side reward would be to have each players kills on a certain type of NPC counted in a database. Then when they reach say.. 100 kills. They get a mini version of that NPC to show off as a pet. Typical MMO stuff but tied into rewards. And gives them a social aspect to it. Much like the 7 seas as mentioned. My point being, that requires some land to fight the NPC on. Obviously. But people need a reason to do so. Other than stats.
  7. That can be done. But I think to make it more stable, there needs to be a standard developed by one person or brand like mentioned above. But also provide a kit for arena's, tracks, for people to setup their own events and races. This allows the community to set things up as they see fit. It gives them some control. And also provide an affiliate vendor for all of them to display related products, airplanes, or other tools. But that should be obvious. Then organize the best of those tracks into one tour or committee. The tour would showcase each track by having events over time, going from one track to the other. That just adds to variety. You could still have a main center race track of course. But without other tracks it becomes pointless. Nobody wants to fly at one place all the time, it gets old. Not to mention only so many users can fit in one sim at any given time. SLTV basically does this with our Simball kit for the Japan community. And CSR did something similar for a year. VSN before that with classic simboarding. Which you can still find on Treet.TV under VSN Simboarding. So it definitely can work.
  8. That is actually the only solution that I have seen work. For a time there we're 2 sims for boarding. One for pro's, the other for amateur events. But the cost just wasn't viable at the time. And there is a big gap between products supporting a sim, let alone 2 sims. Unless your at the point where other products support secondary products, and so on.
  9. I personally never use 3rd party viewers for security reasons. After the Cryo and Emerald mess. No thanks. From a developers standpoint, I thought the whole open source idea was a mistake from the beginning. Anyone with half a wit could see it would cause the exact issues we all see now. Viewer based copy bots, easy GPU extracting and theft, inworld content conflicts where different people see different things. It's a developers nightmare. I know theft would exist either way, but when more than 50% of the user base can press a button in a TPV to copy something? Then why would any developer dedicate time to creating quality content? It's a simple cause and effect and the community suffers for it. As a developer myself, one of the only reasons I'm still in SL after 6 years has been scripting. And the potential for games that make use of external php/database for gaming still holds some value. Not to mention the new gaming options that LL is working on. But even that has it's threats. So I can't say I'm a fan of TPV's. Again it would all exist anyhow, but I don't believe it would be to a crippling extent. At least now it's not as bad as it once was. I should say I do respect those that make quality viewers. And I know a few that work with those teams. I'm just an old SL fart that likes to rant about old topics maybe. :matte-motes-smug:
  10. This is something we had to deal with in the Simboarding community. By it's nature, learning to simboard is like learning to skateboard in real life. You can't just jump on and do 720's all day long. You have to learn when to time your jump, spin, etc. When VSN was placed on the destination guide (years ago, it no longer exists), we had the same problem. New users thinking a product is 'broken' because it won't do the job for them. Yet it only took one person to ride around showing others how to use it, then all of a sudden it made sense to them. They could see value in learning to ride it after they realized they can do their own tricks and styles with it. Which happens to be one of the draws to real life skateboarding, snowboarding, etc. So it only worked when others we're around to help. And tutorials, signs, or intro's had minimal impact. New people would never think of reading such things. They mostly want to jump on, press a button, and have the game do things for them. So targeting the market is definitely an issue, and having the right introduction process in place. So as great as it is, the destination guide isn't always the best option for developers. Unless there is some way to introduce new SL users to both the product, and second life, at the same time. So even basic SL tutorials are needed at times on top of your products tutorials. It gets to be a bit much and just doesn't work well. In the end it actually hurt the sport somewhat. Too many new people who don't understand common SL actions, and limited sim space for avatars. That made no room for those who we're part of the community and actually knew how to use the product and wanted to enjoy the sport / game. And when they felt pushed out. There we're less around to show others. It creates a cycle. This is still an issue even now.
  11. I'd have to say poker is still one of my favorit SL games. Sure I could play it outside of SL. But what fun is that? Plus you can use L$.. I mean.. fake payed for chips. :matte-motes-zipped: Or just play with a buyin option. A fee to play the game that just happens to go to the last standing. I still don't see that as gambling personally. Not sure if LL really see's it as such either. Never bothered to check.
  12. I think for Second Life, it's more about social interactions with others while you play a game. At least from my perspective. If we wanted to race, there are far better racing games outside of SL. The same for playing first person shooters, sports, etc. With the exception of having a game that is unique to Second Life only. Even then, that, plus social interactions with friends is typically the main attraction. Even HUD based games are often linked with others. Like Tiny Empires. Games in general are about social interaction. And Second Life obviously provides the social aspect for developers to tap into. In that sense, Second Life doesn't become a game in itself. It's the platform in which we all play other games together. To me, SL games are not unlike Facebook games in that way. But even more interactive.
  13. How is the f2p supported in your case? Is it f2p but actually micro-payment? Or just free, and supported on the creators side, out of pocket like a hobby?
  14. There was one game developed in second life that made it to the Nintendo DS. I believe it was called Slingo, or Zingo? One of those 'ingo' games. That was years ago though. I want to say around 2005.
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