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Miranda Umino

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Posts posted by Miranda Umino

  1. 1 minute ago, kiramanell said:

     

    $250 per month for a region x 12 = already $3,000 dollars. So, 5 sims at $6,000 is even far less than I expected ($15,000). Which is, come to think of it, *precisely* what Djehan told me the other day, that not non-profit orgganization have to pay about 2/3rd more.

    You compute for one year  ( with costs for profit usage ). why you don t comute for 100 years , as you are trapped in yor delirium ? 

    • Haha 1
  2. 11 minutes ago, Lawrence Celestalis said:

    The costs are those presented by LL. HL is very careful to always operate legally. 

    Reducing the number of sims would partially destroy the artwork which has been intended as a whole. Keeping a mutilated artwork would make no sense at all. The best fans of HL are already helping, and they got informed also thanks to this thread. HL doesn't expect anyone to support it except the ones who chose to. 

    No .  i don t read in LL documentation that 5 sims cost 6000 dollars  .

    Fisr , i dont name "artwoork" a bunch  of meshes .

    Telling about "mutilated artwork" is an attitude done by drama queens . Nobody in a 3d studio talks about "mutilated artwork" when they reduce their presentation

    Sorry , but , if she does a crowdfund , the peuple the closest to hangars liquides activities in real have refused to help . And these people make money in real life and use hangar liquides to make money

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  3. 29 minutes ago, Lawrence Celestalis said:

    Five sims. The overall yearly cost is 6.000 dollars, half of it is due August, 1, 2019. HL gets no subventions whatsoever, except one in 2007 to pay the first year of servers costs. If it did, it would have funds to cover the servers' costs. HL makes no profit nor it is interested in making them and of course I am supporting them free of charge. 

    And so ? Eveybody can reduce the umber of sims 

    And i count well , 5 sims don t cost 6000 dollars , specifically for "non profit organisations"

    And why subsidies have been refused  , if what you have claimed is true?

    And why all these groups/ or djs  in hangars liquides  don t help ?

    The "best fans" of hangar liquides don t want anymore to pay the  project of 5 sims .

    And it s up to us to pay ? 

    Are you serious ?

    • Haha 1
  4. 10 minutes ago, Lawrence Celestalis said:

    Thank you for your question: 1) all no profit foundations have donors, that qualifies as no commercial activity. 2) that is the registration of the logo. 

    6000 dollars ? for a sim who cost 200 dollars ? are you serious  .

    And of course , i don t forget there are french subsidies  , no ?

  5. 8 hours ago, Jeny Howlett said:

     All these smart comments about whether Hangars Liquides should be saved or not. I don't think there should be a question about it, period. Thank you Lawrence for keeping it civil and not falling into the trap. 

    I think that , indeed , the question doesn t need to basaked : when hangar liquides makes a crowdfunding of 6000 dollars ,  how can you tell this "not commercial activity" ?

    And why in 2000 , hangar liquides was registered as SARL [Moderator Edit: Real World information removed]

    It proves that hangar liquides had real intentions to make profit , and , as ofen in France , has maked gis activities in claiming "non orhanisation" to escape the french fees . And now ., they want to escape the USA fees

    • Haha 1
  6. 1 hour ago, KylaVixen said:

    Well Im apologise i haven`t thoroughly followed all the thread. As far as i remember (maybe wrong) most mesh content in the sim was made by one designer. If them are generous enough in sharing their art, can the place make a new appearance on OpenSIm worlds, such as the OSGrid? Sorry if that idea was already discussed/

    Oh ... you mean opensim as Inworldz ( Islandz ) who has shut down  for "financial issues" ? :D :D  Not a good idea

    • Confused 1
  7. @CrowleyCorp

    But actually , the feature in "region/top scrips" is PERMANENT .

    And actually , the feature in "region/debug" is NOT permanent .

    So : why to try to keep the feature  in "region/top scripts" and trying to fix it  ... when the fix already exists in "region/debug" ? Firestorm and Second life viewer has not  removed "region/debug"

     

     

    it's safer  to disable the sim script engine than to modify status in all the scripts in each object

  8. 8 minutes ago, CrowleyCorp said:

    I own everything in my region, and it would not be permanent if (and I have posted this about a zillion times now) if they would enable 'run scripts' function on no mod objects.

    P.S. If you actually had read my original post you would see exactly what I use the function for.

    Not evenry owners of region are in your case . so you can t talk only for yourself .

    When a GUI offer a feature it s for evrybody and not only for "Crowleycorp" . There is no code "if regionowner == Crowleycorp"

    If your goal was sincerly to desactivate temporary scripts , you can always with the "region/debug/disable(enable) scripts " . Why don t you  use it ?

    So , if you have  wanted the feature in "region/top scripts" window is only temporary desactivation , why to keep a doublon with "region/debug/checbox disable enable scripts" ?

    If you goal was not to break items , your proposition would be :

    to change the actual feature in "region / top scripts" to make it temporary . , so to make doublon with an other functionnaly / feature who exists yet 

    It s a doublon . It s not necessay work .

    We can delete it .

  9. 9 minutes ago, CrowleyCorp said:

    Temporarily suspending the script engine of a region is not even close to the same as the ability to uncheck the running box for the scripts of objects using the top scripts object finder.  You are telling me if I am out of apples just eat a typewriter.  Clearly only a few people responding in this thread actually understand the issue.  Fairly sure Chaser was the only one.

    And so  ? what is the interest to permanently desactivate object  you don t own ?

    It  s the meaning to "break an object"

     

    If your goal was to descativate temporary scripts , you can laways with the "region/debug/disable(enable) scripts " .

    So , if you wanted the fetaure un "region/top scripts" window is only temporary descativation , why to keep a doublon with "region/debug/checbox dsable enable scripts" ?

  10. 14 minutes ago, CrowleyCorp said:

    For those confused it's quite simple.  The issue is not that scripts can be shut down.  The issue is that there is no function to re-enable scripts in a no mod object.  If LL would simply enable the function of "Run Scripts" for no mod objects, problem solved.  I guess it is easier to destroy a function then to create a solution.

    Side note: We all understand that this applies to both the SL viewer and the FS viewer. I don't know why people keep nit picking minutia.  To reiterate a previous post I put Firestorm in the title because most people use Firestorm. 

    You are really confused .. because you want a feature who doesn t fix a solution .

    There was a bug : the real fix was to disable the  old feature 

    If you want disable scripts , you can us "region/debug/disable scripts" . who is a chechbox you can enable and disable  .

    But it s a region setting ,  : it doesnt modify the objects non-modify

    So , the feature in the other window "region/top scripts"  has no interest , except to break illegaly some items who are not owned by the region owner 

  11. 1 hour ago, CrowleyCorp said:

    The "Run Scripts" option is not a region setting, it is a setting that every person can do in the pie menu to their own objects therefor your reason for supporting the removal of these region owner/manager rights is flawed.

    The region owner doesn t own the objects in the region , and he doesn own the objects in the vistors attachments  . . So what is your argue ?

    For the objects owned by the region owner , he could do by the"pie menu"  ( who is not a pie menu since years  , by the way ) 

    And for the objects not owned by the region owner he can return them 

    And for the objects ownerd by vistors , he can kick visitors .

    And if he wants pause the scripts , he can use the "about land / option" feature in each parcel  . Or he can use too the "region/debug /disable scripts" feature who changes the proprties of the region or land , but not the properties of objects

     

    So , what is the interest for region owner to break items ? Tell me .. Explain this

  12. 45 minutes ago, CrowleyCorp said:

    I am VERY UPSET that Linden Lab has taken away sim owners/managers ability to disable scripts in objects through the Region / Get Top Scripts window.  Their reason is because no mod objects cannot have their scripts turned back on once deactivated in this way.  The solution to this problem is NOT TO REMOVE THE RIGHTS OF REGION OWNERS/MANAGERS but to ENABLE THE ABILITY TO 'RUN SCRIPTS' IN NO MOD OBJECTS!  

    What about no-mod scripts who are in the attachements of avatars ?

    If the region owner disable scripts while some visitors visit the region , and these vistors leave , i don t see any way how enable  scripts could work after the visitors have left .

    i.e :  i visit your region . I have some huds . You are owner of  a region . You have not flashed your lands as" no-scripts"  in "about land / options" .  5  minutes later , you choose to  disable scripts by the "Region.Get Top Scripts window" . .  10 minutes later , i leave the region  . 15 minutes later , you enable scripts in "Region.Get Top Scripts window" . How the region could know where are my scripts ?

    The difference between "Region.Get Top Scripts window" "bout and "about land / options"  is that "about land / options"  doesn t change the flag "running" in the inventory of objects

    So , in my point of view , it makes sense to take away this feature who can break objects

    • Thanks 1
  13. On 7/11/2019 at 9:58 PM, Inara Pey said:

    People still bring up the subject of the "great layoff" (2010) ... etc ... etc ..

    I am sorry Inara Pey  , but you are out of the topic . In addition you quote Selene out of context  . Slene was talking about a "recent hike"

    Is 2010  recent for you ? 

     

    Selene Gregoire was answering to Zed Avedon 

    Zed Avedon was the creator of this thread and wanterd  to divide en enterprise in several teams "to create competitions" between teams 

    I quote him : "An enjoyable competitive employee challenge with a 6month or 1 year time frame"

    Selena was arguing to him that this idea is absurd . And yes , it s absurd .  And i don t call this "idea" a "plan"

     

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  14. On 7/10/2019 at 5:38 PM, Qie Niangao said:

    Afraid I still don't follow.

    With 1), I can call llGetUsedMemory after a brief interval, in the same place I would turn llScriptProfiler off, and I'd expect the same results I'd get from llGetSPMaxMemory. I'm not seeing when this wouldn't suffice. (I mean, I could wait around and call llGetSPMaxMemory later and get the value from back when the profiler was on, but I could just save the value from llGetUsedMemory, too.)

    With 2), llDataSizeKeyValue returns the size of the experience's entire persistent store which can be pretty huge by LSL standards (like 132 MB, if I recall correctly), and each pair can be 1011 bytes for the key and 4KB for the value. For a large experience, it's common to fetch some llKeysKeyValue() and use the result in a sequence of llReadKeyValue() calls, so it's important to watch how much space remains to know whether to continue reading or to process the batch before flushing the buffer and continuing. (I guess for some applications one could do it a pair at a time, but I'm dealing with real network turnaround delays).

    i am sorry but  from where you have seen there is 132 mb in expériences ?

    Maube you make a mess with ALL the datas of the sim  : and it s few compared to the amount of memory of a full sim   : a simple user who uses an expérience is limited to some kilobytes 

    You talk about http://wiki.secondlife.com/wiki/LlKeysKeyValue

    But i read : "The length of the returned list is limited to 4097 characters "

    It s  the list who is limited to 4097 and not an element of the list . 

    So , i don t understand your post and the link with the memory script usage

  15. if you create vehicles you will need more than llgetagentlist

    and this info is inside the wiki even if it s not in the page dedicated to  llgetagentlist

     

    And if you tell it won t interest woo , why to detect a full region with  AGENT_LIST_REGION and not to detect only avatars in a parcel with AGENT_LIST_PARCEL ,   who will be more efficient in resources ?

  16. 27 minutes ago, Fenix Eldritch said:

    That's not a bug. The caveats section on the wiki page for llGetObjectDetails explicitly states it does not return data about inventory items.

    Edit: Not a bug, but perhaps a deficiency. It would definitely be useful for inventory operations to be able to get some info on inventory objects. Perhaps a suggestion to expand the function to cover inventory items or add a sister function like llGetInventoryObjectDetails which uses a relevant subset of flags. Since inventory items are wrappers, I wonder how much work it would take to add a new flag specifically for inventory items like INVENTORY_ADD_TIME... I might look into drafting up a feature request...

    lol .. a dficiency , in my point of view , is a bug .. 

     it s clearly a bug . ( even if it s a q a "quality " or a "design " bug and not a "coding" bug , it s a bug )

    Explain why the viewer can  fetch some infos in the object inventory , and the scripts ( inside an object who fetches its own inventory , so who haves the authorisations/rights) can t 

    I well bet it s Q.A bug because of course a script shouldn t fetch some inventories to other objects who can t be modified

    Bad QA testing

  17. 59 minutes ago, Qie Niangao said:

    1) Hmmm. If no garbage collection happens, doesn't llGetUsedMemory() return the same value when called at the point you'd turn off llScriptProfiler()? Maybe I'm missing something.

    I guess that depends on why one is calling the functions.

    2) If I'm just making sure during development that there's enough padding that the script won't blow up, then the workaround is simply to offload memory to another script or otherwise change things to use less memory in the script.

    At runtime, I use llGetFreeMemory() in order to know how many key-value pairs I dare read in one gulp from Experience persistent store, for example. That's why I force gc: to find out how much I can buffer after freeing the previous batch.

    answer to 1)

    No .. the script can have a duration of several hours .. If the memory is fragmented ( with holes ) , llgetusedmemory will return the max with the holes

    With  llGetSPMaxMemory , it will be only between when you have started to setup true  with llsetProfile and the when you have setup false llsetprofile  . So it allows you to verify in a range of seconds  ,and there will few probabilities to havea memory fragmented between the time 

    answer 2)  i have given up llGetfreememory . I am not sure to understand your instance with "experience persistent store" . llDataSizeKeyValue returns the amount memory you have chosen , no ? And the memory for "experience store" is different  ( and very small) from memory script , no ?

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