Thoth Mason
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Friends vanish suddenly, do not re-appear unless I relog or DM them
Thoth Mason posted a question in Technical
Firestorm Viewer 6.6.8.68380 (most recent version, happened on prior version too) Windows 10 Suddenly, and without warning, all of my logged-in friends will vanish and show as "offline". This happens in bulk. The SL web site shows them as online, so this is a server/viewer issue. It doesn't matter if they're on the same region/sim or not. If I receive a DM from them (or send one) that one person will now appear as logged in -- I'll get the "user x is online" message as though they'd logged in. Monetary transactions will bring that person back too. To get them all back, I need to log out and log back in again. This has been going on for about a month. I have removed/reinstalled Firestorm. There's no other software running, really. Suggestions? -
Looking for a little place to live... :)
Thoth Mason replied to Lothiriel8's topic in General Discussion Forum
Stay away from NFL/NewFound Land Estates. They're currently imploding and just screwed us out of a month's rent because the owner left, the new people didn't get the money, blah, blah, blah.. drama. If you don't want your sim closed out from under you because they're gone bankrupt, rent from someone else. -
Firestorm AO in viewer animations abscounded!!!
Thoth Mason replied to Wallace Wirefly's topic in General Discussion Forum
Let's see.. day 4 and my animations are still being replaced nightly. This isn't fixed, Linden Labs. Not by a long shot. Either Ebbe is full of, or being fed a pile of, bull**bleep**. -
Firestorm AO in viewer animations abscounded!!!
Thoth Mason replied to Wallace Wirefly's topic in General Discussion Forum
Vista Barnes wrote: Linden labs should send an email when they replace content. There should be a list of the content replaced with the original animation names. That will help me to identify and report it to LL and also to provide a temporally solution. Nope, no e-mail from the Labs and yes, it was Vista animations I lost. Probably from the Dangerous Man pack bought many years ago. I've opened a ticket with LL, but they're confused as to what the problem is. I pointed them at this thread, but no reasonable answer has come out of that. -
Firestorm AO in viewer animations abscounded!!!
Thoth Mason replied to Wallace Wirefly's topic in General Discussion Forum
My Vista animations from years ago got IP Replaced two days ago. I bought a walking animation from Akeyo yesterday afternoon... I logged in this evening, and it was IP replaced. I'm completely and totally pissed off, and there's nowhere to complain to. Seriously, WTF. Linden Labs? How? What exactly do I report? I don't have the old item names...? Vista? Akeyo? They didn't do anything, except maybe sold animations that got flagged DMCA. Maybe they're reselling solen items, how the hell should I know? -
Firestorm AO in viewer animations abscounded!!!
Thoth Mason replied to Wallace Wirefly's topic in General Discussion Forum
I lost about 15 from Vista -- the only place I've bought them from before yesterday. Male animations, from maybe 4 years ago. I have no idea the names. If they come back, they come back. It was an expensive day yesterday to replace even some of them.. -
I have a prim that I'd like to move along it's own (local) X axis. Let's say it's an animal, when I touch it I want it to move forward. I have it's position with llGetPos(), it's rotation with llGetRot(). If I want to move along the region's X axis, well that's easy: vector pos = llGetPos(); pos.x = pos.x + 1; llSetPos(pos); But if I rotate the prim, it still moves along the region's x axis (sideways), as I would expect but not what I want. What's the method for combining the rotation with the position to say, "move *forward* 1 meter"? This has to be simple, but I've been googling this for a bit, and I'm missing the right keywords here. Lots of information about moving linked prims relative to the region or the root, but I actually just want the root prim to move.
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I'm planning a shooting gallery type game, and am struggling to find collisions that work. What I'd like is: * A root prim (backdrop) with linked prims (targets) attached to the front of it. * A "missle" prim to be thrown/fired at the targets. I'm trying to get the linked prims to handle their own collision events. The only combination that seems to make any sense at all is: * Root prim and linked prims are non-physical non-phantom. * Missle is physical. Anthing else and the linked prims don't get a collide() event. Is there any way to do this with a non-physical missle?
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I have a prim that contains a script and a bunch of items, all identically named. They are transfer but no copy. When the prim is touched, I want to give ONE of the items to the toucher. If I understand right, llGiveIventory() will give the entire bunch of items with that name, right? Other than renaming the items to be unique -- really, not what I'd hoped to do -- how can I give one of those items away?
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I'd be happy to plonk down cash for good brown hair (on the short side) that's greying a bit. Not blonde highlights, but honest grey. But every hair designer in SL, as far as I can tell, assumes that if you've got greying hair you must have started off with black hair. I realize that it's easy to just take black hair and start fading it to grey but designers... this happens with colors *other* than black. Red-headed man or brown-haired men don't go grey, right? You bet their ass they do. A few years ago, I wound up hacking up a mod hair just to get some grey, and I'd like to wear something a little bit more professionally done. Who's got stuff like this?
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Hmmm.. so unless I want to actually hack up a TPV to play with this, it's not much use. There's potential for much better inventory management in SL, thought there might be an opportunity here. Thanks though!
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I wouldn't normally open with such a vague question but I stumbled across this LL Inventory API Some of the other API's listed on the page (World, Seach, Snapshot) have URL's and are usable from my browser window. The Registration API has a whole bunch of information associated with it. The Inventory API has.. almost nothing on how it's called, who can call it, what addresses are used, etc.. And the function calls themselves ("FetchInventory2") are one-word googlewhacks.