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Extrude Ragu

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Everything posted by Extrude Ragu

  1. To be honest sniping land intended for someone else I see being best described as a form of theft. People tend to hide behind the argument that since the system allows them to do something, they can do it. But this does not hold water to me. The system allows you to grief people and say all kinds of nasty things in voice chat, nothing stops you, but does that make it OK? No. If I was lending my bicycle to a friend and left it unlocked for a minute for my friend to take, and a thief came along and took the bike, that would not be OK. I did not consent to that transaction. It is theft. Sure, I could have protected my bike better, but it is still theft and it is not OK. In much the same way, using a bot to instantly find out vulnerable land faster than any human could, and take it from a non consenting user who intended to give it to someone else is theft. Plain and simple. It was not intended for you. It was not yours to take. You simply took advantage of a vulnerable situation and the users lack of technical knowledge.
  2. Because one of the primary reasons people come to SL is to do things they'd never feel comfortable doing in RL. I'm more surprised by the people that come to SL and try to be as normal as possible, makes me wonder just how freaky they must be in real life that normality is their fantasy
  3. The patterns as you call them are not 'patterns' at all. Bark - The darkness 'pattern' you see is the crevaces between the individual flakes of bark. This would be where your normal map and ambient occlusion would come in. Same for linen and nylon, you're looking at individual threads of fabric interwoven which have tiny creases and crevaces, this would all be shaded with your normal map and ambient occlusion. Most PBR materials you can download from websites already come with such maps, it's not work you'd have to do yourself typically unless you were designing a material from scratch.
  4. I agree with the sentiment that it's better to teleport the user back to the inviter rather than out of the region. There is a problem with llEjectFromLand however in that they will be ejected to the same altitude as they were in the main region. Meaning that unless your region is flat and doesn't use skyboxes, your guest has a high chance to end up being sent on a long fall or getting trapped somewhere unintentionally, which is why I personally went with llTeleportAgentHome. I did in the past request llSendToTelehub, to improve this situation as I don't like having guests that just entered the region be immediately teleported back out, but alas it never happened.
  5. Interestingly on my exploration I have come across places where bots are marked as scripted correctly, I even found a place where there's a whole group of like 12 of them all marked correctly. Although I suppose it's possible that LL themselves might have manually marked them
  6. Linden Lab largely depends on real users staying around on SecondLife and continually playing the game for revenue, as users who stick around invest themselves more and shop. A large portion (but not all) users come to SecondLife seeking social experiences. Those users primarily use the destination guide, the world map and the mini map to find places with people to talk to. If a user keeps going to places that the game tells them there are people to talk to, and then finding that there are not people to talk to - The user is exponentially more likely to give up on the game with each failed attempt to find people to socialize with. If this happens, this is the loss of a lifetime of revenue for Linden Lab - A disaster. LL very much should care IMO.
  7. Out of curiosity I visited this sim and used my script to check if they are correctly registered as scripted agents - They're not. With that said, one of the bots did walk down the catwalk to me and started introducing me to the shop, so I suppose at least they're not just purely there to drive up traffic numbers
  8. It would be interesting to see how many bots on the grid are correctly identifying themselves as Scripted Agents. Here's a quick script that checks for scripted agents in the region, and tells you how many there are and lists them off to you. Just put it in a prim and click it:- default { touch_start(integer total_number) { list agents_in_region = llGetAgentList(AGENT_LIST_REGION, []); integer i = 0; integer len = llGetListLength(agents_in_region); list scripted_agents = []; while (i < len) { key agent_in_region = llList2Key(agents_in_region, i); if (llGetAgentInfo(agent_in_region) & AGENT_AUTOMATED) { scripted_agents += agent_in_region; } ++i; } integer num_automated = llGetListLength(scripted_agents); string strOut = "Of " + (string)len + " agents in the region, The following " + (string)num_automated + " agents are automated:"; i = 0; while (i < num_automated) { key scripted_agent = llList2Key(scripted_agents, i); strOut += "\n > secondlife:///app/agent/" + (string)scripted_agent + "/about"; ++i; } llInstantMessage(llGetOwner(), strOut); } }
  9. In my own region as part of the Experience, I implemented a custom mini map HUD, which shows players nearby as green dots, and NPC's as grey dots. Below the map, I show a count of real players on the region to give you an idea of how many actual people there are around. Clicking it gives you a list of profile links, as a quick way to IM real people on the region. Perhaps a green dot-grey dot system on the SL minimap would be a good addition to SL itself.
  10. I am someone who operates some scripted agents in-world. 1 is scripted as a clothes display in my store at AMH. People can select an outfit and it will change into that outfit so the customer can see what the clothes look like before they buy it. A couple are scripted agents that act as NPC's in my anime roleplay sim. They are scripted to walk around using path finding, with complex behaviour based on time of day, who is nearby, personal needs etc. They interact with the environment, and I use a self hosted language model on my personal computer that allows them to talk to guests, each with their own personality and lore. I put countless hours of work into those NPC's and making them fun to play with and guests are often playing with them together. I personally beleive scripted agents are not necessarily evil and do have legitimate purpose that can be helpful in SecondLife - It's not the tool it's how you use it. With that said, Do I think they should be excluded from the world map? Actually, it might surprise you as a bot operator, my answer is Yes, they should be excluded from the world map! Why do I think this? Well, as a sim owner, running my NPC's come with a downside - Some people do come to my sim thinking there is activity at hours when there is not. I don't like this because it might make my guests think I am dishonest or trying to mislead them into visiting - I'm not. I want my guests to always have a good experience when visiting my sim, because it gets people to come back. I actually made a jira precisely because of this problem not too long ago. https://jira.secondlife.com/browse/BUG-234612 The topic has also been discussed on the internal sl discord so it's certainly on people's mind. Nobody is complaining that 99% of the human characters in GTA online are not real people, and the reason for that is the game does not present them to you as real people. People don't mind NPC's, and a lot of game worlds would feel very empty without them. The key is that they are not presented to us as real people. SL does need to differentiate scripted agent and real human to users. We do also need to clean up the less than savory bot operators that really are just using them to game traffic, that just plain sucks
  11. In my own sim I made a tiny parcel in the corner of the region just big enough for an avatar or two to stand in and put the sim rules/experience inviter there. Once that tiny parcel detects the experience is enabled teleports the user to the main parcel. Then in the main parcel I have a script which simply loops through agents in the parcel and checks llAgentInExperience once a few seconds and then llTeleportAgentHome people who aren't - This is just to catch friends teleporting friends thus bypassing the main spawn point.
  12. My understanding is PBR viewer has a 'legacy mode' where it emulates legacy behaviour, this occurs on old sky settings that were made before the new reflection probe ambience slider in sky settings:- When this is set to 0.00 (default on old skies) then the viewer attempts to emulate appearance of old behaviour best it can (But will never be quite the same, because PBR is in the end of the day a different method of shading). Full PBR (Probe Ambience > 1.0) brings the ability to have true darkness (like, actual pitch black) where there's no lighting which is obviously not compatible in legacy content where there is ambient lighting even at midnight, my guess is the 'legacy mode' being seen in the screenshots is probably preventing things getting shaded too dark to avoid breaking legacy content - some sort of compromise. Whether it can be improved? Maybe, hopefully even. At the same time I hope that people don't lose their mind and make sure that any changes they ask of LL for the sake of legacy content aren't ones that ultimately break PBR going forward. We should avoid compromising the future of SecondLife content for content that is long past its prime.
  13. Now that I've got that out of my system, Personally I think that at minimum all LL-owned destinations should have a media signboard which shows https://secondlife.com/destinations The viewer should also have this web page on a button available to new users and feature somewhere prominent by default on new viewer installations to help them find it. The existing destination floater built into viewers is very limited in comparison to the full guide and most users don't even know of the full guides existence let alone which URL to access it on. --------------------------------- As for the tram idea, I think it could be used as a method to revitalize some of the mainland, the same way that trains built America. The screenshots I shared above show barren mainland, but mainland around linden roads tends to actually get developed:- Immersion and connectivity funnily enough, seems to actually attract users to develop virtual land, funny that isn't it? Funnily enough, the few times I've played on the mainland, the destinations I ended up sticking around at was some place I reached in either a car, a plane or a train.
  14. You know what, you're right! What All new SL users REALLY need to EXPERIENCE is more of this! https://i.gyazo.com/519cb7c6a4abf2ad8e4d718a824dd2c2.mp4 What kind of STUPID user needs immersion and curated destinations, when they can JUST TELEPORT. You're SO right, there are SO MANY stupid people who join SL! How stupid they are to not figure out OUR game SecondLife doesn't need to attract ANY new users! All of the population are so YOUNG and TOTALLY DON'T have one foot in the grave!! /s
  15. On the issue of people going to play something else due to teleport failure, a similar issue occurs for sim restarts. Tuesdays we can have multiple visitors in our sim but the sim restarts, and the user simply doesn't log in again, or teleports to their home and never returns, which can hurt the momentum of smaller community sims.
  16. I have an issue with OP's statement. OP frames what she wants as a standard expected part of a marketplace purchase that creators opt out of. I don't think that it is a fair statement. There is nothing to indicate to a new and budding creator that including a product image with the bundled product is expected of them. The only way a creator might come to learn of this practice is word of mouth or if the creator happens to think of it themselves.
  17. The actual RL time for that user. For example, an Australian might select "Sydney (UTC + 10)" from the list. If you then visited their profile the viewer would show you "11:27pm" as that is the current time in Sydney, Australia.
  18. Yes I'm imagining a drop down with common city names / timezone offsets, the user would select their timezone from the dropdown. When you visit that persons profile, the RL time that it is for that user would be displayed, meaning that at a glance you can see what time it is for them without having to figure it out yourself because the viewer has done the work for you.
  19. The advantage of having it as a drop down is that the viewer can simply display you the actual time for the other person, rather than you having to do the maths in your head. You might say that this isn't that much work, but If you're like me and manage a large community, it takes a lot of time figuring out that information for a large group of users. Another advantage is that users generally don't think to share that information to begin with - Sharing your timezone is not a concept most people are aware of, especially not tech savvy users who are less than used to the concept they are talking to people around the world, or have never had to run a big even themselves. Having an (optional) drop down is a small visual reminder that such information might be helpful to give.
  20. To put a different spin on things I personally requested the ability to share our timezones on our profile, so that other people could see what time it is for you. Not with the intent of RL dating but rather simply for running events and knowing when it's a reasonable hour to IM people at a glance. Also helps organizing events if you know when everyone is awake. ---- With that said, I want to say that I don't like OP's attitude Seriously, imagine being labelled a 'troll' for simply being in the wrong country. OP seems to think everybody should play SL like a dating simulator like them, which rubs me the wrong way. SL is many different things to many different people. Just because we're not what you want us to be doesn't make us a 'troll'.
  21. I had a look myself and honestly I couldn't find much. I think the trouble is it's a search for a golden unicorn, the amount of people who need animesh human npc's is minuscule compared to the number of people who need an avatar, the market doesn't really have much to offer 'off the shelf'. At Kokoro we also wanted to add human (or well, anime) NPC characters to our sim, but we went a different route, which was to use scripted avatars. It is practical and cost effective to make a wide variety of characters, since you can use off the shelf avatar components. Animesh NPC's on the other hand need basically a bespoke solution for every customization. Likewise, off the shelf AO's just work. When they do walk around, unlike an animesh character it is not jarring, as they follow the same server side motion rules that governs any other avatar, whereas an animesh will always look jarring when it walks as it does not follow the same motion rules like an avatar - It's similar, but different enough to make it uncanny. Most off the shelf interactable objects are scripted for avatars (think, touch events, temporary attachments), scripted agents can interact with them with relative ease, but animesh NPC's cannot. With the time saved by not punishing myself and making bespoke scripted agents and re-scripting half the sim I instead spent the time developing a chat system using a locally installed LLM system on my computer, something that adds a lot of Roleplay/immersion value to the sim and has been attracting visitors who enjoy the novelty/roleplay practice they offer. On that point, When a scripted agent chats, the text color is distracting, and of course it gets the cube icon if the user uses modern chat UI, whereas regular agent is not penalized this way. Obviously, they push more triangles. Although in my case it's not as terrible as human bodies as Kemono and its clothes are already more optimised comparatively. Optimized game characters would be better, but in the end that commands a premium both in terms of time and money since it is not off the shelf. Not something I personally have the time for, being a hobbyist who might spend a few hours on a weekend working on these things. Having to host the characters means you need to pay for hosting, but personally, since I wanted to use a local LLM anyway, I actually just used this as an oppotunity to take a bunch of my existing web services off Amazon and just use my personal computer as a personal server. Perversely, it ended up saving me money. We do use animesh around Kokoro, but not for what I'd consider a hero asset like a walking talking npc. Some applications we used Animesh for include hoppy rabbits, stage curtains and trampolines.
  22. In principle I think it should be the land owners choice whether or not to disclose who they have banned or why. People do things they regret all the time and sometimes it really is for the best that it stays between them and the land owner, rather than making the problem bigger than it needs to be. In practise it happens so rarely and people check banlists so rarely on the whole that whilst I think it probably ought not to share that info with guests, it's not exactly a show stopper issue either.
  23. <rant> The trouble I find with all the viewers is that every viewer is good at something, but there's no viewer that's good at everything. It's like linux distros all over again </rant>
  24. The SecondLife viewer (and TPV's) all need to be restarted in order to enter fullscreen mode - So hardly anybody uses it. But that pesky windows titlebar wastes a lot of screen real estate and I always wanted to get rid of it. Most games to workaround this have a built in borderless window mode toggle, but SecondLife does not. In the absence of a built in solution, I built my own. It's relatively simple to set up so I thought I would share it here so others can enjoy it too 1. Download and install Autohotkey Autohotkey is a scripting and automation tool for Windows. 2. Create the Script Launch AutoHotkey Dash from the start menu and click "New Script" ^!Enter:: { WinSet, Style, ^0xC00000, A } Paste the above script and save. The script creates a new windows shortcut - Ctrl + Alt + Enter, which when pressed toggles borderless mode. If you would like, you can change the key combination to something else. Refer to this page if you'd like to change the hotkey to something else. 3. Run the script The script should be saved in My Documents -> Autohotkey. Just double click it to run it. Then, with SecondLife open, press Ctrl + Alt + Enter. The window should now be borderless. Just press the key combination again to bring the titlebar back That's all! That's all there is to it! Remember to launch the script when you start your computer, or place the script in your startup programs so it starts automatically. Enjoy~
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