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Romaq Rosher

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Blog Comments posted by Romaq Rosher

    Linden Lab's New CEO

    @Fornicola Butuzova:

    That is a good story, and I hope to hear more of those. Rod Humble's name did leave a very bad air with the SimCity 4 fanbase. The way SimCity: Socities turned out may not have been at his direction, and thus not 'his fault', per se, but EA appeared to have a deaf ear to the SC4 community, and Rod Humble represented EA. Maybe there was really nothing Rod could do except stand on the figurative stage dodging rotton tomatoes from fans like me who very much wanted a game more like SimCity 4 and less like The Sims.

    Anyway, I am willing to give Rod the benefit of a doubt. I must say it would be damn skippy if we had a blog, or better yet a video presentation like the one last summer by Philip Rosedale last summer stating what are the major issues with SL at this time, what he intends to do about the issues and the timeframe he has in mind to solve them. People who participate with Second Life may disagree with what the hot SL issues are. But we can certainly take a look at what Rod is willing to claim publicly about his intentions, his timeframe, and his ability to meet his own publicly stated objectives.

    I do note that the area of mainland I had to leave abandoned remains abandoned, and there is a *LOT* of old mainland simply dead. This is not good for SL's health, and it doesn't put money in Linden's cash register.

    I note the current person I'm renting land from is 'one foot out the door' of dropping Second Life for another grid. I'm not sure where my loyalties lie. Actually, I do know where my loyalties lie. It is where I am having fun. A crashy client is not fun. Having to hold my nose and learn viewer2 was not fun. Saying something in group chat and finding chat still borked is not fun. I have a laundry list of things 'not fun' involving Second Life. If another grid fills my desire in the 'fun' category better than SL for my $72/ year + $25/ month + random $L purchases, that grid will have my loyalty and my money. I'm open to keeping things going with SL, but like the Nationwide Insurance ads... "life comes at you fast!" How does Rod plan to steer Linden Labs into moving at the speed of Internet Life?

    Linden Lab's New CEO

    The term "game" is so open to interpretation and context as to be utterly useless. A "game" is the color purple, because ice cream has no bones. "Of course SL is a game!" "Of course only an idiot would consider SL to be a game!" "People watching is a game." "It's only a game if *I* win!"

    Trying to define 'game' and applying that definition to SL is like trying to nail Jello to a wall. Good luck with that.

    We can say, however, that with respect to certain incidences within The Sims Online and with the marketing of SimCity: Socities, some things could have gone better, particularly under Rod Humble's watch. While 'mistakes do happen', these 'mistakes' were in the line of poor communication with the potential market. "Mistakes we can recover from" is also different from, "These projects died under my watch of a disenfranchised fan base."

    As I said before, I am very curious to what Rod would have filed under, "Lessons Learned." Rather than focus on the nature of "SL is/ is-NOT a game", it may be useful to look at what specific style of leadership Rod has had with his other projects, particularly in the area of marketing and communcations to the fan base. It would also be useful to find out if his leadership is a net plus for the projects under his control, or if Rod is better known for driving projects off a cliff and then leaping off just in time to avoid getting the worst of the crash splattered on him.

    Yeah, EA has squandered the good will of their fans and collected a good deal of hate from people who would *want* to buy their games. How attached is Rod's name to that hate? Has Rod learned anything from his time in EA about dealing with a disenfranchised fan base?

    Linden Lab's New CEO

    A quote of the thread: "Why do peopel hate SimCity Societies?" from http://www.tiltedmill.com/forums/showthread.php?t=24290

    The actual main reason why Societies got a bad reception is because the  vice-president of EA in charge of the Sims division, a certain Rod  Humble, came to the largest Simcity 4 fan site to announce Societies.

    (snip for space, but read the article and responses...)

    Just to sum this up, the answer to your question basically is...

    Rod Humble.

    I would be curious to ask Mr. Humble what he took away from the SimCity Socities experience. I note that SimCity4 (published 2003) is still selling on the shelves at the local Wal-Mart for $10, and the $20 "SimCity Box" with SimCity Societies ALSO includes SimCity4 prominent on the box. SC4 has a thriving enduser mod community, and you can read up on it at simtropolis.com. Rod may have been more PR than anything to do with the development of Societies, but given how EA turned down input from the SC4 fan community that keeps that 2003 game fresh to this day, I'm very curious to know if Rod would have comment from that period of EA ignoring the fan community and turning a beloved game into a "simple puzzle for the masses".

    I really do not wish to see the same thing happen to Second Life. And years later, there is still a great deal of negative vibe in the SimCity fan community for EA and Rod Humble associated with "Societies". Perhaps Rod has learned the value of listening to an involved fan community, perhaps accepting what that community has done to incorporate their work into a better product.

  1. I'm told Estate Windlight (Not Parcel) is in the Server Code placed by Tiggs Linden, and that the SnowStorm Viewer is slated to put the code in. Once this is tested, then to Viewer 2.

    Tiggs said it is 'estate only'. Given

    I'm not sure I'd care to have every 512 lot I cross dink with my Windlight settings. But it would be very happy for Estates to have control. We'll see how the user market ends up choosing between them. I didn't find anything public in Snowstorm about where Estate Windlight falls into the queue.

    I'm following https://jira.secondlife.com/browse/VWR-7677? and I told Tiggs Linden they really ought to do some follow up there.

  2. Would anyone have links or testing done concerning bone offsets for rigged avatars for 'avatars of unusual size'? I can't seem to find info, though bone offsets do get mention as 'being worked on'.

    I also note that using the tiny 'Body Crusher' does the obvious to a mesh avatar: it crushes it. Unless you explicitly create your mesh with a folded avatar in mind, crushing your avatar is ... not pretty.

    I'd like to get away from the body crushing anyway, and it would be great to learn more on the bone offset issue if it solves the problem of creating more tiny Tinys. As a solution, body crushers still have a lower limit because the bones are not shrunk, simply folded.

    Thank you for your time.

  3. Using one of the landmark links to the mesh section would be a good idea also. I traveled for a while my first time in looking for mesh. I didn't catch the part that I couldn't upload or see anything until I went to one of the Mesh City areas.

    But then again, sometimes kvetching appears an easier path than admitting igorance and asking for assistance. Oh well, ignorance is as ignorance does.

  4. Oh, is anyone working on a Naga, or 'Snake Avatar'? The problem with a  proper ferret avatar is that even though we don't have any more bones  in our necks than a human (or less than a giraffe), our necks are long  in proportion to our bodies, and rather flexible. In a sense, a ferret  is much like a fuzzy snake that happens to have legs.

    I do believe Avatar Mesh Torture will become a very interesting field of study. Who's with me?

  5. Something else I would suggest, particularly on the larger meshes... I would strongly suggest on things intended to be 'large scale' that the person start with a low poly model *first*, and keep with that as their physics model, and then increase the detail but keep the detail closely within the low rez model.

    I encountered "TheSpireLow_025-mesh", and I'm very glad to see it. This is the sort of thing I would like to do within SL. It is a huge spiral, rock-appearing landform that spirals into the sky, and goes up several hundred meters into the air.

    Unfortunately, the physics bounding box is quite a bit off in some spots. Before something like that is ready for prime-time, the artist will need to redo it so the physics mesh more closely aproximates the visible mesh. MUCH more closely. Other than that, hawt-damn I'm happy to see this sort of thing!

  6. It's the 12th, and I look forward to more info on what we can do with mesh. I've been reading up & learning Blender.

    is a good movie to watch in terms of seeing what Blender is capable of. I do note that 'fur/ hair' and 'normal maps' and so on and so forth won't cross the SL boundary at this time. But I do dearly look forward to seeing what things may come.
  7. Qie Niango:

    Yeah, I do think that sculpty terrain is dead after Mesh except for some very special applications, but it's a bit complicated:

    Yes, making it a very good thing to talk about going into the open beta.

    Meshes probably won't work at megaprim scale.  Details are sketchy at the moment, but best guess is that mesh max size on any dimension will be 64m, so it would take 16 meshes to fully tile a region (which isn't always the objective).

    In my case, I'm simply worried about a 4096 sq.m. lot. The scanner I spoke of before used 32x32m megaprims and had some issues with precision along the Z axis when the terrain shape became more extreme. Irregular shaped lots were also a pain. And then of course you have no physical map.

    Each mesh object can have 8 "faces" (specified with something like "material ID" in the modelling program), so that means 8 possible texture maps per mesh.  That opens up a huge opportunity for terrain appearance -- and a new level of complexity in actually generating that appearance.  (It's not as if those textures will just fade into each other automatically, as with Linden terrain.)

    The picture in my mind is something like this:

    lotr-hobbit-hole.jpg

    You can not change the elevation in mainland an on many estate sims, but you would be shape a natural terrain into a hill, and have that hill fit the natural contour of the location you have to work in. Both of my last two places to live in where in the side of a hill with a beautiful view. But as is the way of things, a beautiful view usually means an annoying place in which to build, especially if you have limits on elevation changes. Even if one can not smoothly blend textures as the natural mesh land does, one can plan on 'natural rocks' to break the fake land surface and choose what texture from there. I'm getting ideas of what I could do. If I can plan on getting a land surface map into blender, then shape that surface as I wish within the limits of the natural land, I believe there is some work I can do with that. Perhaps a very expensive 'mesh landscaping' service? Perhaps one could have 'basic hobbit home' design, and when placing the home a script could read the area the home is placed in and send terrain data back to a server such as JVTek uses. The buyer of the home could then download from the website a 'mesh skirt' that fits both the home and the land surface they are in, and the home owner would pay the cost of the personalized service. By the way, I think the number of 'faces' is higher. A tube and a box can have at least 9 distinct faces according to the wiki.

    To match complex visual appearance of the terrain model would require a relatively complex physical model, too.  To partially sidestep that, one could first terraform the Linden land mesh to some approximation of the desired terrain physical model (lacking caves, etc), and then omit or greatly simplify the mesh's physical model.

    I believe Blender will cheerfully perform the operation for standard models, though I have to look through it. With 2d images you can scale them to have the same information on less data. Same with .jpg images with lossy compression. I expect that to be a 3d process as well, to throw away vertices to simplify the shape while attempting to preserve crucial detail. Given the nature of SL, a relatively simple shape is more than enough for the physics engine we are using.

    (I would presume this is how most sculpty terrains work now.)

    That would be an incorrect presumtion. The sculpties are set phantom, and then you have the joy of trying to use invisible prims to get a relatively close approximation of the terrain people *see*. A relatively simplified physics mesh would save much painful blue agony.

    Also, big meshes are assigned high primcounts (that of the highest LOD, because they're always seen at the highest LOD). So if one isn't careful, a sim could have no prims left after mesh  terrain is in place.

    Considering the current situation, if a mesh can go as high as 64^3 in volume, that would be eight times the volume at better resolution than sculpties with at least a quarter of the 'objects'. Sculpties require that you use more of them in the same volume for greater elevation changes if a greater contour accuracy (so ground doesn't peek through). You can't easily put 'holes' within a terrain sculpty. Mesh would permit that, at least in theory. For larger areas of complex sculpty ground, you have to use invisible prims, which also reduce the prim count.

    Yes, mesh is a complex solution to the problem, but given the disadvantages of sculpty, I believe it is a net gain. We just have to see to what degree Linden Labs adjusts mesh costs in prims vs. the more agonizing sculpty method.

    Jennifur, I'm very curious about the UVW map example you have above... Is it true, in fact, that we will be able to do the same mapping off a single texture and apply it to our meshes? Will we be able to change what texture is being used using LSL, say, to change a wall texture applied using scripts? Alter the color of a roof with a click on a wall controller? Will we be able to apply multiple distinct textures to a single mesh the way we currently can apply six distinct textures to a single SL cube? Getting back to that 'house' reference, will I be able to create the house as a single mesh, then change the texture applied to the walls separate from the texture applied to the ceiling? Or will I have to use separate meshes to have distinctly separate textures applied to them?

  8. Welleran Kanto:

    
    

    Very excited to see mesh import coming soon. Hoping very much that I'll be able to use blender on my Mac to participate in making SL beautiful interesting (and keeping the lag low).

    No kidding. You folks know about https://marketplace.secondlife.com/p/LandMap-Change-your-ground-texture-without-land-powers/236734 right? Makes a sculpty map of the ground surface?

    So... I would suppose now we can use the same 'map the ground mesh' technique to make the collada mesh info, shape at whim (leaving the border edges) and complete it with a physical map mesh, upload that, and we would have even better control over our ground mesh. Hrm... I wonder if Jathra Vanmoer (JVTek) has considered this...

  9. Masami Kuramoto:

    
    
    As Jennifur pointed out earlier, there will be no Avatar 2.0 without Linden Lab making it the default built-in one. Mesh is not a solution here because there are no clothing layers on a mesh. Which means you can't combine <random skin> with <random tatoo> and <random shirt>. And then of course there is the problem of missing morph targets.

    You may be correct, but I would like to talk the problem out in hope of a solution. Linden Lab made the 'Box Bot' from Grendel's Children the 'default tiny', even though it isn't a Wynxian Tiny, but it is still in the inventory, and it uses the 'standard body crusher'. The 'Box Bot' is still enough to provide people to learn from the body crusher and do what they want. I suspect if the Raglan Shire Tinys were not out-competing Grendel's Children with standard, cute body-crushed avatars (and providing a fantastic, vigorous community to boot) then the 'box bot' would have become the standard for Tinys, but it isn't. Of course, Loco Pocos has their own community and their own standard, and somehow it's the LP avatar that made it onto the SL Voice Changer logo, rather than a Wynxian Tiny. I don't begrudge them, as really the LP Tinys are also a part of the Raglan Shire community.

    Not to get distracted from the main point... 'Something Really Missing' was created... several of these, actually. The part that was missing, the body crusher, a suite of avatars that use the crusher, animations and so on caught the attention of people seeking that type of thing. The Cost of Entry (that which permitted people to 'make stuff for it') was kept low, and key people worked in partnership with the original artists to foster a community. They very deliberately put community focus ahead of personal gold-digging, at least to the best I can tell. I could be wrong, fans of Raglan Shire and Loco Pocos are welcome to jump in here, since this Mesh business will impact us as well.

    The practical side of it, I personally don't care if Avatar 2.0 rolls out, as it does not affect me directly. But as part of the greater Second Life community, I know that it does affect me that people should find reasons to be excited and entertained with the Second Life world. In my opinion, all Avatar 2.0 really needs is one capable artist willing to tackle the issue of Avatar 2.0 willing to make that 'low cost of entry' for people to MAKE stuff for Avatar 2.0, and some key people willing to work with that artist to put the greater community first, gold-digging second. It would be better, of course, to have more than one capable artist willing to work on aspects of the problem and put it in the form of, "May the best artist win AND be willing to share." It would be better, of course, to have capable people who understand the specific problems of Avatar 1.0, how Avatar 2.0 can solve those problems, lay the groundwork, and otherwise explain to people, "Here is the problem with Avatar 1.0, here's why we think Avatar 2.0 is a good idea, here is what you can do to be involved." This would free up the artists to focus on art, and also figure out how a winning Avatar 2.0 is to be judged without having a conflict of interest for being one of the artists.

    I'm not sure if Linden Labs would sign off on something like this. I'm reasonably certain LL has more pressing needs than to tackle this particular problem at this time. I'm as certain as the existance of Loco Pocos, Wynxian Tinys and other brans of avatars, Avatar 2.0 can be a reality with or without Linden involvement. Would LL involvement help? Yeah, it likely could. Can I think of some ways LL could totally screw this up by being involved? Heh. Can anyone think of situations where LL's 'blessing' has been mixed, or bordering on a curse?

    I'm in favor of those who have a vested interest in an Avatar 2.0 taking control of the situation, and Linden Lab can be (politely, respectfully) damned. The Raglan community I'm a part of is one example where that has worked. Grendel's Children is going to crank out freak-tackular avatars as always, and I greatly look forward to shopping there after a year of mesh being part of the picture. There are other, already existing 'special avatar' communities that are going to rock mesh. It would be sad, in my mind, if the hoo-mans muttered, wringing their hands about waiting on Linden Labs to commit to something for Avatar 2.0 to 'work'.

    I'm not going to wait around on you 'hoo-mans' to get Avatar 2.0 together, or for Linden Labs to have any involvement. I may publish a butt-ugly mesh ferret that nobody in their right mind would want for their avatar... I'm still going to do this. If all you hoo-mans want to wait on someone else to put it together for you, that sounds like a problem. I'm glad it's not my problem. But I do hope there are people tired of waiting, and are willing to take control over their own hoo-man destiny. I love to rub ankles with those people. I'll watch for you on The Grid.

    Cheers!

    Oh... P.S. with respect to the problem of 'mesh avatar' + 'mesh clothing'... if there is a standard and the slider bars work within that standard, we'll have to go with multiple attachment points. Wynxian avatars do not have a 'standard' for this, and clothing gets kinda messy sometimes. Loco Pocos avatars *DO*, as I understand it. Score one for Loco Pocos. As I understood it, we can have more than one thing attached to the 'head' attachment point, for example. I'll have to try it out. If that's true, attach your mesh head to your head, attach your hat to your head, both are standardized to Avatar 2.0, both fit. At least that's what I hope. Please prove me wrong on this so other solutions can be looked at. I'm going to have the same problem with my ferret avatar. I'd love to have someone else solve my problems free of charge. >:-)

    Farewell, Avatars United

    Wayfinder:

    Since we  have no way of fortelling the future, I'm relegating this to "I guess  we'll see what happens".  I'm going to try hard to not lose any sleep  over the matter until we hear someting more concrete. : )

     

    That was pretty much my take. I'm still investing in SL, but I'm diverting some of the time & resources from 'time in SL' to 'time evaluating potential alternatives (again)' and 'time making a grid-agnostic avatar'. By that, I mean an avatar I created myself that, butt-ugly or no, I'll be able to use it at-will on any grid that allows me to upload & create.

    I'm excited about the potential of mesh avatars, but things like the demise of Avatars United have me 'concerned' about trusting my ass-ets with any one asset server I don't completely control. It isn't that I don't trust Linden Labs, or Microsoft, or Google. But I don't trust Linden Labs, or Microsoft, or Google.

    Anyway, I need to sort out removing my subscription to this thread. My only real interest here is the irony should Microsoft do to SL what Linden did to XStreetSL and Avatars United. Nothing personal, I really don't know anyone in this discussion. But... wow.

  10. Sorry for the long post, and it isn't very coherent. It was a long day at work, and I see glimmers of hope for something very cool here, so I hope I can be forgiven and maybe I have an idea worth considering here.

    I'd like to point out by way of SL precedent, there is the 'Tiny' community based upon the Avatar Body Crusher that was made 'open'. That is, people could have for free the base 'standing' animation that crushes their avatar to be 'tiny'. Wynx Whiplash then made suite of very nice prim avatars built around such crushed avatars. Damien Fate and Washu Zebrastripe of Loco Pocos also formed a different type of crush effect, but opened their sculpty avatar to development based on very specific standards for avatar compatibility.

    So you had communities formed around specific products, with the 'base standard' being made open or otherwise licensed for development. Clothing for 'Tinys' that fit one 'Wynxian' avatar generally fit other avatars of the same kind. You have the same situation with Loco Pocos, and the same situation currently in development with 'Wynx Quad Tinys', like the ferret that I currently enjoy.

    You have a product and a community that develops around that product. So here's a silly question... what if there were a contest in Beta for 'the best Avatar 2.0 mesh'? Some rules for the contest might center on a SHORT, SPECIFIC list of things as to why SL avatar meshes suck the green weenie that Avatar 2.0 MUST address. Every avatar submitted must also be original work created by the person submitting... no plagerism or ripping content from other works. The mesh must be supplied with high quality example skins. And one very crucial wringle in it, I think... Avatar 2.0 must work with existing animations and attachment points. You could even have categories in addition to make/ female. You could have 'child' and 'plus size beautiful'. If possible, generic clothing of one should be usable on another mesh. It may not look 'pretty', but it would help development a great deal if it can be managed.

    The winning submission for each category will have their product placed in the library, the way Adam & Eve, Grendle's Children and other shops have their products promoted through the library. And, of course, the winning entry would have the jump in making clothing and accessories that seamlessly interact with the winning avatar meshes.

    There are holes and flaws with this proposal, it's very sketchy, and I've not taken time to flesh it out. But it's an idea based upon my experience in such a community. If you wear a Loco Pocos avatar, you can make clothing for it and feel secure knowing anyone ELSE who wants what you make will enjoy it with their LP avatar. Same for Wynxian Tinys & Quads. If someone makes up their own 'thing', the greater Tiny community supports and encourages that, to some extent, but 'we' obviously won't ditch avatars we are happy with and make stuff for until we see something so much better, we *HAVE* to *HAVE* it too!

    So as long as we are rolling this thing around why not make a 'de-facto' solution to https://jira.secondlife.com/browse/VWR-3432 ? Of course, it would help a great deal for Linden Labs to 'accept' Avatar 2.0 and incorporate it at least into the library, if not as a new 'default' avatar, but Wynx & company did Tinys without official Linden support. Avatar 2.0 doesn't 'require' Linden Support, per se, but a very public and noisy contest (and willingness of highly skilled artists to offer a cheap or open 'standard') can certainly put a 'de facto' Avatar 2.0 out there for public consumption. And Linden Lab may not acknowledge it, but if Avatar 2.0 solves VWR-3432 issues and forms a community of high-end fashion and large public support behind it, LL can end up looking silly while the greater community of fashion designers and artists build upon the base.

    It's just an idea. I'm not clear on if I can make anything other than an ugly thing not-quite-a-ferret that is nothing but a shame and embarrassment for me to use, but it will be mine. I'll do the best I can and avoid problems, and I intend to publish my mesh as an open standard with donations for use welcome. I don't know if I'll cause anything but revulsion, but I'll have done it, it'll be mine, and I'll have learned enough to be able to work on making it better over time. I would *like* the 'human Avatar 1.0 mesh' issues to be fixed, or at least not have the human avatar appear not so horrid at the smaller end of the scale (kid avatars) or at the 'obese' side of the scale. I'm tubby, but if I'm inclined to go as 'human' I'll go as *me*, and everyone else be damned. I'm frustrated that the Avatar 1.0 mesh fails around the 'less used' ends of the slider scale. You know, when people DO NOT want 2.1m ridiculously buff avatars.

    Anyway, I'd love to hear some hope on solving https://jira.secondlife.com/browse/VWR-3432 with an 'Avatar 2.0' someone will release free or at a low cost license along the same lines as how Tinys, Quad Tinys and Loco Pocos have come about. And, of course, people will still be able to create and do their own thing. But if there is an Avatar 2.0 and people making a wide range of clothing and accessories for it (and obviously superior to today's tech) what would be the point of making another *human* mesh?

    Is there anyone interested in an Avatar 2.0 contest? People skilled enough to seriously pull it off *AND* willing to license it in the same pattern as the Tiny brand body crushers and other 'non-standard avatar' communities?

    Farewell, Avatars United

    Sorry, ya'll. I'm still stuck on the thought of Microsoft buying out Linden Labs for the purpose of raiding any useful technology, closing the open-source and shutting SL down in favor of something they already have in the works. Or maybe I have it all wrong, and Microsoft isn't known for doing that sort of thing.

    So if what LL did to AU was good or bad, Microsoft is waving the money around, it would appear. I've already paid for Second Inventory and made use out of it. And I'm exploring the alternatives. Maybe all the battle of words gives you folks jolly feelings, but I'm still curious if a 'Linden Labs' or 'Second Life' will exist as we know it to give a damn who wins this little tiff of a message thread. Or maybe it's so vicious simply because there is nothing of consequence to 'win'.

    Whatever. There are a great many things Linden Labs can do. Own my sense of self in the 'Net, my avatar, my resources, my creative spark... these are not things I will permit Linden Labs to own. If the whole thing with Avatars United bothers you, maybe the thing to do is make sure you have full control over your 'Avatar Existance' and allow Linden Labs, Microsoft or any other corporate suit to sit-n-spin. It isn't cheap, but it can be done. Maybe that's something to do of some lasting consequence... how can we make the corporate gyrations of buying, breaking and selling out simply irrelevant?

    Or you can go back to bickering because YOU know YOU are right, the other person is being an idiot, and you have to score a 'win' on a message thread that by next quarter nobody will remember or care should Linden Labs, possibly even Second Life cease to exist. But hey, at least you brought amusement to the rest of us for a few days on a message forum, so it isn't a total loss.

    I mean, the point is to enjoy yourself, right? Are you not entertained?

  11. @Cobalt: Yes, very. I plan to putter with such tonight, or at least get as close as I can to it.

    Also, I recall seeing some discussion on Blender vs. DAZ vs. a list of other programs. With Mesh Avatars we've several issues:

    1. The Mesh itself
    2. Bones & rigging
    3. Animation
    4. Texturing

    http://www.qavimator.org/ is free, but it doesn't have the other features. Would someone have a web page, or perhaps help work on one that gives advantages & disadvantages as well as retail price of the various packages? I don't have $5k to spend, but I may spend *SOME* money rather than fight a useless war against a freebie program.


    QAvimator = PAIN!

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