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Lochlyn Dragonash

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  1. Turned out to be just over a week. I put the ticket in on the 8th in the AM - was resolved on the 15th around lunch
  2. In the past when I've put in a request to buy an abandoned parcel it would take 2-3 days for one of the land Lindens to get around to it. I have a current request that is now over 5 days old. I checked in with Live Chat after 3 days and was told they have no say in these requests, as they are solely handled by the "land people". While I could rant about customer service not including these land tickets, and how this should be an automated process to request land, or just outright set abandoned for sale -- could you imagine how yellow the mainland map would be? But it would be convenient. Anyway, I will just ask if anyone knows the current time to resolve? Is it a week? 10 days?
  3. It seems we are still limited to one Experience per resident account. This is limiting if I want to have an isolated experience in a single region -- an experience named for something relevant to that region. I might also want an experience tied to objects I personally create. The two should not cohabitate a name, a maturity rating, or anything else. They are not the same thing. So my question... is it on the roadmap for a Group to own an Experience rather than an individual resident? Alternately, I guess it's been discussed for years now about allowing more than one per resident -- also fine if they'd ever do it.
  4. Open to purchasing one region. Prefer 30k but it's not a big deal to upgrade a 20. Can offer to pay xfer fee + a small profit margin for you, as well as reimburse any paid tier prorated to when the xfer actually happens (post sale). Will consider a GF if the "profit margin" for you isn't unreasonable. Message me in world.
  5. "I use Notepad++" ok, lets get that out of the way. I also use NP++ with its LSL language file for syntax highlighting. Have for years. I also use and greatly enjoy Firestorm's preprocessing features, most notably the #include feature which in itself is a godsend for library projects and general organization. I am wondering if there is a better IDE for LSL that not only has (correct) syntax highlighting but also understands the concept of these #include paths for code navigation benefits and maybe enough intelligence to point out stupid 3am mistakes before trying to compile the code in world? I've tried two extensions for VSCode and neither of them do a very good job of syntax highlighting much less anything else. Was looking for suggestions if there are any hidden gems out there?
  6. Thanks all.. didn't know the orange cloud was specific to FS. Truly thought they had changed the old white cloud. So many around me talk about orange clouds, I'm curious what the viewer breakdown is now of FS vs Singularity vs Black Dragon vs whatever... vs the LL one. Anyway, going to play with this now.
  7. Was curious if anyone had reverse engineered the orange cloud particles when an avatar doesn't render yet? I came across the older white cloud from a decade ago which made me wonder about the current orange cloud. Have not found it, so here I am asking.
  8. Assuming high LoD, has anyone calculated or determined the minimum spacing between sandwiched layers of geometry that is sufficient to avoid texture flicker, Z-fighting, whatever you want to term it? I realize as meshes drop to lower LoDs it can happen and I'm honestly not bothered by it in those cases but at high LoD there should be no texture contention going on. I'm sure the body and head makers have calculated it for their various tattoo and clothing layers pre-BoM days, but I haven't been able to locate their wisdom. I've been experimenting in Blender with sub-millimeter spacings but haven't stumbled across the magic threshold yet.
  9. Thank you for the quick response. Sorry if I wasn't clear enough in my description. Makes more sense when you see it in world. That's a step in the right direction - the plane of the rezzed ring does appear to obey the rotation of the cube, but now the ring is perpendicular to the face rather than flush with it. I might can figure this out though.
  10. To recreate the sample for this question, Make you a sphere as small as possible, make it glow or something. Name it Ball. Make a script inside Ball with code below so it will kill itself. Make a Cube and put Ball inside the Cube. Make a script inside Cube. Touch Cube to rez the Balls. Touch Cube again to kill them. EXERSIZE: Identify a circle of points on the face of Cube, visually represented by a Ball rezzed on its surface. WHAT WORKS: When Cube is oriented with default rotation, the ring of points (and thus the position of rezzed Balls) is fine. WHAT FAILS: Any rotation of the cube in 3D space is not translated into the position of the points. The Balls want to stay in their own plane. THE QUESTION: It goes without saying my math is wrong and I am not properly taking into account the rotation of Cube when calculating the positions necessary for the Balls. My question is what am I missing, and is there some simple way for my Neanderthal brain to make sense of it? I have read countless things on Rotations and Rotation Math and ... still can't grasp it. Code for Ball: default { state_entry() { llListen(15,"",NULL_KEY,""); } touch_start(integer total_number) { llDie(); } listen(integer channel, string name, key id, string message) { llDie(); } } Code for Cube: float a = PI; float b = PI; float angle; float radius; vector size; integer balls = 20; integer kill = FALSE; makeBall(){ if (a >= TWO_PI) a = 0; if (b >= TWO_PI) b = 0; vector position = ((llGetPos() + <0,-(size.z / 2),0>)) + <radius * llCos(a += angle), 0, radius * llSin(b += angle)>; llRezObject("Ball",position, <0,0,0>,ZERO_ROTATION, 0); } default { state_entry() { angle = (360.0 / balls) / 180.0 * PI; size = llGetScale(); radius = size.x * 0.67 / 2; } touch_start(integer num) { if (kill) { llSay(15,"x"); } else { integer ct = 0; do { makeBall(); ct++; } while (ct < balls); } kill = !kill; } }
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