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Miles05 Reitveld

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    Vaporwave Fox いつまでもふわふわ

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  1. Yeah, I'm probably a prime example of that. I only know prim building in Second Life. I don't know Blender, but I made lots of simple prim builds in-world long ago and had, between 2006-2014, arguably one of the 2 or 3 most popular video game-themed island regions in Second Life during its time, Twilight Town Second Life (see Twilight Town attached photo, a European-style burg in perpetual sunset). And before the sim closed, I was working on concepts for many Mega Prim + sculpt environments to make highly detailed out-of-region environmental backgrounds (see attached Moonburg Concept photo; the white grid platform in the center of that blue building cluster was the 256m^2 sim, to scale. up to 2048m diameter architectural environment) but then, as you guys stated, things started dying off. What we need is a COMPLETELY re-written interface from the ground up or brand new platform with no 10+ year old bandaid code (e.g. OpenGL dead). And no old-as-heck Windows 7 power user UI-looking menus at the top. And full native DirectX 12 and Apple Silicon/Metal support. (Even my M1 Macs still struggle with the Rosetta 2 emulation!) The new platform could have perhaps 2 modes: Explore Mode and Creation Mode: Explore Mode could have a very simple UI that is tablet-like, with simple buttons and interfaces for moving around, voice chatting with others and an in-world browser for Worlds, Avatars and Marketplace items, without leaving the app/game. Creation Mode could be more for the creative and power users, with UI similar to Blender 3.0's new look, with all the advanced creation, camera and creative tools that we are familiar with in Second Life and Blender/Unity/3D apps. Give the Normies some sort of easy way to get into Second Life without... being overwhelmed, you know? My avatar since my joining Second Life in April 2005 has always been an ebony vulpine, as you can see in my final attachment. I never had a human avatar since The Sims Online during dial-up days (I'm a millennial for reference, hah)! Nevertheless, I am hoping that something fruitful will come from this venture as VRChat, Neos VR and other platforms are eating up LL's current share of creative space. Something needs to change soon before they're eaten alive. That said, what else do you guys think should be added to this new platform or metaverse? Reply to me directly if you would be so kind. (Maybe Philip will read this! Wink, wink!)
  2. It seems like me changing this particular setting in Firestorm from 0 to 1 might have fixed the issue for me. But the problem is, both Second Life and Firestorm Viewer were giving me the issue. In either case, about 1-2 days after I changed this image decoder concurrency setting from 0 (default) to 1, everything started working again. So, any M1/M-series users with this issue, try changing that setting!
  3. I hope someone can reproduce this for me if they have this device/an M-serires Mac and the current developer or public beta of macOS Monterey. Quite perplexing. And it seems hard to rollback this test machine to macOS Big Sur, the current non-beta OS.
  4. Man, interesting. It seems clearing all cache and directories, reinstalling macOS Monterey lets me load content for a little bit, but then it stops a bit. I can only think it's an OS issue, Firestorm compatibility or network issue; absolutely everything else works network wise.
  5. I'm on macOS Monterey beta and am finding that, while I can move around, chat with people, do voice chat and play music/media streams, only about 1-5% of objects load in grey, while the land and textures on all objects do not load. I am on an M1 Mac mini 2020. This does not appear to matter no matter what combination of network settings I use listed below: Primary VPN, NordVPN is turned on or disabled Internet Private Relay (mostly Safari-based anti-tracking feature to mask IP address) is turned on or off default Xfinity Internet-provided DNS or Google's DNS servers. asset and texture caches cleared, changed directory or Second Life clients get reinstalled. I assume this will be fixed by the time macOS Monterey comes out in a month or two but, I am surprised nobody has talked about macOS beta here with the viewer. As a side note, every viewer I tried (Alchemy, Second Life default viewer, Firestorm) cause this issue. When I tested a Windows 10 and Windows 11 virtual machine with Second Life, assets would load fine, so I know it's not related to my account. Has anyone had any experience with this
  6. My case got fixed because the HDMI cord was not hooked into the graphics card. I bought a new USB hub that had HDMI and I had my monitor hooked into the hub instead of the card. I don’t build computers and I’m not a PC gamer so I’m glad I was able to test that out after seeing what happened. Hopefully you guys will get your issues fixed!
  7. Same issue but MacBook Air with an eGPU (Razer Core X, Thunderbolt 3 port) and a Radeon RX 580 8GB hooked up to it. It's worked with Second Life since day one, but the past day and a half it hasn't worked. If I turn off "prefer eGPU" option then things seem to load ok. Restarting the computer and reinstalling the clients didn't seem to do the trick. I hope I'm not already having a hardware issue with the eGPU or graphics card. With the prefer eGPU option disabled for both applications in the Applications folder (default Second Life client, and Firestorm Viewer), then it works OK. But what good is me running Second Life on my Intel MacBook Air if I can't use it as of two days ago?
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