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Yingzi Xue

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Everything posted by Yingzi Xue

  1. It did the same thing for me. I did try a few different things to see if I could keep it from happening, but nothing fixed the issue. You can reverse the order of request functions in the code and pass a NULL_KEY on the outset; llRequestUsername silently fails. If you pass it a good key, you get the username, as expected. Granted, this is reverse of the functionality of the script, but it avoids the bug. One possible workaround... Since the username is already known, just check to see if the returned data == username, if so it's a fail.
  2. I would point to Blender as one example of a great open source project (there are countless others). Most Linux distributions have thriving communities and you can find all the support you could ever want. The beauty of open source is that you can modify it to your liking, to get the functionality you want. Open source, by its very nature, keeps the software clean, because the source code can be downloaded, perused, compiled and used by anyone. LSL is an easy language to learn. There are plenty of examples available to get you started. There is a support forum where people are willing to help. There is a Wanted forum where scripters are willing to help make your project a reality. If you don't agree with the ideology of a developer or their software license, don't use their software. If enough people disagree with their way of doing things, it will cease to exist. It's okay to disagree with another person's opinion, with an ideology, with their way of doing things.
  3. I can empathize with creators, sellers and resellers over the banning of gacha. However... the situation they find themselves in is of their own making. Rares What constitutes a rare item? Is it the extra work that goes into making an item unique? Is it the creator's emphasis on said item? Or is it the vendor script that makes it rare? Aside from the first question—the creative aspect—said "rare" status of the item is artificially produced and presented to the customer. Can extra work make an item truly rare? No. It's the selling method the creator chooses to use, to limit the purchase of said product. Campers, Traffic and Lag What causes camping, traffic and lag issues? The elusive item? The timed freebie? Is it the potential customer pining after them? No. These are problems caused and reinforced by the creators and sellers who use scripted methods to limit access to said items, thereby making them artificially hard to get. The false sense of the rare. The elusive item. The issues with campers, traffic and lag are self-inflicted by the creators and sellers that present these methods to their customers. The customers then adjust their behavior, to obtain an artificial rare through the means they have—camping, clicking, etc. Yes, using these methods can increase sales, but they introduce a host of problems that shouldn't exist if the products were sold outright, not withholding them from the customer through artificial means. It's a clever tactic. Present the prize, then make it hard to get. While it may be a dopamine goldmine, the consequences are many. Cause and Effect The issues I see complained about on this forum, by creators and sellers of gacha and the future problems of the potential conveyor system(s), and others that exist now, like lucky chairs, et al... are caused the creators and sellers themselves and how they choose to sell their products. The problems being discussed here, because of said systems being used, should give pause to creators who seek to place their products behind constructs, to artificially inflate their value. The conveyor system exposes what was hidden behind the gacha gambling mechanic; machines of excess profit and dopamine manipulation. Problems with other systems should be readily apparent. There are countless innovative ways to sell products and fix the problems that exist today. Innovate, don't manipulate. There is value in a special item that took longer to create. Charge the appropriate price and it will sell. If you can't sell your products without some sketchy methodology, then maybe you shouldn't be creating and selling products.
  4. Regarding how some script... As a scripter who prides themselves on efficiency, I find that sad—but I know it's true. lol It'll be interesting for sure. I can't wait to read about it on the forums.
  5. I think a queue will keep that from happening, as it will dump all of those extra attempts to interact with the object. If scripted properly, it should only respond to the current user. Much like some vendors operate. Once mitigated, lag shouldn't be much of an issue.
  6. The script for making this function would be super simple to write, but as you said, handling input in an efficient, low-impact way is going to be key. No matter the delay, you're still going to have the potential for campers mass clicking on the object, unless you use a waiting list or queue for interacting with the unit. Cycle through avatars who have clicked on the unit and give them each time to use it. If an avatar leaves, drop them from the queue. This would make it somewhat fair and help dump unnecessary clicks. It'll be interesting to see how the creator handles it.
  7. I was in the process of writing a post to make this point, but you beat me to it. Whatever profit you are used to receiving above and beyond the market value of your product(s) is not actually profit, but cash that wouldn't/shouldn't exist. Supply and demand. If there isn't a demand for your product(s), then they won't sell and you will go out of business. Businesses adapt or die every day because of this very thing. Being reliant on a gambling mechanism to make up the difference isn't a sound business practice. 1) It's unreliable to say the least, 2) It gives a false sense of value to your product(s), 3) It becomes a crutch. I sympathize with creators who are struggling with change, but I see a world of opportunity (untapped potential) for gacha style product(s) without the gambling aspect. Rather than trying to make an alternative gacha vendor to skirt the new rules, I'd be focusing on ways to maximize legitimate profits in the SL landscape.
  8. I did. Here's a direct quote from my post: The illusion of value of a rare is what makes gacha so alluring. Actual value of said rares vary. Some rares are just a retexture, while others are unique models. The amount of time a creator spends on a rare might be a few seconds to a few hours. Sometimes the rare is worth it, but most of the time it's not.
  9. My post spoke specifically of rares and the fact that the extra work done by the creator to make said rares may not necessarily justify (or most often does not justify) the extra expense a consumer puts into acquiring them. This in no way negates the worth of gacha products in general, but puts into perspective the minimal effort often put into a rare by the creator (a retexture, for instance) vs the cost to the consumer, which definitely is not worth it to the consumer. Some of the most innovative products in SL are sold in gachas. I have no doubt they will continue to sell outside of the gacha mechanism.
  10. Full Disclosure—I stopped after reading several pages of the thread to write this reply. I haven't read all posts yet and I don't know if I will. Long time creator here. I have never used gacha machines to sell my own products, but I have purchased many products from gacha machines over the years. My own experience has been that I feel the same feeling from gacha machines that I get from slot machines. The desire for the rare prize, the endless optimism that the next purchase will be the rare, the exhilaration of the game of chance. It can be addictive. I've emptied my meager account a time or two in the pursuit of the rare. I've purchased extra money so that I could try again. The illusion of value of a rare is what makes gacha so alluring. Actual value of said rares vary. Some rares are just a retexture, while others are unique models. The amount of time a creator spends on a rare might be a few seconds to a few hours. Sometimes the rare is worth it, but most of the time it's not. Gacha enables consumers to willfully spend way over the actual worth of the product in pursuit of the shiny bauble. This, of course, greatly benefits the creator/seller as any extra money paid is free cash that they would otherwise never receive from the sale of their products. I can see why creators and sellers might be upset. Gacha is a cash cow. Gacha enables creators to earn well beyond the actual worth of their product. If anything, the removal of gacha levels the playing field, and forces creators of gacha content to sell their products at market prices. In my view, that's a win for the consumer. I can see why consumers might be upset. I do admit, I will miss the thrill of paying a gacha machine, but I won't miss the zero balance on my account, and the creator in me is happy that consumers won't be taken advantage of anymore—even if they are/were willing participants.
  11. I'm using alts to test on my parcel, so it's my same viewer, which is the latest SL and Firestorm viewer. I've tried leaving and coming back, relogging, but the parcel EEP settings do not take effect on my alt. This is on a mainland parcel. EDIT: It would appear that an experience must be used for parcel environmental settings for mainland. I'm not sure yet. I've set up an experience and used a script to set a specific EEP setting and it seems to work. I'll play with it some more.
  12. I've set a customized parcel setting, but it isn't triggering for other avatars. I'm using the latests SL version as well as the latest Firestorm. Am I missing something? Use Shared Environment is checked.
  13. Right now, all you're doing is setting FULL_BRIGHT and GLOW. Check out PRIM_COLOR for prim color. Check out PRIM_POINT_LIGHT for light emission color. Detailed info can be found here: http://wiki.secondlife.com/wiki/LlSetLinkPrimitiveParams#llSetLinkPrimitiveParams Also, I suggest using PRIM_LINK_TARGET instead of 34 in your statements, it's much easier to read.
  14. You could get around having to use a script by putting x copies of the product (packaged in no copy boxes) in the vendor object, rezzing it at the start of the event and deleting at the end of the event. It would require very little effort to set up and maintain and it would save you the cost of a custom script.
  15. If you just want a basic send-to-SQL system, it's not too difficult. Before you begin: Learn Linden Scripting Language, or at the very minimum, how to send/receive HTTP requests and parse incoming data. Learn an appropriate server side language that can receive HTTP requests and access SQL (PHP, for instance). Setup: Find a host service that provides a web server with SQL. I use a Virtual Private Server. Create the SQL database(s) with the desired tables and fields. Write your vendor script that sends sales info to your server through HTTP requests. Write server-side web pages (PHP, for instance) to process the HTTP requests and write to SQL. Test it until it works as expected. If you want, develop web pages that display the stored info. Long-term: Save backups of your database(s) frequently. Grow the system with added functionality. That's how I did mine, for my own business. NOTE: I do not sell my system, it's proprietary. Nor do I offer to do custom work for this sort of thing.
  16. Already did. Every place I select gives me the same error. EDIT: Looks like they fixed it. I just logged in.
  17. I'm having the same issue. I can't connect to a simulator.
  18. Idea. Anyone that gets banned from a parcel, have their particles get blocked from the parcel as well. This is currently the last hold griefers have on a location, particle spam. As it is now, I have to leave a sign with the parties to block, so particles from objects in neighboring parcels don't affect my patrons.
  19. Griefers rely on lax owners to succeed. It gives their objects time to duplicate and cause havoc. It's a lot of work to sit and watch your land, but that's what has to be done to overcome griefers. When you ban them quickly, they know you're on point and they can't get away with it. Most move on. Those that are persistent are up against a watchful eye and a ban hammer. They can't win.
  20. Syo Emerald wrote: And banning based on identity might only work for those, who have some sort of identification material linked to their account. If you create a new account now, there is little to nothing to truely identify who it is. You're right, you can't ban by identity, but a robust security system and an active owner (or security employee) will stop griefers quickly, no matter how many avatars they create. If you're faster at banning than they are at making new avatars, it quickly becomes counter-producting for them to even try. I speak from years of experience, it does work to be vigilant and arm your land with a good security system. When you crush a griefer's desire to even try, you know you're doing something right.
  21. Griefing has been and always will be around. Even if you make it "illegal" to own, use or create griefer tools, it's still going to exist. It's like trying to stop software piracy, it's not going to happen. It's like trying to plug security holes in software, someone always finds a way. I've dealt with a lot of griefers in the last several years. Here's what I've learned: A vigilant owner will stop griefing in its tracks. A scripted security system will do wonders against griefers. Griefers eventually run out of avatars and move on. Choosing your location wisely is also a factor. Allow me to address each of these in more detail. An owner (or employee) who watches the goings on at their business or locale can usually stop griefers before they do any serious damage. It simply requires watching avatars and reacting quickly. This means you need someone there most hours of the day. I've been using a scripted security system at my locations for years and have successfully fended off griefers. The issue with banning avatars is that you can only ban 100 avatars at a time on the land ban list, so you need a scripted system to work with the land ban list efficiently. This is accomplished via temporary bans and script-controlled ejection. Done correctly, you don't need anything but a database of keys and ban status and a script to do the banning and receive owner commands. I am able to shut down most griefers in seconds. They tend to not bother coming back when the security system is on point. No matter how determined a griefer is, they will eventually run out of avatars and get bored. This is when they move on to an easier target. Many try to return at a later date, but they are no match for a good security system. And no, there isn't anything this robust on the market in SL, I had to write it. Location is key. The biggest advantage a griefer can have, after you've taken care of their objects on your land, is land around you that doesn't auto-return. You still get the particles jumping into your land from all around you. The only way to stop this is to own the region you're on, but if you're on mainland the best thing you can do is purchase land in a mostly abandoned region or at least surround yourself with abandoned land. This eliminates any straggler objects from being an issue. You don't have to wait on neighboring land owners to come online and clean their parcels. It would be nice if LL cared more about griefers, but it's not a lost cause, you can do many things to win the fight. You just have to apply yourself to get the desired result.
  22. The grid can be used for what you need. The grid consists of invisible snapping points, dictacted by the grid unit setting under options window (see options button in your pic). For instance, if you set it for .5, the snapping points will be .5 meters from each other, allowing you to arrange prims using the grid ruler (aka snapping to the grid ruler). You can get desired spacing by using the grid snapping points while moving your prim/object using the axis arrows. If you need help, let me know, I'll be glad to show you.
  23. Second Life isn't GTA V or Just Cause 3. There is no story except the one you create. Second Life is an empty shell, a set of social and creative tools that allow ultimate freedom; a true virtual world made by the users themselves. Thus, it's constantly changing and the content possibilities are literally limitless. You never know what you're going to find around the next corner. Your mistake is thinking of Second Life as a game with a story or some sort of direction. It is not. Second Life is free to experience, without paying. You can't own land, but you can rent it as long as you have the ability to earn in-world money (called Lindens) to pay for it, or have pay info on file to buy virtual currency. In Second Life, you live a virtual life of your choosing. It's that simple. As in real life, nothing is handed to you. This isn't Sims 3, it's a completely emersive virtual world with endless possibilties you create for yourself. Maybe the reason you feel SL sucks so bad and is of poor quality is because you haven't done anything to further your own experience, instead thinking it should be handed to you. Second Life is a virtual world, not a game. Its experiences are dynamic and reflect the population. Today something exists, tomorrow it doesn't. Such is life in Second Life and such is the beauty of a true virtual world. It helps to understand what something is before criticizing it. I suggest starting at Second Life Wiki, which is chock full of specifics.
  24. 1999? I think I spent most of that year playing Quake 3 at LAN parties or online... and hanging out on IRC. I'm surprised it took several pages before someone actually came out and said it--Second Life isn't a game. That should've been the first response. Second Life isn't sold in stores, it's not sold on Steam, it's not sold on Origin or any other gaming service. You can't play it on your PS4. You can't play it on XBox (without jumping through some serious hoops). Second Life is a virtual world with limitless possiblities. Content is created by the users themselves. It is a constantly changing world containing real people living virtual lives. It's meant to be experienced, not played. Creativity, exploration, leisure, socializing... these are some of the things that you should be enjoying in real time instead of trying to stream your uber "gaming experience" in SL on social media sites. lol The fact that Twitch TV has banned SL is a good thing; SL has no place on Twitch TV. Maybe the reason they banned it is because they, unlike you, understand what Second Life is and why it shouldn't be streamed. My guess is it has something to do with privacy concerns vs virtual worlds... and the fact that (again) IT'S NOT A GAME.
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