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161488303349

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Everything posted by 161488303349

  1. we can change our nick which in SL is called display name. our nicks tho don't show up on this forums part of the SL website. just our account/login name which are unique I think is bc if it we could use our nicks/displaynames on here the forums then would cause confusion. bc 2 or more people can have the same nick/displayname
  2. the singularity with a big S is like the rapture with a big R a superduper machine intelligence beyond our ability to comprehend is going to come and save us one day can get tickets to it. like the order in which you gunna get raptured by the singularity i win mine in a raffle. like i found this web machine that said pick a number. so i do that and it come up and said woohoo!!! you a winner. lucky number 16. so \o/ I think was a sekrit agent. the web machine. like giving out low numbers to the most expendable. so like if is a bug or something then can fry off quite a few and not worry to much apparently can only ever be one person per one number. your number is 2515272718141930271023. so you gunna have to wait quite a long time for your turn Cobys number is 121411241524131423. so will get singularitied before you. by the time it gets to her then probably have all the bugs sorted so should be safe to go by then + our numbers are what they are bc of the answer given by that other sekrit agent of the singularity. when it say that the answer is 42 + ps edit i work out that 42 means base42. so i was able to work out what is your number bc i deduce what is the first 36 numbers. am not sure yet what is the other 6. for exactly sure i think tho that they might be operators not just plain numbers. i think also that 4 of them are the same as the 4 Horsemen of the Apocalypse. seems like. is my best guess at this time i have no idea what is the other two. am hoping that one of them is a kitten. bc the machine seems to like kittens a lot. like lolcats for example. dunno exactly tho about this. just hope so jejejejjeje (:
  3. Phil Deakins wrote: It was 16. 16 is her name . is not my name. is my number. am account number 16. linden said I don't need any name any more bc we all one with the singularity now. or something (:
  4. I still have some tool buttons on the left side my screen. but I delete the Chat button bc it open up the whole CHUI when before it just used to open the Nearby chat. so Ctrl+H for me now + if I could have what I wanted then I would like to be able to add toolbuttons to the Favorites bar at the top. toolbuttons to the left and fav LM to the right. i would like that (:
  5. jeeps wrote: ok so if and how and wen i sepereate the windows that shood never have been joine i now cant see chat window in mouse look wen pplaying games???? break out the Nearby chat window. then use Ctrl+H to toggle the Nearby Chat window. works in Mouselook same as it ever did
  6. when linden change the picking to raycasting I had a linden home. they linden messed it up on the first go. I lost 8 meters of rez space off my home. a quarter of the parcel. I was lucky bc I was close to the center of the sim. the neighbours further out lost half. the ones on the edge lost it all was like that for ages until they sort it out. is still buggy in some instances the raycast. like just says cant rez. but can just move the camera. zoom in to the ground a bit the easiest way. but lol at that time we on my home sim we was rezzing stuff on our feet with the camera point straight down
  7. me and Penny got into this bc I take exception to her often repeated claim that linden are just a bunch of engineers who don't know nothing is total disrespect this claim to everyone who ever worked for linden the company. is total disrespect to people like Torley and Michael Linden. is total disrespect for the resident Moles. is total disrespect for the residents whose names are written on the wall at Plum. the ones who sweated blood and pixels in the beta for us to make this world for us to have yes things could be better. they could always better newer brighter shinier. less lag. more this. more that. fix this. fix that. fix it all can chat about all these and dream and wish as well. but is no need for Penny to be disrespectful to all these people who we all owe so much to + am not saying that you Innula are disrespectful bc you not i just went thru the diagrams and that just to show why we got the default camera position we have. that when it was decided way back when the lindens who did decide this did know what they were doing
  8. I made another pic the green line is the avatar the redlines are about where the camera is at say 75 deg when move camera to where can see the feet of the avatar if move the vertical redline to the same position as the black vertical line then the red bisect line will be in the same position as the blue bisect line for this to happen then have to move the green avatar line to the left by the same amount. which also move the left blue further to the left again by the same amount or can move red vertical line to the green line and not move the green line. which is what happens when the camera pops when is a wall behind + I just add something else bc is important to answer the question. why did linden pick this camera position? and not a flatter one 10 years ago. screen resolution was 800x600. 640x480 on consumer computer. the number of pixels available to form the picking area was half what it is now. less even
  9. Innula Zenovka wrote: 16 wrote: Penny Patton wrote: The camera placement I'm in favour of (Here's a link to see for yourself.) doesn't make building any more difficult or frustrating. In fact, quite the opposite. My ideal camera placement makes building easier. change camera position to these settings and do a exercise 1) drag drop a box from inventory 2) go to a sandbox. select Build. new box. click on the ground repeat 1 and 2 on a 512m and in a Linden Home if you don't have to change the camera view to point down to do this then I be interested to know what is your secret. a vid would be good I've used Penny's recommended settings, or something very close to them, for ages. I build all the time, sometimes in on a building platform and sometimes in my tower. I don't have to change the camera view to do this -- obviously I zoom in on things, sometimes, when I'm checking close positioning, but that's all. i made a diagram: if default camera is set to 60deg which it roughly is then when flatten it to 75 deg then the distance to the midpoint where it bisect the ground is twice as far away from the avatar the black lines show where the default camera is (assume 60). the blue lines show 75 about can choose different starting angles. say 66 instead of 60. then the bisect = 33. if flatten by half then is still twice as far. if flatten by a quarter then is 1.5 as far. and so on the greatest number of boxes and first build prims are rezzed closer to the bisect point than any other regardless of angle + other thing is the bisect point at 60 deg is approx. half way between the bottom of the screen and the inworld horizon when flatten the camera angle say to 75 then the horizon is lowered by the same factor. which when translate to the 2D plane of the screen reduces the height of the mouse picking area. while simultaneous increasing the distance/depth of the pickable area the diagram shows this as well + like the other thing i am chattin about. is math this. in this case is geometry when have to pick a default then pick the one that fits best overall with the geometry of the view way back when linden first made SL somebody put a lot of thought into this + the thing is you and Penny are experienced builders. even if the pick area was even tinier then you probably pick it good. I don't know if you ever had error: parcel does not allow rez. even when you standing on your own parcel. it happens a lot on small parcels like 512m and Linden Homes. is bc the point picked is calculated to be beyond the parcel boundary. you have to point the camera down to bring the rez pick point inside the boundary. that rez point is typically the bisect point for the most number of new people flattening the camera moves the bisect point further away even closer to/beyond the boundary than it is already. as the diagram shows + edit add: I think also that both you and Penny build on whole sims where you got build rights all over. most new people don't have this. is why I said try it on a sandbox then try it in a 512m or Linden Home. on these you havent got build rights beyond your tiny parcel boundaries
  10. Penny Patton wrote: 16 wrote: is nothing false about what I am saying. is not a dilemma either You're the one who said they should not give us an improved base avatar mesh, but instead give us the tools to more readily import and rig original avatars, as if they could not do both. That's the very definition of a "false dilemma". what you are recommending is to replace the base avatar with two methods for creating and outfitting avatars. I am recommending one method the reason for the one is because we have already hit the limits of the current method. replacing the current avatar with another one don't change the limits of this method + the current method is: a hull/shape restricted to a humanoid form. a form baked into the viewer. a form consisting of a topological surface (mesh) bound to bones mesh clothes with this method are contained in a second topological surface. a second topological surface which can consist of any number of vertices that can bear no relationship to the first surface the visual indication of this is bleed. and the necessity to use alphas to cover all or part of the first surface is no known algorithm that can compute the relationship between the two topological surfaces for all cases. if there was then would provide a solid proof for either P = NP or P != NP. either way would change computer science forever the people who went off and commission the deformer either didn't know this. or they did and believe that it was still possible despite the math deformation in this implementation entails computing the relationship between two different surfaces. this is not tessalation where a second surface is derived from the first. nor is it a displacement of a surface derived from itself all the people who have had a go at coding up the deformer have now discovered this. bc sometimes people just have to learn it for themselves + so why persist going down this path? replacing the current avatar shape with another avatar shape don't change the math the only case that can be solved perfectly is when there is a previously known or discoverable relationship between a vertice on one surface and a known vertice on the other. is no way tho to compute this algorithmically when there are different numbers of vertices on each of the surfaces. except by proximity guessing that's the flaw. the guessing. if the algorithm does guess then how does it know that it guessed right. and even if right then what happens if it cant remember? does it have to guess again the next time is passed the same problem to solve. which is how the 3rd party commissioned deformer works the big problem for creators is that it guesses some surface vertice relationships good and others bad. the creators on the bad end? well to bad for them I guess + when a problem cannot be solved bc there is no solution except a non-solution. then the fix is to avoid the problem altogether. by creating a different solution I already say what that different solution is. so am not going to say again
  11. IE 10 have Tracking Protection. can get Adblock protection blocking lists and IE 10 will use them. same lots of others. also Microsoft made a Stop Google tracking protection for IE10. is not installed by default but if go to Tools \ Safety \ Tracking Protection the can install same as any tracking blockers
  12. Six Igaly wrote: Just remove the chat form the communication window and use it separately. Then you have two windows again, like if that is not blocking the screen..... ^^that^^ when do this way and minimize both the chat dialog and IM dialog then the extra screen space taken over the old way is equal to 23 pixels width and height. which is the space of the tool buttons which are used to provide the new conversation joining/logging stuffs also in Preferences can turn off all the flashing buttons and popup bling if you don't want them
  13. just some tips in Preferences can turn off all the flashing bleeping popupping stuff. by set all the conversation/chat options to none + if break out the public chat window from the CHUI window then close the CHUI. press Ctrl+H and you get the open chat window like before. down button to make single line and scroll text onscreen. up button for chat history. Ctrl+H to toggle open/close after that the CHUI then only needed for IM and Group chat when do this way
  14. has always been a pita this for me. now I got a understanding and know why it do it thanks Innula (: and Cerise as well (:
  15. the plot of land under the car with the Martian and the Tex and the Janelle in it lets out a loud scream as the apple pie gas leaches deep down into its soil it rolls and buckles as it try to reject the gas. but to no avail. the evol gas continues to burrow deep into the very being of the plot. the plot shudders and twists and dreams to be free. it offers up a silent plea to the whole universe. please may i be abandoned by this what afflicts me the universe tho is indifferent to the torment and suffering of the plot. bc the universe knows what nobody knows. que sera sera. whatever will be will be. let it be. show me the way to amarrilo. and stuff like that the plot of land sighs and goes still. is all over. the apple pie gas is the winner and giggles like only a apple pie gas can. then it start to blossom and grow. feeding on the nutrients in the soil up in space the detectors on both ships start going crazy: like jingle bells. the noise is deafening as the ships anti apple pie gas shields start to power up automagically o.m.g !! goes the Captains of both ships. doom is upon us !!! hiss mode! everyone hisses Captain Hissyfit to his crew. hiss !!! go the whole crew as they jump in the billabong. shall i power up the Matilda asks the gunnery officer. yes do hisses Captain Hissyfit. Aye Aye Captain reply the Gunnery and salute smartly and zooms off to do that. bc she always fancied herself as a Kingsman. like a Holden. and not like a import shells up everybody yells Captain Thereamore. we in for a cracking time. fire up the Pans orders the Captain. scrambled poached or fried ??? whispers the Ensign in terror. fried over easy to start with methinks orders the Captain. we dont want to alert the enemy that we got all our eggs in one basket meanwhile down on the planet Sharpie who been playing lazy with this yolky thingy that fell out the sky. feels the plot underneath her shuddering. and just stretches slowly. yawns a bit. turns round. lies down. tucks her little paws underneath. and decides to have a nap meanwhile more in the car Tex and Janelle are blissful unaware of whats happening. except for the smell. they not notice the ground shuddering bc the CATT car has really good suspension system that makes for a pretty good ride. not as good as the jasseljoff tho. but still pretty good the Martian knows tho so do the CATT. the CATT begins to ponder. do i eject the Martian and leave him behind to whatever fate will befoul him. and save these two innocents. after all am a girl guides ranger underneath and thats what we do? and while he seems to be a Martian and looks like a Martian. Martians don't do apple pies. figgy pudding yes. like heaps and heaps of figgy pudding. apple pie tho hmmm! ponders the CATT. all is not as it seems with this Martian
  16. Penny Patton wrote: 16 wrote: I realize now that you think is better that there be one base. one starting point. one hull. when it comes to avatars. and just build off that. if so then we have fundamental disagreement about this part You're working with a false dilemma here. According to you, we either get an improved base avatar OR we get tools making more custom avatar options possible. I am telling you that there is absolutely no reason we can't have both. An improved base avatar frees up anyone with limited art and design skills to create a better looking avatar without learning 3D modelling. More tools allow the more skilled users to craft more unique avatars but personalization is limited to content which supports those unique avatars. I say "give us both" wich provides the broadest range of options to both casual users and skilled creative types. You say, "No, just give us the option which relies on skills with external software and isn't particularly friendly to the average user". That is the fundamental difference between our arguments. is nothing false about what I am saying. is not a dilemma either when you say "give us both" then you agree with me. multi-hulls include both. more than both. many more yes there will be starter hulls in the library. yes there will starter avatar meshes that will bind to the hulls. that can be manipulated by the sliders set by the respective hull makers the fundamental core engineering difference between the hull approach and what we have now is that the avatar mesh is not baked into the viewer code like it is now. am not sure why you not see this + with starter library hulls and meshes then can make a human avatar based on a human hull can make a antelope based on a hull that has legs that go this way < < can make a horse with legs that go < > can make a wingie angel demon with wings in addition to arms and legs. a tail even. that just go by apply an animation. no motion scripting needed can make a giant. an orge. a spider. a centipede even with a 100 legs. whatever we want. no scripting required for limb motion. just apply animations made for the hull + I never said anything about having to use external software. you maybe just thinking this bc you self-defining the issue in the context of what we have now we need go beyond the current context. to do this we need go down a level and stop defining everything based on what we have now. if we want to progress the inworld beyond the limits we have now + what I am talking about is laying down a solid engineering foundation/platform to build avatar tools on. to take us into the future to the next levels and beyond in terms of creative + edit add bc I am not finished (: if we get this platform then NPCs are also possible. all kinds of creatures however we want to make them like: pick a hull. skin it with a mesh. apply pathfinding. apply animation. done
  17. Jenni Darkwatch wrote: Just sit down (ALT+SHIFT+S), no more pushing. If you want to _appear_ standing, run a stand animation afterwards. This also works fine with most dance animations in clubs. ^^ that + can get a movelock. but all that do is not work as well as a sit. and it increase the collisions that the sim server has to handle when getting slammed by a brash follower + to OP if you are helping new people to deal with greifers then teach them how to Sit and AR and Block. encouraging newbies into defensive combats by giving them shields weapons locks etc is not a good way physical scripted physics retaliation can get the new person a ban as well. which is the goal of a social griefer. the greifer is on a throwaway account. they don't care if it gets banned. they just make a new account and carry on a regular person. including new people. should not put their main accounts at risk. nor should they be encouraged to do so by people wanting to help them. even if that is not the intention Sit and AR and Block is the way to go scripted defensives and shields etc should only be used when you got lots of experience. is defo not a path that newbies should be encouraged down until they do have lots of inworld experience
  18. Penny Patton wrote: 16 wrote: could become clear that everyone going to get dominated by one shape is just not true this. can look at what is happening with what part and whole avatars are being created. petites. toodleoos. etc. hands. feet. breasts. now even whole heads. and more to come. even without any ability to mod the riggings In addition, giving us an improved base avatar doesn't mean sacrificing our ability to mod the avatar with non-standard parts. It just means a better base to work off of. So, you're entire argument that it's a "box" is faulty by your own reasoning. . where the fault lies is in the misconception that there be one base starting point. this thinking lead to the deformer debacle. a linden provided Avatar 2.0 continues this only one starting point for an avatar is a box. it limits us by the pigeonhole principle. is a hard limit this to avoid this hard limit we need to have multiple starting points. below the avatar mesh. to be able to create a hull. physics enabled or not. the mesh needs to bind to the hull. not to the bones. the hull binds to the bones avatar mesh and clothing and accessories that deform to the hull that's what linden should do. not create a base mesh avatar and then bind one hull to it. which is what we got now and will continue to get if linden make a new base mesh avatar 2.0 just more proportioned prettier looking than base mesh avatar 1.0 this a mathematics problem. plain arithmetic tells us this + about the lolas and other mesh avatars that require textures to be made in a particular way. why is that a difficulty? it applies now to avatar 1.0. we have to craft for the layers + I realize now that you think is better that there be one base. one starting point. one hull. when it comes to avatars. and just build off that. if so then we have fundamental disagreement about this part is plain arithmetic like I said. bc we not take this into consideration is why we/resident/lindens are stuck right now. we are stuck on the hard limits. stuck with the misconception that one base shape/hull can fit all i just don't want us to perpetuate this going forward. I think sometimes that we look at what we have and then just try fix it somehow. using the same methods that lead us into the current problems in the first place + with avatar 2.0 linden can go down two paths. single avatar hull one size fits all somehow. or multi-hulls. I vote for multi-hulls. ones that we can make ourselves. however we want
  19. Penny Patton wrote: The camera placement I'm in favour of (Here's a link to see for yourself.) doesn't make building any more difficult or frustrating. In fact, quite the opposite. My ideal camera placement makes building easier. change camera position to these settings and do a exercise 1) drag drop a box from inventory 2) go to a sandbox. select Build. new box. click on the ground repeat 1 and 2 on a 512m and in a Linden Home if you don't have to change the camera view to point down to do this then I be interested to know what is your secret. a vid would be good
  20. i think the firestorm View way is a setting of existing render graphics settings in another option in the linden viewer you dont get the light in edit mode when set: Lighting and Shadows = on if cant handle shadows then can set Shadows = none
  21. add more just want to say more about liquid physics and why is important to 3D worlds hair again. long hair that flex and don't penetrate your shouders when dancing with your partner. when your dress swirl if don't penetrate your partners legs. it folds/pushes round them when your AO sits and puts your hands on your thighs then they sit on top. and not penetrate. no matter how long your arms and the ultimate couples. when snuggle then the avatars will touch at all points and not penetrate no need to be phantom anymore to make this work very well then much of the up close liquid physics need move to client side. and server side physics then just have to deal with the broad bounding box same like now
  22. Phil Deakins wrote: So it's still no good? it as good as it was when we did the other rally. still get failed handovers same as ever. it something to do with circuits seems like. is a network thing the camera interest 1814 fix is good bc it dl less stuff/assets now. so that's good bc the sims load/rez faster and when the sims connections ares maintained and not fail then is pretty much perfect but yeah! the sims circuit/connection fail is still there. I hope they linden going to be able to fix it one day the most frustrating part is that if run 2 viewers at same time then it don't always affect both of them at the same time. can be totally broken on one avatar/viewer and on the other viewer/avatar sitting on the same vehicle then is all good is insane that this can happen over the exact same internet connection at the exact same time lol (:
  23. Penny Patton wrote: 16 wrote: what you want is to change the inworld. to shape it to your view When you say things like this, it only confirms that you don't understand. No, I don't particularly want to shape SL to my view, I want the Lindens to provide good tools and good default settings so artists can truly let their imaginations fly and get the most out of what is possible in SL. They're not currently doing that and as a result, what is possible in SL is severely restricted compared to what it could be. is why i dont want to see a linden avatar 2.0. this is a box. same as avatar 1.0 is That "box" is precisely why you can walk into any shop in SL and purchase some clothing that is compatible with your avatar. If there were dozens of different mesh avatars and no standard, you're ability to find clothes compatible with your avatar would be severely constricted to only those who supported the avatar you used. Most clothing creators would pick ONE avatar to support, and eventually it could become clear that one body or another would be the dominant avatar that EVERYONE used. In order to have the most clothing options, everyone would have an identical body. Not exactly ideal for creativity. about understanding take the default camera setting. why is it set where it is? is bc of the ability to rez/build inworld. if change the camera to a flatter position/angle then have to change the camera view to see the ground to rez a box. is the same when building with prims. they have to be rezzed on something. is why the camera is set high by default. so that can see the rez point on the ground close to you can change the camera to a more flat angle and see how frustrating that works for a new person just wanting to rez a box and firsttime building + could become clear that everyone going to get dominated by one shape is just not true this. can look at what is happening with what part and whole avatars are being created. petites. toodleoos. etc. hands. feet. breasts. now even whole heads. and more to come. even without any ability to mod the riggings is the ability to mod is what linden should concentrate on. not put us in a box. they should abandon the deformer project as well. is a bad technological approach is the deformer. is also impossible to realize for the general case. so don't do it is my advice to linden. when is a way alternative that is easy doable and give even more ability for us to make whatever we want I don't disagree that we need better creative tools. what I disagree with is that the way to do this is to put further restrictions on the creators + how can this be done? want we need is the ability to create a physics hull. to be able to assign bones to the hull. be able to create sliders for our hull. to attach sliders to bones. to set bounds for them for the avatar shape we making then when we got that then is a asset. can sell it or give away or whatever then we can make meshes for the hull. binding the mesh surface to points on the hull. able to set mesh triangles to either flex or non-flex like for example hair. some strands will flex. some not a coat. the skirt of the coat will flex with the hull. the buttons will move with hull but not flex the hull being physics means that avatar physics can be turned off and on to compensate for them what don't have high-powered computers + how feasible is this? I get a GTX 660 end last year. is standard off the shelf middle of the road video card now already. can do allot of physics stuff already on it. next year the GTX Titan going to be middle of the road dunno if you seen the Titan video card yet. but can buy it now. by this time next year will be standard tech. is a massive breakthrough and where linden need to be going with SL here is a vid from the Nvdia CEO. is about physics and the Titan. go to 8:20 to get to the really good part. within 2 years this going to be stock standard stuff this the killer app for 3D everything. realtime physics. linden need be in this space with SL. the first UGC world that can let us create for this environment is going to rule liquid physics are the ultimate. is now possible to do at the consumer level. and within 2 years will be expected by everyone and with it will be no boxes. like none. not in a UGC world anyways
  24. ooc (the car go hehe bc is the cheapo hasselhoff model. not a jasseljoff. which is a way more cool car but oh! well (: )
  25. the egg formally known as Captain Thereamore but known to his friends as Humpty goes oh! noes !! as this other ship suddenly drops down out of furry space and starts purring at him and his ship he tell his ensign: quick quick broadcast on all channels that we are eggs. if that kitty kat furry whatsit ship cant take a yolk then we all be in big truubbl aye aye captain sir says the ensign. and umm! btw can you get off my leg. you a humpty egg sir. not a humpty dog ok sorry ensign says the captain. i get like that when is cats around. even without any tea o.m.g!! says the ensign. they not responding to our broadcasts captain. they coming closer. shall i call all hands to put shells up? wait! ensign. we see waht they do ok. like we not want any of the crew cracking up on us. we will need everyone to stay harden up before this days is done. methinks k captain says the ensign cautiously. and tnks for get off my leg. np reply the captain graciously meanwhile.... down on the planet the car goes hehe quietly to itself the martian antenna pop up and goes all twitchity and pingery. and he goes shhh!!! what was that? and the cat goes what was what? and the martian goes: i heard something
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