Jump to content

ObviousAltIsObvious

Resident
  • Posts

    762
  • Joined

  • Last visited

Everything posted by ObviousAltIsObvious

  1. the latest AMD attmpts at OpenGL are relly bad and not fully compatible with Second Life. your choices are to skip back to Catalyst 14.4 which worked pretty well with SL, or to drop copies of those older OpenGL DLLs into the same folder as your viewer's .exe and keep the new driver installed for everything else. see the "Issue Links:" section of https://jira.secondlife.com/browse/BUG-7947 for a copy of the required DLLs, that will cure the invisible mesh and a second issue with object selection outlines. for a very quick workaround you can disable hardware skinning in your viewer's graphics preferences, but this setting forces you to use low quality graphics.
  2. the X is not a valid flag bit in Second Life, that is why it is not in SL documentation. this bit is displayed by third party viewers like Firestorm, it represents "export" permission on OpenSim. if you are seeing it on an object inside Second Life, it is only a stray undefined bit.
  3. the highest ever online for SL was about 90,000 and that peak was only for a couple of days. right now inworldz has 307 users logged in, and that is a busy night for them. the millions for SL are total accounts created since the beginning.
  4. oh all right! "Technology Forum" is not a great name, it isn't really a forum but a category. jump down into "Second Life Server", "Second Life Viewer" or "General Second Life Tech Discussion" to start threads.
  5. if you made this thread, does that mean you figured it out?
  6. it's broken, they are fixing it. http://status.secondlifegrid.net/2015/02/14/post2475/
  7. you can use the minimap like that on any viewer, including the official. if the vehicle is still within your viewer's range, it will show as a pale blue blob. you can see this blob it surrounding your own avatar's minimap dot while you are riding it.
  8. this is only a guess from your username, but are you wearing any attachments like an RLV relay or collar? there are chat and IM restrictions that can be added through RLV, and some land is set up to try to place that kind of restriction. your relay or viewer may have an option to show you what restrictions are in place.
  9. in the 1960s and 1970s, automakers used the exact same rhetoric when they were faced with new safety, efficiency and emissions regulations. it would destroy the industry and the economy, they insisted. when the crying was over they adapted and the world didn't end.
  10. this is simple stuff, but I hear about this problem all the time and the frustration it causes, so here is how to deal with it and avoid some relogs. even when vehicle crossings go wrong, things are now usually better than they used to be. instead of getting logged out, you might find yourself stranded without a vehicle, maybe after spinning through outer space for a minute. when this happens you might find that your arrow stopped working, so you can't turn your avatar and it's hard to get out of there or find where your vehicle went. first workaround, if you have nothing else: hold down the alt key, spin with arrow keys to the direction where you want to go, then let go and walk or fly straight ahead. this sucks, but it will get you around if you weren't prepared. if you can find a rez spot nearby, rez a new copy of the vehicke, get on, and your controls should go back to normal. second workaround: rez a prim and give it a jazzy name like vehicle fix. add this tiny script to it, then take the prim to inventory for when you need it. default { on_rez(integer param){ if (llGetAttached()) llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS|PERMISSION_ATTACH); } run_time_permissions (integer perm) { if (perm & PERMISSION_TAKE_CONTROLS) { llTakeControls(0x7fffffff, TRUE, TRUE); llReleaseControls(); } if (perm & PERMISSION_ATTACH) llDetachFromAvatar(); } }the next time you can't use your movement keys after a bad crossing, find this box in your inventory and add it to your avatar. it should get your keys working again, then detach itself.
  11. sure, you can put any texture on that face the regular way, and that will appear any time a browser is not running.
  12. the knowledge base is out of date. select face in the editor. on the left, just over the texture square, is a pull-down menu that says "Textures". Click this and change it to "Media". Now you will see the buttons "Choose" "Remove" and "Align" that replace the old icons.
  13. the wiki was switched over to a new version, and some of the last edits on the old version have not been migrated yet. fortunately only a few people had edit access before then, so there won't be too many edits to redo.
  14. yes, with the newer GeSHi extension all <lsl> ... </lsl> become <source lang="lsl2"> ... </source> (less trouble to type) or <syntaxhighlight lang="lsl2"> ... </syntaxhighlight> (to highlight any XML code that itself uses <source> tags). many articles are already tweaked, should be caught up in a day or two.
  15. if the object doesn't have an existing extra face to add an overlay like that, you can sandwich a second prim on top to hold your second texture. just make the rest of the faces 100% trans to hide them.
  16. that card should have no trouble with SL at all, but it looks like Firestorm is not recognizing it for what it is. i don't know if their GPU table includes support for that card, but make sure it has the right driver. for success with SL, Catalyst 14.9 will give much better results than the 14.12. also see how it works with the official viewer, which does not use the old GPU table any more. Firestorm will probably get rid of that with its next update too. OH! i see you have hardware skinning disabled, that may be why you are having performance trouble. if you can go to the 14.9 driver, that will allow you to enable hardware skinning and see mesh avatars.
  17. one other special thing is that if an attachment contains any mesh parts, you will not be allowed to drop it, even if you have rez permission over the land.
  18. it is hard to tell what you are seeing without being there to see what the avatars are wearing, but yes you are probably seeing a difference between rigged and not rigged. one quick way to tell if an item is really mesh or not, is to edit or select it for inspect. mesh objects have sharp selection outlines, everything else has a softer fuzzy outline.
  19. yes, the "Avatar" toggle hides the base body and all attachments, rigged or not.
  20. rigged meshes do not count as "volumes" for Advanced>Rendering types. this only happens while they are worn as attachments. likewise, if a linkset includes a combination of rigged and unrigged parts, only the unrigged portions are hidden when attached to an avatar.
  21. there has been a bit of this going on for the past wek or so, some of the simulators are having a little trouble fetching assets. as you have seen, your inventory is fine. you end up with a few extra junk clothing items, but loggin in at a different region puts everything back to normal. LL will catch up with it sooner or later during one of those early morning maintenance events.
  22. Scratches Sass wrote: what happened to the common message we had to replace this with this email to come in and find dances i had purchased years ago replaced with ip replacement is odd to me.. Or you get creators who know nothing of the current DMCA issues ie: read vista's comments you will want to see on the LL blog, Recent Inventory Issues
  23. a screen shot could help. if it looks like the formatting is missing from the profile pages, check if your viewer is up to date. this year, a security problem called "POODLE" affecting the whole web caused many web sites, including the ones used by LL to serve profiles, to change their encryption settings. SSL3 was disabled and replaced by TLS. updated viewers have been patched to be compatible with these new settings.
  24. hi again, a link is offered near the top of that bug, to https://dl.dropboxusercontent.com/u/6867656/SL/BUG-7653_ATIFix_dll_14.9.zip that zip file contains the required DLLs, already unpacked.
×
×
  • Create New...