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Scooter Hollow

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Everything posted by Scooter Hollow

  1. If you're trying to make your avatar speak based on HUD buttons, that's not possible, although the HUD can speak. If you're trying to play animations, you want llStartAnimation.
  2. They would probably get in trouble if they sold all their assets in bulk to another company, as there's no way they'd be able to clean things up enough. However, if they did that because they were going out of business, they wouldn't really care, they'd be gone before anyone noticed someone else was selling their content. If it was more of an on-going service (subscribe for content access, or pay per item) then it wouldn't be much different than how any of the other pay-for-content sites work now.
  3. Phil Deakins wrote: The ToS does not prohibit the uploading of textures that are not fully owned by the user. Incorrect. Mostly. You don't need to neccesarily own the texture, but you do need to have full rights to the texture, including selling it, transferring it, all of that. So basically it has to be yours, public domain, or entirely given to you by someone else. It's just like Youtube. You can't say that Youtube would never work because they have to know people would upload videos they don't have the rights to. They let you upload whatever you want, and then, if they get a complaint, it goes away. Edit: To throw in my two cents, mesh is one of the only interesting things SL has done in years, and it's the probably the only thing keeping SL from sliding over the line into obsolesence imo. That they haven't even had materials until now is also pretty bad.
  4. Phil Deakins wrote: This is a reply to your second to last post above this one I've arrived at a conclusion since I posted the one to which you replied. I am now of the opinion that the ideas of LL setting things up to sell SL complete with content, and LL wanting to sell or pass content to any of their other products, don't hold water. The reason being that LL would not only have to differentiate between assets that have had the ToS accepted and those that have not - difficult enough - but they'd also have to differentiate between assets that are not owned by the uploaders but are used under license, and that's totally impossible to do. I.e. the uploaders of assets that are under license do not have the legal right to grant LL all the rights in the ToS, so LL can't have the legal right to include them with a sale of SL or pass them to people using other programmes. I may be wrong, of course, but I'm now leaning more towards your idea of things. I don't know why people keep saying it would be too difficult to figure out what content qualifies under the new TOS; it would be extremely easy. Anything uploaded after the date the new TOS took effect is theirs. A very very simple search filter to run, and scrape out all of the older content. As for whether or not the content actually belonged to the uploaders, they're home free under that too. Under the TOS, the uploader assumes all responsibilities for claiming they have the rights to upload what they are. Maybe they could have an intern go through and drop all the Iron Man armors and Skyrim weapons but they're perfectly free to offer everything and wait til a content creator complains officially before taking anything down.
  5. Madelaine McMasters wrote: Phil Deakins wrote: There has been, and still is, quite an outcry against the recent changes to the ToS, whereby LL now have every right there is over the users' works, except actual ownership. I believe it mainly affects textures, meshes, sculptmaps, and such. So a user can create a texture/mesh/sculptmap and upload it. The user retains ownership of the copyright but s/he now gives LL absolute freedom to do whatever they want with it, including selling it for profit, giving it away with full perms to anyone they choose, etc.. The outcry is understandable, of course, and I don't want to discuss the rights and wrongs of the new ToS. What I'm interested in is why LL has done it. What made LL grab all the rights? Does anyone have any ideas as to why they've done it, or what benefit is can be to LL? I can think of a few possibilities but there may be more fundamental reasons for it. My possibilities are:- 1. People who sell things in the marketplace sometimes quit SL With the new ToS, LL can keep selling their stuff and get 100% of the sale values instead of the 10% commission they normally get. They probably can anyway, but it's a thought. 2. LL may want to use some of the excellent stuff that's made in SL in other of their projects, and new projects seem to be blossoming lately. I haven't looked at their newer projects so I don't know if they could make use of it. 3. LL may be developing something not too dissimilar to SL but complete with content. The current CEO has a games background so that isn't out of the question. Didn't LL come out last week to clarify that they've no intention to take user content? I thought they explained that the ToS change was to encompass all their products and they apologized for the confusion. I'm sticking by my belief that incompetence can explain all of this. Even if they don't intend to at the current moment, they have still given themselves the authority to do so. So the 'clarification' is meaningless, their intentions could change a few years from now, or they might go out of business and sell off to another organization with different intentions. And that's assuming you believe what they're saying now. Which still doesn't help when it comes to using content from third party sites: under the current TOS, you cannot use anything that's not your own personal creation or completely public domain, no matter what their intentions may be.
  6. Chosen Few wrote: Assuming that that is indeed a genuine reply from LL, great. They should have no problem backing it up by clarifying the TOS to once again appropriately limit their rights. If they're not willing to do that, then it looks awfully fishy. When one is sincere about something, one can and should ALWAYS be willing to put it in writing. When one is unwilling to do that, something is very wrong. Wity that in mind, I look forward to LL correcting their mistake very soon. Yea, when a legal document says one thing and a PR person says another, you've still gotta go by the legal document. We can't go back to uploading things because a PR guy said "oh we're totally not going to do the things we just gave ourselves permission to do".
  7. You could have each tile be a sit object, which would keep people from moving around on it.
  8. It'd be dead simple on OSgrid, since OpenSim has functions that allow you to put drawing and text on textures dynamically.
  9. Ah, I don't mess with state changes much myself, but if that's the case then all you need to do is take "state wander;" out of startup() and put it after the startup(); calls in the state_entries.
  10. I'm pretty sure the odds should be astronomical against even one UUID conflict, let alone having them happen constantly.
  11. OpenSim has functions to change people's speed, but not SL. The only way to slow people down would be by putting things in front of them, but that'd be almost impossible to do in a way that looks good. They'd be slow moving forwards but could move fine in any other direction, you'd have to deal with multiple people in there at once, the movement would need to be smooth, etc.
  12. It depends on the inputs you put into the Pursue function, but it looks like at a minimum it will consider 0.25m to be "close enough".
  13. While it'd be good to have scripting controls as well, claiming that making it so you have to script it to use it, is somehow the simpler and less confusing option sounds pretty silly.
  14. A single 256 frame blown up to the size of most of a person's screen is going to look blurry, there's nothing you can do about that. If you're doing a 10mx10m screen maybe you could use llSetTexture with full 1024 images, if you can deal with having the sleep and load time.
  15. First, I'd try logging into it normally and see if that sets it right. It may be possible the bot itself has something to set appearance...someone else in the office here worked with a bot, I don't know what caused it but I know at first we had problems with them turning into ugly midgets every time they logged in.
  16. A bot basically interacts with Second Life in the same way a SL viewer does, sending them same commands and recieving the same messages and such. It just doesn't display any video, and instead of waiting for input from the user, it creates input based on its programming. IE, saying something on a timer, or listening for certain messages from SL and reacting to them. There's two kinds of movement commands available, a direct move (autopilot) or a timed move (like holding a key down for an amount of time). We've actually worked with making walking bots and something we noticed is that autopilot sometimes likes to start flying, while due to lag it's impossible to predict exactly where a timed walk will end up at. What we ended up doing was putting sit targets at each destination point and hoping the timed walk would make a convincing appearance of going from one to the other.
  17. SetPos and KeyFrame motion are probably pretty different things under the hood, it's not that surprising they work differently. So...stop the animations, I suppose?
  18. I believe it's 8 with two reserved for the sun and moon.
  19. I don't know about the versions of all those viewers you're using but Imprudence doesn't even support mesh.
  20. It should also be fairly simply to script your own light sources, or even just try them out in edit mode, and see if setting them to maximum is still too dark for you. One thing to keep in mind is that depending on your graphics settings, not all lights may be shown at all times if you have a lot.
  21. If you don't trust your kid, don't let them use Second Life. If you do trust your kid, don't go asking for a ban of everyone who uses a "dirty word". Odds are he knows them all already. Helicopter parent could hover a little less...
  22. I think what I would do is have each copy generate a random id for itself, then in the HUD use prim media (LlSetPrimMediaParams) where it passes in that id as a parameter. If there's no profile associated with the id, have them make one, otherwise you could just pull up the info every time they attach the HUD.
  23. They're not a virus. If you really want to cut down on them there's debug settings. If you turn on the Advanced menu and Show Debug Settings, PluginInstancesLow, Normal and Total are usually set to 4, 2 and 8 I believe. (So up to 8 total, with 4 at low priority, 2 at normal and 2 not running.) You can set those to whatever you want.
  24. Jenni Darkwatch wrote: Er... wait... you're redirecting with an LSL script? Why for? The proper way to redirect any web page is via PHP from server-side (setting a new location-header), not via LSL. Edited: Btw, to avoid the URL from ever changing use frames. The script doesn't need to change the URL to change it for the viewers. If one viewer sees a different page, whether it's clicking a link, the server redirecting, or even going to "about:blank" because they can't connect to the server, all the other viewers will see the page change too.
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