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khonsuu

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Posts posted by khonsuu

  1. When llStartAnimation() is called within the event block   run_time_permissions() {}   it's obvious that the (single) script has gained animation permissions on the single avie (the avie who gave permission). 

     

    But it's obvious from its syntax, that  llStartAnimation()  does not have a parameter to target it to a particular avatar. There is no arguments for UUID's, no arguments for avie keys,  no arguments for avie names, no arguments for child prim link numbers,  no nothing. The only parameter it takes is the name of the pose/animation.  That's it. 

     

    This raises a question about how the numerous dance balls in second life actually cause a particular avatar to dance a particular animation.      The function in its syntax does not allow any specification of who  should "star animation". 

     

    Secondarily,  the numerous dance balls in clubs also correctly stop the animating and posing of a particular avatar.  Presumably this is done by identifying the "last avatar who clicked stop".  Except after such avie-key is obtained, what in the world does the script do with that?  There is no parameter in llStopAnimation()  which specifies an avatar!!    Presumably  simply calling  llStopAnimation()  would cause all dancers to suddenly stop, not just one. 

     

    Your thoughts?

     

     

  2. I am a builder and scripter and I am currently listing a utility object that is primarily aimed at builders as the purchaser.  The problem is that my product does not appropiately match any of the categories of the marketplace.  I would like this product to have as much exposure as possible.

    I am currently listing it under  "Building and Object Components">>"Creator Tools"    But some people may search for my type of product under the "Scripts" category.   While others may be mistakenly hunting for this in "Vehicles". 

    I would like to cross-list this product in several categories at the same time,  even if I have to upload it several times. 


    I wanted to ask first before proceeding. 

    I don't want to break any of Linden's rules. 

    Thank you.

  3. A couple of these replies are quite shocking.  

     

    "If you don't like it, unplug" 

     

    and the other one: 

     

    "If this really bothers you, delete your account."

     

    These are two people who are in complete agreement with my assessment of this TOS and privacy rights sections as being  THREATS.  As far as I can tell, they agree that this is a THREAT to come after you IN REAL LIFE.   Neither person is disagreeing with the factual claims I made. Instead they seem to be re-iterating and re-freshing the threat itself.

     

    So there is confusion,  I am presenting a principled point here.  To communicate this point, I will repeat and emphasize several things I've already said. There is a huge yawning gulf between (1.) banning someone from an internet service,  versus this other thing where you (2.)  collect all their personal data into a pile and come chasing after them in real life to get a pound of flesh.  There is a line there. And that is my principled reasoning.  I don't see anyone else seemingly noticing or reflecting on this particular point.

    Again, if  Linden Labs wants to work closely with their partners at the Conservative Christian Coalition, and then "clean up" their service in a way they "deem appropriate" -- I perfectly respect and honor and understand that decision.  If they find a reason to ban me grid-wide and block my IP off all their services and websites, I perfectly respect and understand that.  And if they want to spy on me everywhere on the grid, fine.  That's their corporate decision.  I might feel frustrated or let down for a few minutes, but generally not a hair on my arm would be moved.

    But to chase me down in real life, and to come after my real life. That's different.  That's not right.  That is not something I will not take sitting down. I don't agree with it. I don't appreciate the threat.  I don't consider it something I can learn to get over.

     

  4. NEWS FLASH --  Sexual age play in a pixel world with pixel characters is a not a crime in the real world.   Several people who have submitted to this thread are equivocating it with mail fraud and money laundering.  Many of you should already be aware that the age play sections were actually referred to as Community Standards for more than 2 years in the TOS.  Then some of you have started to play this off as an  "obligation" to report a cyber crime.  I suggest you re-read the relevant section. The word "obligated" appears no where in either document. The word "obligation" does not appear in either document.

    However the phrase "we deem appropriate" appears.  "We deem appropriate" is not in any way related to an obligation.  Deeming appropriateness is certainly not being obliged to do something! 

     

  5. So Linden Labs not only logs all your private correspondance in-world,  they also reserve the right to chase you down in the real world, and use those logs against your real person in your real life.  How do I know this?  Because they say it explicitly in the Privacy Policy and the Terms Of Service,  both of which can be found in the black bar at the bottom of the page you are viewing right now. 

     

    The relevant sections you may have overlooked,

     

    http://lindenlab.com/privacy
    Section 1.

    _Types of Information We Collect_ Information sent either one-to-one or within a limited group using our message, chat, post or similar functionality, where we are permitted by law to collect this information.


    Translation: "We log everything you type into Second Life. Even 1-to-1 private messages. We are watching all the time."


    http://lindenlab.com/tos
    6.3.(viii)

    You understand and agree that we may report any and all such incidents -- and any and all of your corresponding personal information -- to any authorities we deem appropriate, whether or not it in and of itself violates the law of your (or any) jurisdiction.


    Translation: "In addition to banning your account, we will chase you down in real life and make sure you suffer there too. Remember all those private chat logs we stored from earlier? Yeah, we will use those against you."

     

    Is this a threat?  Why yes. I do beleive it is a threat.  I wholey respect and completley appreciate Linden's decision to remove someone permanently from their service. By all means, use whatever corporate decisions you deem necessary to ban a person grid-wide and lock out their entire account on the website. Such  actions do not bother me an iota.  That behavior wouldn't move a hair on my head.  I'd forget about it 20 minutes later.  However, to chase someone down in real life? No. I think that's different. I think that crosses a line. 

    Your thoughts?

  6. I have an arbitrary unit vector and an object with zero rotation.  I want to rotate this object so that its negative X axis (X-)  lines up with the unit vector.  What is the script  to perform this?

     

    I have an object which is currently at rotation =<0,0,0>  in its edit tabs.  Inside of the object's script is an arbitrary unit vector called Nface.  I would like to perform llSetRot() or similar in a script to make it line up with Nface.  That is , I want the object's  negative X-axis  to line up with Nface via a rotation.  What would be the code for this?


    For ease of coding, it is possible to instead reverse Nface and then make the positve X-axis  (X+)  line up with it.  This might make the code significantly easier. (just a thought).

  7. Some graphics engine age really well, while others don't.   I would say that the graphics engine in Oblivion has aged remarkably well, especially given all the mods that were later made for it.  The very first Crysis release had a "cry-engine" that has stood up well to time.  Crytek has released two more engines since then, but the first was not too shabby even by contemporary standards.

     

    An example of a game that hasn't aged well with its graphics would be World of Warcraft. And the other would be Second Life.  For instance, the texture tab that comes with building (shown below), has not changed in many years.  

    http://i.imgur.com/H1ltAo6.png

     

     

  8. I'm looking to start a discussion about how Second Life's graphics engine is not aging very well compared to the rest of the 3D industry.    If this issue has already been talked about a lot in another thread, please point me to those threads. Thanks.


    Feel free to correct any factual errors here.

     

    1. Second Life's graphic engine essentially came into fruition in 2005-06, and was written in the openGL API.
    2. SL's graphics have been improved in regards to water and very realistic tinting of the sun in the sky at various times of day.
    3.  I would not conclude that SL's graphics have improved "enormously",  the current engine is still written in openGL, for instance.  Additionally, the texture panel when editing objects in-world has not changed since 2007.
    4. Meanwhile the game industry has introduced entirely new consoles (PS3)  and gone through various new APIs for DirectX, which is now up to version 11.1
    5. SL does not support  HDR  (high dynamic range color)
    6. SL does not have bump mapping or parallax mapping.  There is limited control over specularity.
    7. Meanwhile, the game industry has taken onto things called 'pixel shaders' which allow all sorts of surface effects such as realistic skin and paper, and car paint surfaces, suede, etc.

     

    Ideally I would like to see a discussion investigating why all these various things have not been implemented.   I would like to get a clear list of excuses.   Before anyone answers, I  am assuming that I will see things such as the following:

    "That part of the code cannot be re-written because it is too tightly integrated with the blah-blah, and therefore would require a complete re-write of the doo-dah.  We don't want to completely re-write the doo-dah."


    "Linden Labs is committed to opensource, so this ties our hands in regards to the rendering engine and texture editing."  


    "The Second Life world is stored in gigantic databases, and altering those texture entries in the store, in a significant manner, would be a major overhaul of the entire way SL works." 

     

    "The person that wrote that part of the code has since departed Linden Labs, and we can't make heads or tails of it, so we leave it alone." 

     

    "We are not interested in cutting edge graphics because our ultimate goal is to integrate SL into a browser, into Android phones, and into tablet computers." 

     

    So that's an overview of the kinds of answers I am expecting.   And before anyone replies, I would submit my personal opinion on this situation:   I think Second Life's graphics engine was basically/essentially written in 2005, and has been altered with improvements since then. In other words, the original engine is simply not aging well as time passes.  And this is not to point fingers of blame -- this is a natural thing to happen to software as it ages.

     

     

     

     

     

  9. ** There are a number of reasons for people to want this function to behave exactly as it does and exactly as it has been pretty clearly described to do. **

     


    As softly as possible, I will take contention with your  "...pretty clearly described to do...".     Would it Kill the makers of the viewer to pop up with a  dialogue box in my middle of my screen, saying  something like the following: 

     

    Are you sure that you want everyone to be able to copy?  

    This may cause your objects and scripts to be copied by anyone in a sandbox!

    [ ] No  

    [ ] Yes, I want anyone to copy this object.

    [ ] Yes, and stop warning me.

     

    I believe , in the case in which a clear warning was flashed at the user as above, we could plausibly say it was "pretty clearly described".  

     

  10. Let's begin with a hypothetical question:

    Is there any possible way that random people can walk by in a public sandox,  take a copy of your objects (along with all their contents and scripts), directly off the ground and into their inventory?? 

     

    It turns out the answer is, yes.  

    And it was not until today that I realized this was possible. I had a slight misunderstanding of permissions because I was sending objects between alts and things get weird if you do so. Turns out simply placing a checkmark next to "Anyone can Copy"  is sufficient to give permission to the entire internet to come along and simply steal you hard work RIGHT OFF THE GROUND in front of you. 

    I had been working on a gigantic multi-part, multi-scripted object that I was even intending to, some day, put out for sale. Strange behavior of other avatars nearby me in the public sandbox started to make me worry. At that time, the worry was a mere inkling in the back of my mind. Ya know, one of those things you freak out about and then learn to ignore. I thought to myself "Surely, Linden Labs would not let people just grab my work directly off the ground!"  (...would they?) 

     

    ....would they?  

    Today my suspicions turned into a horrific reality.  Weird avatars were appearing around me at strange angles, walking around me and my builds for 45 seconds and then teleporting away. It was now blatantly obvious to me that they were not in the sandbox to do any work. My suspicions had now grown larger than an "inkling".  Today I met with a   friend to test the "Allow anyone to Copy" stuff inside of object editing dialogues.  Sure enough, I could grab a copy of his little box right off the ground in front of him.  I fealt my blood run cold.... 

    I would like everyone on this forum to know, (as well as all Linden Labs employees that may read this post) that I DO NOT GIVE PERMISSION AND I HAVE NOT GIVEN ANY OF THESE PEOPLE PERMISSION TO COPY MY WORK.  I HAVE BEEN WRITING MULTIPLE SCRIPTS INTO  A BUILD FOR OVER A MONTH AND ANYONE WHO HAS SIMPLY RIPPED IT OFF THE GROUND IN THE SANDBOX IS STEALING IT FROM ME. 

    At this point, if anyone has anything constructive to say or add, I would like to hear it. Thank you.

     

     

     

     

     

     

  11. default{    state_entry()    {         llSetLinkPrimitiveParamsFast(            LINK_THIS,             [ PRIM_PHYSICS_SHAPE_TYPE,               PRIM_PHYSICS_SHAPE_CONVEX ] );     }    touch_start(integer total_number)    {        vector  kspan   = <2,0,0>;        float   ktime   = 5.0;        vector  krotE   = <0,0,(140*DEG_TO_RAD)>;        rotation krot   = llEuler2Rot( krotE );        //        llSetKeyframedMotion( [], [] );        llSetKeyframedMotion( [kspan, krot, ktime],                               [KFM_MODE, KFM_FORWARD] );    }}

     

    OP here.  I'm going to use a neologism in this post - "fresh prim".  A fresh prim is a prim that you just created with the creation wand in world.. You have neither scaled nor rotated it, or done any other tomfoolery with its parameters.

    local tip rotation

     

    -

    World Z rotation

    -

    After several days of contemplation, I have decided this is not possible. llSetKeyframedMotion() takes accumulated rotations as arguments. It has no power to set rotations.

    Fortunately, there is a work-around. Your build has been rotated to strange places out in left field. You can take this wacker-jawed build and link it to a FRESH PRIM box, such that the fresh-prim-box is root.  You can set the box fully transparent and then perform your keyframe script from inside it.  Voila.

  12. I understand that the rotations in llSetKeyframedMotion() are accumulative.  These rotations are added on to previous rotations, rather than setting orientations directly.

    I would like to implement world-Z-axis rotations on an object undergoing motion in llSetKeyframedMotion().  

    Consider the following code: 

    vector   kspan = <5,0,0>;
    float     ktime  = 5.0;
    vector   krotE   = <0,0,31> 
    rotation krot    = llEuler2Rot( krotE );
    //
    llSetKeyframedMotion( [],[] );
    llSetKeyframedMotion( [kspan,krot,ktime],
    [KFM_MODE, KFM_FORWARD] );

    The above code will cause most "fresh" prims to rotate smoothly and end up at the end with an accumulated world-Z-axis rotation of 31 degrees. However, if the object is an "unfresh" cone that has been previously tilted to the side, the Z-rotation is performed so that the cone is spun about its tip. (This looks like a local rotation rather than a revolving around the world-Z-axis).  To get a world-Z rotation on a previously-tipped object, something unusual must be performed on the 'krotE', the 'krot', or both.

    Anyone have any idea how to go about this?  Thanks for the help!

     

     

     

     

  13. I need to tell an object to start moving towards a location from a standstil. But I want it to move smoothly.  

    I am not interested in using llSetPos() in a loop with llSleep(), as that technique is hopelessly jerky.

    I am not really interested in reading responses about how this is "impossible", since llRezObject() takes a velocity vector and the movement is quite smooth. llTargetOmega() is also quite smooth.

  14. I have a global list type holding 75 vectors, where each of them is a regular 3D vector.  ("Global" means it is declared outside of default{}. See below). 

    I want to alter the vector that is stored at list index 24, without effecting any other items in the list nor changing the size of the list.   llList2Vector() is how you access them, but how do you write to them? 

    (For those of you familiar with other programming languages outside of LSL scripting -- I am attempting to create an "array of vectors" that I can both write to and read from.)

    list mylist = 
    [
        <-1,-1,-1>, 
        <-1,-1,-1>,
        <-1,-1,-1>,
        .
        .
        .
        <-1,-1,-1>,
    ];
    
    
    default 
    {
        state_entry {
            etc ..
    }

     

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