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LepreKhaun

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Everything posted by LepreKhaun

  1. Miranda Umino wrote: Your URL is wrong : http://localhost/DBConn.php '> http://localhost/DBConn.php It can only work when you call the URL from your computer , but it can t be called from the other computers . Ask a friend to call http://localhost/DBConn.php on Internet explorer , Chrome , Opera , Firefox, Safari ...He will fail . Call the Url with the public DNS name of your computer or your internet IP adress. That is not the url that he called, that is the url in use for the requested asset at the point where the error message originated, either the web site or (most likely) a proxy service being used to access the web site. It is caused by a misconstrued access file and is a common problem with the squid proxy server, a caching proxy used by many web sites to accelerate delivery of assets that has a (sometimes) confusingly number of configuration variables that must be set correctly. The solution is to contact your web host provider about the issue so the appropriate configuration variable can be set properly.
  2. You may have a better likelihood of finding an answer in another forum than this since this is not primarily an LSL issue. I'd choose http://community.secondlife.com/t5/Second-Life-Viewer/bd-p/SLViewer as the most likely to get the attention of a techie that might be knowledgeable about your issue.
  3. Suki Hirano wrote: Thank you both. Simple and works perfectly. On a related note, is there an article in the wiki about access list? For example, prevent anyone except [john smith, jane doe, bob joe] from accessing the menu? http://wiki.secondlife.com/wiki/LlKey2Name shows how you would obtain the name of the detected key. Than it's simply a matter of comparison with your black list. If your black list gets too long though, you may find it easier to maintain a white list of allowed agent names.
  4. Please refer to the .readme Notecard that comes with the script bundle for instructions on how to get end user support.
  5. Only the original creater of an item can diresctly address a theft of their IP. Since there are millions of items listed on the Market Place and one can assume creaters may be too busy creating than to have time to be policing the listings, it would be appropriate to contact the obvious creater to point out possible infringements that you come across.
  6. Miranda Umino wrote: @leprekhaun : It doesn t need an external program . It can be recorded on the web without need to install programs ... Any solution possible will be using a program external to Second Life and It cannot be done inworld as the OP asked about. All sound files must be uploaded to the asset servers and are read only (cannot be modified).
  7. A shoe last is just a physical model of the human foot used by a shoe/boot maker to build upon, sort of a dressmaker's dummy for footwear. The digital equivalent would be the feet of any avatar model such as the one available from http://blog.machinimatrix.org/avatar-workbench/ . [spelling edit]
  8. Since the creator of the Toddleedoo avatar does not offer the collada file for it, you will not be able to import it into Blender. The only option you have for customizing clothing is to texture pre-made mesh clothing items. http://be-toddledoo.blogspot.com/2012/12/premade-mesh-clothing.html
  9. Media on a Prim would not be a solution either. To do what the OP is looking for requires an external program such as Fraps to capture the sound file outside of Second Life on their end.
  10. http://aubretec.com/products/sldb may help then.
  11. Your option does not work for any No Transfer items on the land which, most likely, are the majority of what is set out.
  12. You are incorrect. UTF-8 is supported in many SL usages- IM's, chat, User Names and, as it happens, llDialog: The LSL functions to handle UTF-8 en/decoding are llEscapeURL and llUnescapeURL
  13. Correct. Every unique event that is triggered during the sleep will be queued, but just once. And then they are processed at the end of the sleep in the same order they were queued.
  14. Innula Zenovka wrote: Is the touch event queued and processed? I have just tested with this: integer toggle;default{ state_entry() { llSetColor(<.0,0.0,1.0>,ALL_SIDES); } touch_start(integer total_number) { toggle=!toggle; if(toggle){ llSetColor(<1.0,0.0,0.0>,ALL_SIDES); } else{ llSetColor(<.0,0.0,1.0>,ALL_SIDES); } llOwnerSay("Sleeping now"); llSetText("Sleeping",<1.0,1.0,1.0>,1.0); llSleep(5.0); llOwnerSay("Waking up"); llSetText("",<1.0,1.0,1.0>,1.0); }} Touching it while it's sleeping has no effect at all -- it only changes colour for me if I touch it while it's awake. I think that means it's ignoring the touch event. That is because you are sleeping within your touch event. Remember- a touch event will not interrupt itself. Try this and see what is happening: default { state_entry() { llOwnerSay ("Going to sleep."); llSleep (10); llOwnerSay ("I am awake now."); llSetTimerEvent(5); } touch_end (integer total_number) { llOwnerSay ("Touch_end event"); } touch_start (integer total_number) { llOwnerSay ("Touch_start event"); } touch (integer total_number) { llOwnerSay ("Touch event."); } timer() { llResetScript(); } } Edited code so it will loop without needing to be manually reset.
  15. You are calling the function counting() from within the touch_start event state and an event cannot interrupt itself. So, the second touch is being queued until the function is finished. Even taking that into account, it will not perform as you wish since you set the variable interrupted to TRUE but it never gets set back to FALSE, which is required for the function counting() to loop again. Use Innula's example, which will do as you expect (though they are mistaken saying that the second touch would be missed while the script is sleeping. It will be queued and processed as soon as [Edited] after the script awakens. http://lslwiki.net/lslwiki/wakka.php?wakka=llSleep&show_comments=1#comments , ).
  16. Cubes, cylinders and 5-sided prisms can have a flexi path set, nothing else.
  17. Coby Foden wrote: LepreKhaun wrote: If one wishes to counter the first, a larger texture is required. To counter the second, higher resolution is required. I wonder why resolution comes up ever so often when talking about textures in Second Life? Resolution has no meaning at all in Second Life textures - and not in any 3D surface texturing. It does not exist there. The image size in pixels is all that matters in Second Life. More about this matter here (in Chosen Few's post): Texture Size, Pixel Counts, Video Memory, and File Formats I was not using the term resolution in the sense of dpi, which is meaninglkess within SL. A larger image size covering the same area as a smaller one has a higher resolution and the same sized image covering a larger area w/o repeats loses resolution. Sorry I wasn't clearer about that. Edited to correct my original posting for clarity: A direct effect of using texels in 3D is there will be an optimal viewing distance- too far away or too close and the texture loses definition. If one wishes to counter the first, a larger texture area is required. To counter the second, higher resolution is required.
  18. TimothyWilliams wrote: Thanks for the Tip, . Appretiated! Also is it actualy possible to make Photography a Real Life income from SL? Of course working my A"" off. As with all creative efforts in SL- Do it for beauty. Do it for love If you make some money Thank god above.
  19. "Competitors"? I don't see any serious competition to the SL platform, now or in any forseeable future. And, it might be pointed out that with the monoply Linden Labs does have, they have not raised tier on us. I have no idea what motivated the OP's whine about what is, after all, a free to participate in venue that costs a lot more than any of us might be capable of understanding but I do know this: If you don't like it here, vote with your feet and I hope the door doesn't spring back too fast.
  20. http://www.usinflationcalculator.com/inflation/current-inflation-rates/ shows we are in inflationary times. A stable price through that time is actually dropping in cost. In other words, what we are being charged for tier now is really, truly, actually less than what was being asked for 7 years ago. Simple, yes?
  21. Your argument that a price that has remained stable is somehow higher through inflationary times is not only amusing but fails first grade common sense.
  22. From Moving Robots ( http://community.secondlife.com/t5/LSL-Scripting/Movable-Robot-Parts/m-p/1966349 ) through Circling Objects ( http://community.secondlife.com/t5/LSL-Scripting/Object-circulate-around/m-p/1973421 ) to (now) Vehicular Airplanes, your interests seem to be jumping faster than an insomniac with bedbugs. Instead of trying to grasp all of these concepts at once, I suggest you simply buckle down and start to learn to code. That's how all the rest of us had to do it. Edited to include: http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial has the explanations of what affects vehicle behavior. If English is not your first language, there may be a problem in understanding some terms and the way they are used. Try to use a translator that includes technical definitions, since that is a technical article.
  23. kalliopi Ziplon wrote: Hello , i am having a big problem , i take a pic of my alt avy wearing my creations and i use photoshop to make them , put my logo and ....... this is an example , i upload it to the game and then to the vendores , now when you look at it in very near way it is so blurred if you see it from not so near its ok , why?what am i doing wrong? can anyone help me? why in the game they are so blurred if you go to near and look at the pic at the vendors? thanks for reading me Within your graphics program, your texture is as you see it, one pixel is assigned a specific color- all the pixels combine to show the texture. But once you have assigned your texture to a material face in Second Life, it behaves differently, the visual information becomes "texels" ( http://en.wikipedia.org/wiki/Texel_(graphics) ). With the information encoded as texels, one can view it at an angle, zoom in and out from it and map it all the while to a (possibly) irregular surface, A direct effect of using texels in 3D is there will be an optimal viewing distance- too far away or too close and the texture loses definition. If one wishes to counter the first, a larger texture is required. To counter the second, higher resolution is required.
  24. Dora Gustafson wrote: It looks pixelated, exactly as if you use one of the png file formats that are palette based For png make sure you use 16.7 mill colors i.e. 24 bit colors or you could use another file format like tga or jpg 512 by 512 pixels should look better than what you show here :smileysurprised: :smileyvery-happy: (I take it the picture looks super in photoshop before you upload?) One must keep in mind that images uploaded into these forums are not equivalent to those uploaded into SL. The JPEG protocol has nothing to do with JPG2000 other than sharing some letters.
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