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      The New Community Platform   03/21/2017

      We are still working on making adjustments and changes to the new platform. Thanks  to everyone who has been sending in feedback and filing any bugs you've encountered! 


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About ChinRey

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  1. You can pose for a lot of pictures in ten minutes and of course, there are no-script parcels... I'm not suggesting anything, just mentioning it in passing.
  2. Coffee, coffee and some more coffee. And the occasional cup of tea for the sake of variety. Anything else is consumed at a safe distance from the computer, partly to protect my keyboard from accidental spillage partly to keep the computer from distacting me from enjoying the flavours of whatever I eat/drink.
  3. Unfortunately there is a dilemma there since the OP wanted to buy parcels. There are only two way to maintain and secure a themed area in Second Life. One way is to have all parcel owners in the vicinity agree on and following the basic theme. That's the ideal solution of course but as far as I know, Bay City is the only place where that actually works and it only takes one disagreeing parcel owner to ruin the whole theme. The other is to have one, or only a handful at most, owner(s) controlling a large enough area to build a consistent theme. That's how all the good private estates and most themed mainland areas are run. That works too but obviously there won't be any land for sale in such places, only for rent.
  4. There are certainly more than two modern game engines out there even though Unity and Unreal have captured most of the market. There is no such thing as a virtual world yet. As far as I know, the two largest continuous virtual simulations ever made are SL's two main continent clusters and neither is anywhere near big enough to be called "worlds". In fact, the entire Second Life is still smaller than London. But talking about virtual realities, I do get the impression you think of Second Life and the cheap Second Life copies (which do have fitted mesh avatars btw - at least one well known brand has been copybotted) as the center of the world of virtual realities. It's not. Even combined SL and all the SL based grids are still just a tiny little marginal niche on the outskirts of a huge business. You're absolutely right that there is a lot you can do in SL that can't be done anywehre else. That's why I'm still here and why I still love the place. But why not focus on Second Life's strengths rather than its weaknesses?
  5. Yes, exactly! What happened to that aspect of Second Life? It's still there of course but there seems to be less of it every day.
  6. It's not an exploit, it's a feature! Ummm... or påossibly a bug but Linden Lab calls it a feature. A Media-On-A-Prim player can transmit sound for mroe than 100 m around, across parcel borders and across sim borders. The solution is to switch media autoplay off in your preferences. Firestorm has it off by default but Linden Lab is so much in lvoe with that bodged MoP update job they did, they flatly refuse to see the problem so the official viewer has it on by default.
  7. Although I have paid for two copies of CasperVend (for two different alts) I've found that I don't actually use it very much. A simple scriptless vendor is just so much faster and easier to set up. Most of the time I don't even make posters, the display copy of the item for sale does double duty as vendor. Accounting is not an issue. I check my transaction history every day anyway and it's easy enough to save a copy of the list before the 32 day limit hits it. The disadvantages are no redelivery and no affiliate vendors but to me the extra time it takes to configure the vendors, the thousands of poster textures I'd have to make and upload, the thousands of texture posters and vendor scripts adding lag to the sim, that one more thing that can go wrong that Charlotte mentioned ... it's just not worth it. I don't think it would even be possible for me to use scripted vendors throughout. I once calculated how much time it would take me to list everything I have for sale on MP and found out it would require somewhere between six and nine months of full time work. CasperVend isn't nearly as clumsy as MP of course but even so, we're definitely talking at least three months full time work there. It's probably different for others though and everybody should consider what's best for their needs. And I still can't imagine how I could manage my rentals without CasperLet.
  8. I wasn't actually talking about virtual worlds but virtual reality in general. "Game engines" like Unity and Unreal Engine and several others are so far ahead of SL when it comes to graphics quality it's not even funny. These engines are not only used for games either, they're direct competitors to SL in many fields. Second Life's only remaining advantage is that it has a ready made potential audience. I think that is what keeps it alive and will keep it alive in the future. Of course, with the grid system it is also possible to create larger continuous simulated realities in SL but that is never - if ever - taken advantage of. There may not be much need for it either. The largest simulator you can make with a modern game engine is nominally the size of 256 SL sims, effectively the equivalent of about 500. Only the largest mainland continent groups are bigger than that and they are so fractured that although you can walk from one place to another there, they hardly coutn as continous simulations.
  9. Syo Emerald wrote: No. He never was. From the first moment Second Life existed, he was never going to be the only one. That's true. Second Life was never for the "ordinary people", that was just a marketing hype. I'm not quite as new to Second Life as my current avatars and I do remember the early days even though I didn't stay for long back then. There is a very important difference though. Back in the first years Second Life was something new and exciting and it was cutting edge technology with lots of appeal to the "computer geeks". It isn't today. Everybody else have caught up and raced past.
  10. Syo Emerald wrote: As for this thread, its exactly that. He has problems with loading/rezzing... You mean you think he's the only one?
  11. Theresa Tennyson wrote: All of Gary's problems are concerned with mesh bodies loading slowly. Yes but then the discussion sidetracked into the gpu issue and that's what I replied to. Initial loading is of course mainly the main processor's job so a better graphics processor won't help much there. Theresa Tennyson wrote: The loading process of Second Life is one of the things we have to live with to allow the widest range of assets But the question still is, who is willing to live with it? No matter how you explain it, the fact is, Second Life does not perform as well as it should or as well as it promises. That's what people see when they arrive here and that's what matters. Asset loading time doesn't explain the excessive cpu load anyway. Theresa Tennyson wrote:p>if someone considers themself One of the Best Mesh Makers in Second Life but can't convince other game developers that they are, they'll never have their work seen in any other game. I met an "other game developer" a few weeks ago. Somebody who's working full time making models for games and movies and thought a line of mesh clothes in Second Life could be a nice way to expand his business. The very first thing he asked me was why are mesh clothes in Second Life so high poly? Theresa Tennyson wrote: ... they'll never have their work seen in any other game. Second Life gives them the ability to have their work seen (and judged, but that's another point.) Yes but let's face it, that is interesting to those people and to their friends. Anybody else couldn't care less. This is another sidetrack but since you mention it, I absolutely agree that one of the great advantages of Second Life is that it's open for hobby creators. Building with mesh is far more complicated and more frustrating than building with prims, partly because mesh is more complicated in itself but also because of the poor documentation and implementation in Second Life. That hurts the hobbyists more than the professionals. Prim building is a far more even playing field where technical skills and experience play a lesser role. I think we're loosing the hobby builder aspect of Second Life and that is very sad. Once upon a time all newcomers were taught how to build, today they are taught how to shop. This paradigm shift from user as creator to user as consumer has gone all but unnoticed yet it may be the most profound change in SL ever.
  12. Monti Messmer wrote: Hi, if you bought this of the marketplace, you can leave a review and flag it as false advertised. Unfortunately it's unlikely that will make much difference for a gacha resale listing. Generally with gacha items, once the item is sold, the lsiting is gone so there's nothing there to review or flag. So I'm afraid that unless the seller eventually answers (you should allow for a week or two before you give up all hope) there's absolutely nothing you can do.
  13. Syo Emerald wrote: She is just pointing out, that part of Garys problems might come from an ageing computer. But of course, since Gary and you might need a new graphic card, nobody should have nice things. No, it's more than that, Syo. It's a question who Second Life is for. It doesn't have much appeal to the regular gaming and graphics crowd with high performance game computers because, let's face it, the graphics here are rubbish by today's standards. It does still have appeal to more "casual" users of virtual realities but generally not enough that it's worth a three digit number of dollars in extra hardware. What that flippant "buy a better computer" answer ultimately means is that Second Life is only for the established users. And not only that, it's only for the established users who are still interested enough to keep spending significant amounts of money on hardware upgrades just for the sake of Second Life. Second Life can and probably will survive for many years just on the momentum of the past but unless the hardware requirements can be lowered so it becomes accessible to more people, it doesn't really have a future. It's not as if the hardware requirements are for "nice things" either. Ninety percent of the gpu power used in SL is wasted on poor software and worse content. Have you ever been to other more modern and better made virtual realities? Have you noticed how much better the graphics are and how much lower the hardware requirements are? I keep mentioning the Unigine Benchmarks here because they really are what the titles say, benchmarks for VR performance. 256 sims worth of simulation with a graphics quality way beyond our wildest dreams of what can be achieved in SL and they still have noticeably lower gpu and cpu load than a typical SL scene.
  14. Lindal Kidd wrote: Gary, maybe you just need to update your graphics card. Me too! Ummm, if I understand you right, you're offering to pay for it? I take donations for my new gpu in Linden dollars so no transfer problems.
  15. Rhonda Huntress wrote: More often I see topless avatars waiting for their clothes to res. I'm not complaining, tho. Oh yes. I wonder what the people with those heavy fitmesh avis would say if they knew how many others actually see them naked in SL.