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ChinRey

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Everything posted by ChinRey

  1. LinuxGod4u wrote: That is a useful post. Are Mac Os(s) anything like Linux?? A good question and not easy to answer. Mac OS X is based on FreeBSD which of course is very similar but not identical to Linux. So there are many similarities but also significant differences.
  2. Other people have asked similar questions recently but I don't think we've found a good explanation yet. One possible explanation is connection problems causing messages between your viewer and the server to be lost on the way. You can check that in Help -> About Firestorm. At the bottom of that window you'll see how many pakctes have been lost in transfer since you logged on. Another possible explanation is that the sim is overloaded and is skipping scripts. You can check that by moving to a different, lower lag, sim and see if you still have the problem there. A third explanation is that a script has been misbehaving (or that a server error cmakes it believe the script has been misbehaving) and been blocked by the server. This is highly unlikely though and you should get a message about it. It does happen that a script simply stops working and needs to be reset or replaced. It's hard to believe that can have happened with all those scripts at the same time but if you can't find any other explanation go and get some redelivieries and see if fresh copies of some of the HUDs work. Btw, reinstalling or changing the viewer won't do anything in this case. Scripts are all run server-side.
  3. ChinRey

    linden

    When you ordered the Linden dollars, did you choose Instant Buy or Best Rate Buy? You do not buy Lindens directly from Linden Lab but from other users who have some to sell. If you choose Instant Buy, you buy at whatever price is available on the market right there and then and you should receive the Lindens immediately. But if you choose Best Rate Buy, you set the price you are willing to pay and if that price is lower than the market rate, it may take a while before a seller who are willing to accept that price turns up. If you set a price much lower than the market rate, you may never find a seller. You can cancel a Best Rate Buy any time you like though and go for Instant Buy instead.
  4. Azura Lowbeam wrote: Thank you for the replies, everybody. Just to be sure I edited the pic to blank out the name. A bit too late since othes already have mentioned it in their replies. But this is a very reputable store and seller and I wouldn't hesitate for a second to trust her. So if you are sure the card is genuine, go ahead. Azura Lowbeam wrote: But even if I trust the store, I don't trust this giftcard system. Me neither and I find it very strange that anybody uses a system like this. All gift cards I've seen work in conjunction with a vendor so if there is a price difference to cover, you pay the vendor the regular way. That being said: Azura Lowbeam wrote: The way it is worded suggests I open a security hole the size of Texas to my money. I have the idea somebody else will now be able to access my funds forever, or until the grid shuts down. It's not as bad as that. No matter what the card does, it can only do it while it's rezzed or worn. It can't do anything while it's in your inventory and any permissions you grant is to that specific object and cancelled the moment you delete it.
  5. A few questions: Are you going to integrate/replace outdated web pages like the Destination Guide and the old parcel/sim info pages in this new system? Will it be possible for visitors to post snapshots from the place? (And is that a good idea or would it be too easy to abuse?) Is the 250 character limit for the custom description really a good idea? Will there be adequate search functions? (No offense but that is a weak point with all existing SL functions and services) Will the major search engines be able to spider even the M and A rated pages? Do you have good enough routines for monitoring and moderating those pages? What took you so long? (Edit: No, not you personally - or any other current Linden for that matter. I know that none of you were decision makers at LL back in 2005 when it would have been natural to add a feature like this )
  6. Lexia Moonstone wrote: It might be related to people cheating by using mutiple copies of the same damage script to cause extra damage. Are you suggesting that role players in SL are cheating??? Yes, that would be another possible reason why somebody would add multiple scripts to an arrow, but nobody would actually do that, would they?
  7. Prokofy Neva wrote: One wonders why such a grand thing wouldn't have lots more press though, leaked press if nothing else. Lack of interest. I can't find the quote right now but I think Ebbe once mentioned how hard it was to get the general media and even VR oriented media outside SL to show much interest in Sansar.
  8. Really interesting pictures but first: hhefestos wrote: Is a fitted mesh object, with a png texture. I'm not sure if that was clear from the replies you got earlier but this has nthing to do with png as such. It's a problem with textures using transparency and what format they've been uploaded in has no significance. hhefestos wrote: I tried setting the sl texture "alpha mode" in "masking" but the alpha actually dissapears. So i´m forced to set it in "blending" Not sure if you understand the difference between alpha masking and alpha blending. With alpha blending each pixel in the texture can have one of 256 levels of transparency, ranging from 0 (completely transparent) to 255 (completely opaque). With alpha masking each pixel is either completely transparent or opaque. Since all alpha textures use bledning as default, you need to set the threshold where transparency is switched on or off. By default that threshold is set to 0 which means the whole texture will be opaque. hhefestos wrote: When I rez the hair on ground it looks fine .... But when I wear it, it seems like the overlapping faces of the hair conflict with each other As I said, really interesting. It's fairly easy to explain why you get alpha bleeding but harder to tell why there's a difference between the rezzed and the worn hair. I do have a theory ot two though: When two surfaces with alpha testures overlap, the viewer has to decide which one is the closest. That calculation is based not on how far away the surface is but how far away the center of the object is (and in this context each part of a linkset counts as a separate object) so it can easily go wrong. One possible explanation for the difference in the two images is that a minute shift in viewing angle changed the relative distance of the different locks. Another possbile - but not very plausible - explanation is that when an object is worn distance from the avatar center is also included in the calculation. I've never heard of anything suggesting that before and I can't see any reason for it but this is SL after all... I assume the reason why the avatar's ear shows up is that the hair is so narrow its sides are hidden inside the head. If you study a well made SL hair, you will notice that the makers has tried to avoid overlapping alphas whenever possible. Most of the hair wil be textured with a regular non-transparent texture. Only the outermost locks will have transparency and the maker will have spent qwuite a bit of time and effort trying to keep them from overlapping.
  9. PunkM8 wrote: Not just any poseball but one that strips the avatar on sit totally worth L$1,000,000 Of course! I'd be very surprised if the sale figures of Sassy's poseball hasn't skyrocketed recently. Rlv stripping a mesh avatar is, I wouldn't say fascinating but it certainly is ... interesting.
  10. That's a very interesting suggestion and something that really should be put to the test. Technically everything in the inventory are links, the only difference is that "links" are intenal, pointing to another entry in the inventory list, while everything else are external links, pointing to an entry in another database somewhere. Every entry on the list will of course add to the total amount of data but it would certianly be possible to optimize internal links to use less data than external ones. The question is, did LL do that? They've never been big on database programming/managment and this is a quite subtle point while the SL inventory system as a whole is rather crude even by their standards.
  11. Innula Zenovka wrote: It's not just a question of how many script events there are. As I understand it, scripts normally inflict their largest performance hit on a simulator is when the object containing them first rezzes. Yes, that is a very good point that I missed. Running scripts may not cause too much server lag but loading them certainly does. It is possible Mono's bytecode sharing will eliminate that problem but I wouldn't bet on it.
  12. Just to add one detail to Rolig's answer, the parcel windlight you can set with Firestorm will only work if the visitor also uses Firestorm (or a Firestorm based third party viewer), other viewers will just ignore that setting. But Alwin's answer is the significant one here: it is not possible to force anybody to use a specific windlight.
  13. There shouldn't be a limit to the number of outfits you can have and if there is, it's certainly much higher than 100. But every single item in every single outfit is added to your inventory list and that list can easily become long enough to cause problems like the ones you describe. Good rule of thumb here: Less than 50,000 items in your inventory: you should be fine 50,000-100,000 items: you're pushing the limits More than 100,000 items: you're asking for trouble Edit: Rolig's post is rather worrying, you didn't delete the original items after creating the outfits, did you? If you did, I really, really hope you can get redeliveries because if not, they're lost forever and the only solution is to buy them again.
  14. agentronin wrote: What is a multiscripted arrow? I don't know either but my best guess is that it's an arrow with multiple scripts compatible with different combat systems. agentronin wrote: What is their advantage in combat? If my guess is right, nothing. It's just that they can be used in more environments. If Innula's guess if s right, nothing at all. agentronin wrote: Why would a gorean sim adminstrator forbid them? Again assuming either my or Innula's guess is right, lots of people still believe that scripts add to the overall lag and the more scripts you have the more lag you get. That's mostly a myth and not usually true - it certainy isn't in this case. But even so, there is a limit to how many script events a sim can handle. Once the number goes beyond that limit, the server will run out of time to execute them all and scripts will start failing at random. The reason the administrators would forbid them may either be that they believe in the script lag myth or that the sim actually has problems with script overload. For an active combat rp sim either explanation is equally plausible.
  15. Qie Niangao wrote: Sorry, but that's incorrect according to all LL's public pronouncements on the subject. Yes but they said that about SL too, didn't they? I have no doubt that LL today has a far more realistic view on this matter than they had 10+ years ago but even so, they do seem to contradict themselves a little bit there. The sum of all we've been told so far is: In Sansar you can both have your cake and eat it. Only time will show what are facts and what are exaggerations. Qie Niangao wrote: That said, it may be that content creators would want that kind of graphics power in order to assess their creations under VR, Not necessarily content creators but their clients maybe. To quote Terry Partchett, "what every true artist wants, really wants, is to be paid." Hobbyists create for their own sake and they can afford a little bit of ... is "pretentiousness" too rude a word here? If you do it for a living you can't really afford much of that; you have to accept the fact that whoever pays the fiddler calls the tune. Qie Niangao wrote: but it's also important to note that Sansar is expected to support mobile platforms too, lower-powered than the average used for Second Life, and (last I heard) those would be supported at Sansar launch. The question is what kind of support. We have text-only client software for Second Life too and there doesn't seem to be any reason why Sansar can's have that basic support right from the start. It's trickier with graphics. Software can be written to handle 3D content more efficiently and 3D content can be better optimized than what is common today, even outside SL, but there is a limit. Cutting edge 3D technology is a very competitive field and I think it's safe to assume that the big names are all working hard to push those limits. I don't actually doubt that Sansar is pushing them further than anybody has managed before but as far as I know there is nothing to suggest they've made any sort of quantum leap in performance. And even if they have, those images will still have to be rendered on a screen big enough or close enough to your eyes and with high enough a resolution there's actually room for all those details. Can a smartphone provide that? Keep in mind that Ebbe has already said that they don't consider smartphone-strapped-to-your-head style VR headsets as an option of Sansar. Qie Niangao wrote: For the foreseeable future, the mobile market will swamp that of VR headsets (especially as the trade press reports headset sales have leveled-off at a disappointing level -- already? or just for the moment?). Ebbe predicts a hockey stick curve for VR headset sales. He may be right, he may be wrong but I don't think anybody in their right mind ever expected sales to skyrocket right from the start.
  16. Let me see if I get this right: somebody is giving you 10% provision from their Marketplace and/or inworld vendor sales and they refuse to stop it even though you have told them you don't want their money? You can't change the settings of somebody else's store of course so no, you can't remove yourself that way. It is possible that blocking a person will also stop money transfers from them but I'm not sure about that. In any case, if all else fails, you can always refund the money manually. That'll work. (Edit: Rolig beat me to it as usual But this time I keep my answer here anyway since it mentions that it also applies to inworld vendor systems.)
  17. Klytyna wrote: As for the maps, I meant bump/displ;acement maps of the kind that have been used in 3d rendering for over a decade, greyscale images, where typically black is a lowering of the surface at randertime and white is a raising of it. Yes, that's probably heightmaps. Basic and very simplified terminology: A normal map creates the illusion of 3D by altering the directions of the normals across the surface. It is always color coded. A displacement map alters the actual geometry of the surface, raising some parts, lowering others. A heightmap says what effect is required, not how to achieve it. The client software generates either a normal map or a displacement map based on it. The term "Bump map" is a bit tricky to define since it can have different meanings in different contexts. It can be more or less synonymous to heightmap but it can also be a generic term for all the three kinds of maps. Bumpiness is an SL only term for a set of normal maps introduced long before we had a general normal map function. Two of them, Brightness and Darkness are generated by the viewer, using the texture as a heightmap, the others are perfectly regular color coded normal maps. The only things special about them are that they are poorly chosen and poorly implemented. (You can even look up the UUIDs of those maps and use a script to add them as "modern" normal maps although it's hard to see any reason why anybody would want to do so ) Edit: Almost forgot: Parallax map: A kind of normal map on steroids, combining normal manipulations with some degree of displacement.
  18. "Finish" or "Store". Either will do.
  19. Perrie Juran wrote: Against what law? This one
  20. Did you remember to click the "Save" button after you made the changes?
  21. Amethyst Jetaime wrote: Lastly that other forum can eat up people for lunch if there is disagreement. Hardly conducive to get other's who may be a bit shy or thin skinned to join in a discussion. I believe everybody here will agree that I'm not shy and not particularly thin skinned either but I still know that from personal experience. That place can be vicious. In case there's any doubt, I wasn't seriously suggesting to move over there of course.
  22. Amethyst Jetaime wrote: If you or your friend delete each other from your friends list and then re-friend, that gives you another card, possibly a duplicate of one you had. When you add somebody to your friends list, not one but two calling cards to them are created. When you un-friend somebody, only one of the cards is deleted. Amethyst Jetaime wrote: Otherwise you shouldn't have cards reappearing after you delete them, unless it's a SL glitch. There have been at least two bugs fairly recently that caused calling cards to be duplicated en masse. They have both been fixed now but if you haven't cleaned out the mess since then, you're going to have a mountain of duplicate calling cards in your inventory. Edit: unless you have added calling cards manually, the easiest way to clean up that folder is simply to delete everything in it. Your own calling card and cards to people on your friends list will be recreated next time you log on but this time with only one copy of each.
  23. YoSung wrote: Must I buy all clothes again ? Probably yes. Mesh appliers are available for some old system clothing, skins and tattoos but usually not and the appliers are rarely free anyway. YoSung wrote: I don't understand all that ( ADD doesn't make it easier ) Do not think of a mesh body (or a mesh body part) as being similar to a system avatar. A mesh body is a piece of mesh clothing you wear on top of your regular avatar. Once you realize that, it's actually quite easy to figure out the basics how it works.
  24. In the group info window, check the "Anyone can join" checkbox and make sure the "Cost to join" checkbox is unchecked.
  25. Thank you, Chic. Since this was posted in the Land Forum I only thought of the safe rental aspect and overlooked the other complications. There are a few more we haven't mentioned yet and to sum it up (so far and including those extra complications): You can find a reliable private sim owner to rent from but you have to be careful. Using a Mainland property may not be a good idea since there is no way of knowing what kind of clashing builds the owners in the neighbor sims put up while you're at work. Also, on Mainland you probably won't be able to use the system ground since it can't be retextured and there are limits to how much it can be reshaped. Buying a sim for the purpose will cost up to 600 USD in setup fee. It may or may not be worth it. Don't expect to be able to sell the land quickly afterwards. The SL (un)real estate market is already oversaturated. You can always abandon the land though - there's not that much money to regain from reselling anyway. As for content and copyright: According to the Terms of Service you do not under any circumstance have full copyright to anything made in or uploaded to Second Life. Although there is an abundance of ready-made content in Second Life, it is very unlikely that you can find much you can use. Generally there is no rhyme nor rhythm to scales or proportions of Second Life content and LoD issues may also be critical. (You also have to be careful to avoid the depressingly large amount of illegal content on the market but usually those items are disqualified for LoD reasons too.) If you consider the Opensim option Chic suggested: To clear a possible misunderstanding: despite the name an Opensim sim does not have to be connected to the OS grid or any other grid. You can run it yourself as a free standing sim or as part of a small private grid. Opensim uses the same athmospheric/shader software as Second Life so you can expect to get the same visual effect there. Although there is a lot of content available for Opensim, you probably don't want to use pirate copies for a project like the one you describe and that means you are lucky if you find any ready made and optimized content at all. With a free standing sim you should be able to use content from Turbosquid and such legally but any 3D models not made specifically for SL/OS need to be optimized for the environment (especially the clumsy LoD system) and that may well require almost as much work as creating the items from scratch. And of course, there are no legal mesh bodies available for Opensim so if the system avatars aren't good enough, you'll have to have them all custom made. In any case: The content you need to create and/or adapt is likely to cost far more than renting or buying land.
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