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ChinRey

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Everything posted by ChinRey

  1. To answer my original question: the trick is to send suggestions by email. I got a really nice reply that confirmed that they had never received the forms I submitted. They're looking itno it ut for now the safe option is to stay away from the online form and use email instead.
  2. Drongle McMahon wrote: The uploader clearly thinks it has a pretty normal physics shape because it has the vertex and hull counts. Yes it thinks so but it must be wrong. If there was an analyzed physics shape there it would have been visible with Preview Spread. One important question: which viewer are we talking about here? The screen shot doesn't look like the official viewer nor Firestorm.
  3. Saphire wrote: What types of software will I need installed in order to build/create. I'm wanting to create homes and apparel. Also are there any tutorials out there for beginners available? You don't need any additional software to buid with prims, it's all included in the viewer. You need extra software to build with mesh but you really really shouldn't try to create mesh houses or clothes unless you already have quite a bit of 3D modelling experience. Saphire wrote: Also are there any tutorials out there for beginners available? Builders Brewery, Happy Hippsters, NCI, Helping Haven and Oxbridge all offer excellent classes for new builders.
  4. Nalates Urriah wrote: Slow is a relative term... I think things are slower. But, it isn't taking 5 minutes. SL performance has certainly degraded significantly recently. For a start there seems to be something wrong with the way the latest versions of the viewer handle the texture cache. One thing I've never ever noticed before is that my avatar doesn't even show up as a white cloud right after startup. It takes a while before the texture for the could aprticles load so at first I show up as a mass of swirling grayish squares. Same with the selection particle beam. When I select an object to edit, I get a stream of squares as the beam, then after a second or so the particle texture loads. Ping sim time is very unstable. This is a Second Life only issue, not noticeable anywhere else on the internet. Also, quite tellingly, the problem is much more noticeable during U.S afternoon/evening hours and during weekends, that is at the times when SL is presumably most busy. I've also noticed a huge increase in packet loss recently. I used to say that any packet loss is bad news but now I'm happy if it stays below 0.5%. I can't say for sure if that is an SL related problem or something on my side but I haven't noticed it anywhere else and combined with the ping sim issue it's likely server side. Nalates Urriah wrote: There is an Interest List bug in some older viewers. On the Windows side it has been fixed. Oh no, it' still very noticeable even on the latest official release and on at least one RC candidate (sorry can't remember which one). Nalates Urriah wrote: A basic step is to test with a different viewer. The Linden made SL viewer is the default debuging viewer. Firestorm is the most popular third party viewer. If both viewers have the same problem, that pretty much elminates a viewer problem. Not necessarily. Unless I'm completely msitaken, the third party viewers are not nearly as independent from the official viewer as many people seem to believe. If there is a problem with some of the shared code, it will be noticeable on all viewers.
  5. Pamela Galli wrote: The past week or so I notice that not only newly applied textures, but things dragged from inventory, are extremely slow to appear. I mean several minutes after I drag somethting, it will finally appear. A friend of mine has been struggling with something similar for a while. Not sure if she found an explanation or a solution. I'll ask her.
  6. Lexy Darkstone wrote: Contact the parcel owner and ask that they go into their land settings > Sound: Sound: Restrict gesture and object sounds to this parcel - Enabling this means an avatar needs to be on this parcel to hear gesture and object sounds originating from within it. Unfortunately that doesn't affect media-on-a-prim at all. Hyman Kaplan wrote: So far there hasn't been a resolution that I'm aware of for keeping prim media sound confined to the source parcel... Seems LL doesn't see any point in such a feature. I filed a JIRA about it a while ago when they were updating the media player (https://jira.secondlife.com/browse/BUG-10636) but they weren't interested. Hyman Kaplan wrote: So far there hasn't been a resolution that I'm aware of for keeping prim media sound confined to the source parcel but in preferences, under sound and media, you can set the 'Media source volume rolloff distance' so that you won't hear sources beyond that distance. Even better: just switch the whole nuisance off in preferences. Uncheck the "Enable" box by the Media volume slider, turn that slider down to zero and to be absolutely safe, also uncheck the "Enable Media to auto-play" box. You may still get those annoying pop-up navbar thingies if you accidentally mouse over the player but apart from that, you should be safe.
  7. ObviousAltIsObvious wrote: the Cory Ondrejka account was renamed from Cory Linden when he left LL. That's an interesting little tidbit of information, thank you! I always assumed Cory simply refused to use his Linden account (there actually is/was a separate Cory Linden account too), preferring to use his RL name as creator of his builds. ObviousAltIsObvious wrote: this kind of thing is still occasionally done for Linden content. the newest starter avatars have the role account Alexandria Linden listed in inventory as creator for all the parts; but once their attachments are worn or rezzed, the actual creator for them can be seen in the editor. Yes. Makes me wonder how that assets database is made. Logically there would be one entry for each item, with one UUID and one creator. If two entries had the same UUID, either one would always be the one to show up or they would switch at random. But neither is the case. Makes me sympathize with the current LL programmers. Working with core code as counter intuitive as this indicates must be a nightmare! (No, that doesn't mean I'll stop complaining about their work, but I won't blame them )
  8. Linden Lab wrote: Would you try sending all the same info via email to editor@lindenlab.com ? Done! and thank you for your help. Only, now I'll always wonder who's hiding behind the name "Linden Lab" on this forum.
  9. This is just a curiosity for the specially interested (if there are any)... This the AF_stone_siding.tga texture from Linden Lab's Exterior Texture Bundle (found at Stillman among many other places):  Creator: Cory Ondrejka UUID: 2f7f17d4-03a3-0abd-6bbb-08f817a00e24 This the AF_stone_siding.tga texture from Yadni Monde's April 2004 collection:  Creator: Wednesday Grimm UUID: 2f7f17d4-03a3-0abd-6bbb-08f817a00e24 So, same texture uploaded by two different people, nothing straneg there. But they also have the same UUID - I didn't know that was even possible! I've found quite a few such occurences of the same texture - same UUID and all - credited to two different creators. The one thing they have in common is that all the accounts credited as creators date back to the beta testing period and I suppose that's when this all happened. But does anybody have an explanation how?
  10. Linden Lab wrote: To be considered for the Destination Guide, the editorial team at Linden Lab can be reached via email at editor@lindenlab.com with any direct requests. There is also a web-based form that you can fill out. Thank you! But I've already checked the page Steph suggested and as far as I can see, I've got all the formalities right. And the place I suggested is certainly qualified, judging by the other locations already listed in the category. (It was really hard to figure out how to do it right btw since the guide how to get direct-to-image URLs from Flickr is outdated since Flickr redid their site.) The one anomaly I wonder about however, is that there doesn't seem to be any confirmation after I submit the form. When I click on the "Send Form" button, I'm just taken straight back to a blank form. So I have absolutely no idea whether the form has been sent at all. Is that right?
  11. Does anybody have any tips how to get a place listed in the Destination Guide? Do you have to be very nice and never complain about LL? Do you have to bribe somebody? Or is there some other secret I haven't figured out yet?
  12. ChinRey

    Mesh bug alert

    Whirly Fizzle wrote: According to Drongle's old bug at VWR-27992, which was moved to an internal project, so we can't see it, this bug only affects mesh with 3 or 4 materials, not 4 or 5 materials." Woops, I was sure it was four or five materials. So nothing new after all then. Still it's just as well to post a reminder about it here every now and then. Lots of people aren't aware of it. I can't imagine LL will ever do anything about it either - my first JIRA about the problem has its second anniversary soon and Drongle's is more than four years old.
  13. I have a feeling there are some invisiprims involved here. Invisprims are an old alternative to alpha layers and were used - among other things - to hide unwanted body parts, such as feet sticking out of your shoes. Invisiprims still do the job if you have ALM switched off but not if it's on and that's the most likely reason why some can see it and others can't. In any case, the best practical solution to the problem is to remove those shoes as Madelaine suggested.
  14. It depends on how you define night, of course but the entire day cycle in takes four hours, that is it's all six times as fast as in Real Life. Time flies by fast in SL
  15. ChinRey

    Mesh bug alert

    No hidden faces and triangle count is 144. Oh well, I've filed a JIRA about it. It's not going to do any good but at least you can't say I didn't try.
  16. Dana Dielli wrote: EDIT TO ADD: I missed your point about the HUD freezing. That would be another issue entirely, but I'll still suggest checking on where "Lara" attaches, and if it's the right hand, then move it to something else. It attaches to avatar center as it should. The mesh body failure has nothing to do with items detaching anyway. The body is still techincally attached, it's just that it fails to show up. Every time you teleport or cross a sim border, you essentially log on to a new server. All the scripts you are carrying with you have to be loaded on the new server and restarted and much of the rendering of your avatar will have to be done from scratch too. Even under the best of circumstances, that's really hard work for all computers involved. Of course with a heavy avatar loaded with scripts and fitted mesh, you're not anywhere near the best of circumstances and sooner or later something will go wrong.
  17. Suki Hirano wrote: Let me guess, you're probably one of those people still using the LL body? Or refuse to wear mesh clothing and instead using appliers? Sucks to be you to not realize 99% of anything in SL in 2016 is an attachment. There may be a difference what you use SL for. I know Immy spends a lot of time at NCI helping newcomers and possibly also at other crowded places. Nobody in their right mind will go to such places wearing 38 attachments. Stiletto Sara on the other hand - if I understand her correctly - uses SL mainly to take photos of her avatar so she doesn't have to worry that much about lag or being an involuntary griefer. There is a huge different between a public and a private avatar in SL. Going out among other people wearing 38 attachments is not only rude, it's also pointless because nobody will ever actually see your avatar properly. Even if for some weird reason they are so obsessed with your avatar they want to study it in every little detail, they're not going to stay around for long enough for it all to render. What you do and wear in private is a completely different matter but even then 38 seems like a lot and as others have already pointed out, there are ltos of places to save a slot or three.
  18. ChloeSilverPhoenix wrote: Seems that even the Maitreya v3.5 body still manages to freeze both the body and hud when crossing a few sim borders. This results in others not being able to see my body and it also happens with anybody using Maitreya Lara. Is there a way to fix this annoying flaw then logging out/logging back in every single time it does this? Unfortunately no. The Maitreya is amazingly low lag for a mesh body but it's still a mesh body and that inevitably means seriously heavy load on the servers and even more on the client computers. If you want to play it safe, wear your mesh body only in private for your own enjoyment and maybe for that special friend. Btw, what others see and don't see depends on their computers, not yours. Even if it looks perfect on your computer screen, there's no way of telling how it looks on others'.
  19. ChinRey

    Mesh bug alert

    I just noticed that one of the old bugs LL never is going to fix has gotten worse recently: Look at the two pillars here:  The two are absolutely identical except for one thing: the one to the left was rotated ninety degrees to lay down horizontally before uploading and then back afterwards. The one to the right was uplaoded as it is. What happens is that the dimension along the local z axis is ignored when the LOD switch points are determined so at the distance shown here, the pillar to the left has switched to low LOD model while the one to th left is still in high LOD. This is a well known old bug for meshes with four or five faces but this one has only three faces and should not have been affected. So a tip to evberybody: If you uplaod thin and tall meshes, remember to lay them flat first, then rotate them back in position after uploading.
  20. If you click on the Listing enhancments link at your merchant home page you'll get stats how many impressions and click-throughs you got for your money. I know nothing about Darrius' claim that the display ratio is skewed but one thing I can promise you is that once you see those figures you'll realize it's not worth the money.
  21. Shhy wrote: When buying mainland is there regions that are better than others to buy in? Yes Shhy wrote: What is the best land to look for? A place you personally like. Tastes differ. Some good basic rules though: First look at the world map. If there are lots of ad signs and other sky screens in the vicinity, it's probably not a place you'll enjoy. Next look around. Lots of privacy screens? Lots of ban lines? Lots of builds in conflicting styles? You probably won't enjoy that in the long run. If on the other hand it's a place where everybody have tried to work together to make a continuous whole, only buy if you're actually willing to, able to and interested in going along with the chosen theme. You don't want to be the one who ruins one of the few gems of Second Life. Check if there are any open rez parcels in the vicinity - that is parcels where object entry and/or building is open to everybody and autoreturn is off. Such parcels are griefer magnets and living next to one can be rather frustrating at times. Check lag. Living next to overloaded high lag parcels can be rather annoying. Check the sim Time. Type ctrl-shift-1, scroll down to Time in the stats window that pops up and click on it. Look at Total Frame Time. If it is higher than 22-point-something, the sim is overloaded. Then look at Spare Time. If it's lower than 10 ms, you might want to be a bit cautious, if it's lower than 5 you probably want to look somewhere else, if it's lower than 1, stay away! Also of course, check the maturity rating of the land. Shhy wrote: Is there regions that do not allow the sky clutter and scripty items? No but it's not as big a problem as many seem to think. When it comes to sky clutter, well, take a look. If you can't see it, it's no problem. You can get a good idea of the script load by checking the sim Time (see #7 above) but contrary to common belief, scripts are hardly ever a serious cause of lag or other problems. Too many high resolution textures and too many mesh bodied avatars are by far the two most serious causes of lag in SL today - hard to say which of the two is the most serious one. Number three and four on the list are unrealistically high draw distance and RenderVolLODFactor settings. There are exceptions of course but not many and you'll catch them by checking the sim time.
  22. The best reqource for finding the right mesh body is http://meshbodyaddicts.com/ Mesh bodies are fitted mesh and you can modify the shape with the regular body shape sliders. You do not need to have a mesh head to use a mesh body.
  23. Well, you can of course have several adjacent regions if you like, or neighbor parcels in several adjacent regions. There are some limitations of course, unless you want to buy new sims, you have to find a place with that much space for sale or rent, you'll have sim borders across your land and each sim will have its own prim quota. But apart from that, yes, you can have as big a continuous stretch of land as you like.
  24. There used to be "official" rain in Second Life but Linden Lab switched it off back in 2002 or 2003 even before SL went public beta so your question is a little bit late. Rain created by various users is usually particle based and you can switch them off in your viewer with ctrl-alt-shift-=
  25. Theresa Tennyson wrote: Bear in mind that to really do a good job of making clothes for a fitted mesh body you need to have access to the "weights" that the body maker uses so that the clothes react to the sliders the same way the body does. From what I've heard Maitreya gives this information to fewer developers than some other body makers do. They do indeed. Fortunately quite a few independent developers, including at least one full perm tmplate makers, seem to have figured out the weights by tehmselves now so the selection isn't nearly as restricted as it was. But the Golden Rule of Mesh Clothes still applies: No Demo = No sale
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