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ChinRey

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Everything posted by ChinRey

  1. seanabrady wrote: I have a few comments on this. As someone that manages IT projects and looks at them from both the business side and the development side, I think LL has done with Sansar exactly what I would do in a similar project. I do not like bringing in loads of people with diverse opinions when starting a new project. It does not help make a better product and tends to make the new product start to mirror the old, which is not always a good thing. That is true but you would do some kind of market analysis, wouldn't you? Until recently LL's work was always about finding a solution and then see if anybody happened to have a problem it would fit. Every now and then that did actually happen, often enough for SL to succeed. But this is hardly a good long term strategy. That's how Sansar started and it's extremely hard to turn it around later. seanabrady wrote: In my opinion, Second Life is seeing a period of drastic change over the past 18 months. More like two years actually. But they're still fumbling. It's not that they don't want to change, it's just that old habits die hard. And of course there's this backlog of old sins to deal with. In the meantime SL keeps evaporating. Today there are 186 fewer sims than a month ago and it seems LL may even have started to take down mainland sims. Turning this trend will be a Herculean effort and they've only just started on it really. Then again, every big journey begins with a single step so there's still hope,
  2. Willow Dion wrote: But the waste of resources does bother me. You know what? I have a very strong feeling the current LL management tend to agree with you, at least sometimes to some degree. It is important to remember that Sansar did not start with Ebbe Linden. By the time he took over the steering wheel and broke the news, planning and dvelopment was already well underway. It would probably have been too late to just cancel the whole thing.
  3. Qie Niangao wrote: From what we've been told, there's really not much to access in Sansar yet. Although they've been talking about it for months already, Ebbe said a couple weeks ago that there's still no scripting at all. Doesn't seem to be much to show of visual content either. By now there shuld be a steady trickle of teasers to keep up the interest but so far all we have are a few "conceptual pictures" which some over-ethusiastic and shortsighted PR person tried to foist off as genuine inworld Sansar photos and apparently a 4 second video (haven't seen that one). Qie Niangao wrote: They're not scheduled to open for public beta until end of the year -- and given the script situation, I very much doubt they'll make that target anyway. I'd be really worried if they did. That would look like a rush job.
  4. How to revitalize SL? The answer is actually quite simple: 500 newcomers a day. Preferably more but 500 should be enough. It can't be just any kind of newcomers though. They have to be humans, not bots, they have to be genuine newcomers, not just new alts and they have to be the kind who stays here for a while and not jsut pops in a few times before they decide SL isn't for them. This is the only way to stop Second Life's decline. Everything else are just trivial details by comparasion. But then of course, the next question is: How do we make Second Life attractive enough to to newcomers to achieve that?
  5. Amethyst Jetaime wrote: That said, voice verification proves nothing. A guy driving a female avatar can alway get a woman they know to 'voice verify' for them and a woman driving a man's avatar can get a RL man to 'voice verify' for them. Or you can use the Morphing functions built into SL's voice chat, or one of the many other voice morphing programs available. Voice verification is a bit silly since it's so easy to "cheat". But as several others have already said, the employer have the right to demand it if they want to. And at least you prove you're willing to put a little bit of extra effort into the role you play.
  6. Rya Nitely wrote: and shine. I use both. Funny thing is my partner can see shine but not bump. That's not unusual at all. Specular maps are fairly reliable, either you see them or you don't. Normal maps are a different matter though, their effect depend on other graphics settings in addition to ALM. Shadows will greatly reduce the effect or a normal map. A normal map made to look good with High graphics is usually barely, if at all, noticeable with graphics set to Ultra and a map optimized for Ultra High graphics will look horribly exaggerated when graphics settings are reduced down to High. Then there's windlight of course. The kidn of sort "big sun" windlights recommended by many skin and clothes designers will wash out the normal maps and of course, a normal map will have no effect at all on a surface facing the light source. As an exercise in futility, try to apply a normal map to a horizontal surface with windlight set to standard noon.
  7. peckerhead19 wrote: You've made this cynical New Yorker very happy and restored my faith in people. Cynical New Yorker? I didn't know those existed!
  8. peckerhead19 wrote: Hi, I'm fairly new, so please forgive me if I sound naive. Welcome peckerhead19 and don't worry, no questions are to naive here. SL is horrendously complex and even the most experienced users get lost sometimes. peckerhead19 wrote: Does giving him permission allow him to see my inventory and take something if he wants? No, shared edit permissions only apply to objects rezzed inworld. Nobody else can alter anything you wear or you have in your inventory. Nobody else can even see what you have in your inventory. Unfortunately, although inventory losses aren't as common as some people say, they do happen. There are several possible reasons but they are never caused by other avatars. peckerhead19 wrote: One strange thingI just noticed is when I mouse over the permissions, it says I can edit his objects, but when I mouse over what I gave to him, it says he can edit, delete or take my objects. This seems odd. Have I been scammed? It just means he has given you the same rights to his objects as you have given him. Now, about that lost HUD, you may want to contact the seller, explain the problem and ask very politely for a redelivery. You can't expect a redelivery of a no-copy item but most SL sellers are nice people when you treat them well and there's no harm in asking.
  9. Two other long shots in addition to the one KarenMichelle mentioned: Some vendor and rental systems keep their own transaction histories completely independent from the official ones. For some in-world transactions you get a notification. Look under the Transactions tab in the Notifications window, you may be lucky.
  10. It's hard to say without seeing the complete script and you'll probably get more and better replies if you repost the question (with the full script) in the LSL Scripting section of the forum. If I understand you right, you're trying to use a timer to send a series of delayed messages. Assuming your last code snippet is inside a timer event there doesn't seem to be any fatal errors there. There are some performance issues but nothing that should keep the code from running. It is a slight possibility that you triggered the llRegionSayTo block at some point but if you did none of the messages should have gone through until the sim is restarted and I understand the first message works just fine. This is very easy to check though, just replace the llRegionSay with regular llSay functions - or just add llSay or llOwnerSay checkpoint functions to each section of the loop. It's more likely the problem is caused by some part of the script outside the two snippets you've posted. One possible reason is that the interval is set so short the first timer event hasn't finished before the second is called. About performance issues, use else if rather than plain if conditions whenever possible. The way your script are written, you force the poor server to run a lot of unnecessary routines. Also, make it a habit to use ++a; or a+=1;, rather than a++; for incremental changes in an integer. The performance tests done are not absolutely conclusive (and may not apply to mono) but they all indicate that a++; is the slowest of the three. For a script like this I probably wouldn't have used a timer event at all but rather set the intervals with llSleep(); or possibly even llResetTime(); Yes, repeated sleep calls are known to be a bit laggy but compared to a string of if conditions and repeated resetting of a counter variable, it is probably still the speed winner and it certainly simplifies the code. Also, the moment you have a menu function in your script, you need the timer event to close the listen. Keeping listens permanently open is one of the big no-nos in scripting and something you only do if there is absolutely no other alternative. You can script the timer event to handle both the intervals between messages and the listens of course but the code gets complicated very fast if you do. Edit: Woops I missed that line Rolig spotted. Yes, that would stop the script dead in its track. Depending on the rest of the script, it may also cause other problems since it bypasses the llSetTimerEvent(0); function. If there's any comfort, even the best scripters spend a tremendous amount of time desperately looking for errors they can't believe they could possibly have missed once found. And as Rolig said, llOwnerSay(); is a scripter's best friend. Sometimes you just need the script to say "Hi" at a certain point just to check it gets to that point at all, sometimes you need it to check that a variable has the correct value. Only, remember to remove those OwnerSay checkpoints from the final version of th script...
  11. This only applies to flexi hair. There are two other kinds of hair in SL too that solve the problem. Unfortunately they both have other flaws instead Good old fashioned static hair doesn't move at all. Nobody wants that these days of course, unless it is a very short hairstyle. Chantilly mentioned fitted mesh hair. That's the most fashionable kind of hair today and it does keep your hair from passing through your body. The simple explanation is that with fitted mesh hair the different locks are attached to different parts of your body and move along with their attachment points. The problem with this solution is of course that although the hair does move, it doesn't look very natural. If you have long hair in RL too, try doing it there. Glue the tips of your hair to your chest and back and.... No, on second thought, don't try this in RL! There really is no perfect solution for avatar hair yet. It's a problem not only in SL but also in all other virtual reality environments. I know some very clever are working on a completely different tesselation based solution and I've seen a demo video that looked really impressive. It may take a while before they have it ready for the public though and chances are it'll never make it to Second Life. We don't have tesselation here unfortunately. Personally I prefer flexi hair. A good hair maker can do a lot to minimize the hair-through-body problem and to me it's still the least of three evils. Others see it different thoguh and there is no definite answer really.
  12. Tenly wrote: I believe you said something that might help me ask a better formed question, which was, and Ill paraphrase, you have to have the clothing UUID? Or the UUID for the texture used to create the clothing item? The UUID for the texture used for creating them, yes. Tenly wrote: if the items are full perm, or I made them myself..which I do a lot of for my own use...I would have the textures, and could then use the OMega applier? to incorporate? If you made the clothes yourself and have kept a copy of the texture in your inventory, you can easily make your own appliers. You need to buy a developer kit, basically a set of modifiable appliers, but the Omega dev kit is so cheap that shouldn't make any difference. Full perm clothes is a different issue though. There is no legal way to get the UUID of a texture from any item unless you have a full perm copy of the actual texture in your inventory. It doesn't matter if the item is full perm or not. It doesn't even matter if you made the texture yourself or not. The only thing that matters is do you have a full perm copy of the texture in your inventory? If you do, you can easily copy its UUID, if you don't, you can't.
  13. Tenly wrote: Sooooo mesh bodies have been around for awhile but Ive recently become interested in them because they simply look better than the default avatar body. and by that Im referring to smooth edges on the body. Im not sure why the default avatar looks so crappy in comparison Content in Second Life and other 3D environments will always be a compromise between lag and visual quality. Mesh bodies are a lot more laggy than the default avatar and back in the early days of SL it simply wouldn't have been possible to use avatars as detailed as that. Even today mesh bodies are pushing the limit and if you care about how others see your avtar too, you should be a bit careful with where you use your mesh body. Tenly wrote: but it does not photograph as well as a well made mesh body!!! It doesn't look quite as good inworld either although the difference is much less noticeable there than in a carefully edited photo. Tenly wrote: So whats the problem you ask? In testing several mesh bodies I find I can not wear 99% of my purchases or creations. That's right. You need a brand new wardrobe for your mesh body. Tenly wrote: Surely there is a generic applier system a non-creator could use to add clothing over a mesh body? or do I just get the applier system from the mesh body creator? ... Ive seen reference to "omega" system...which originally I thought was mesh body company...but now seems to be a system one can use IF the mesh body creator is compatible with it. just when I felt like Id figured it all out.. You got that right, yes. The Omega system is a universal appleir system that works with most mesh bodies and body parts. Not all though and you better be careful to stay away from the ones that don't support Omega. You still can't use most of your old system clothes, tattoos and skins though. If they didn't come with appliers you need to create ones yourself and for that you need the UUIDs of the textures used. Mesh clothes may or may not work. Mesh bodies does not just smooth out the avatar shape, they also alter it a bit, enough that some mesh clothes simply won't fit anymore. There are also limits to how precise you can alpha mask a mesh body. With a system body you can make an alpha latyer that hides exactly the parts of the body you need to hide. With a mesh body you're stuck with a premade pattern of "fields" that can be shown or hidden and there's no guarantee they will fit a specific piece of mesh clothing.
  14. Prokofy Neva wrote: Once again, while ONE scourge-mobile author is halted, there are several more at least -- just look out on the roads and waterways and you will see them! My own land is crisscrossed with Linden Roads and waterways and I still spend quite a bit of time exploring mainland. I'm very well aware of what goes on there. The green flying buses are gone too. They only lasted for a short while. That means Yavanna is the only one to offer public transportation across Mainland. Yes, I do agree that ideally they should have had a look that would blend better in with the environment but there are some practical problems there. They would have to blend in with all the different landscapes they pass, they have to be able to morph into boats when they're on water and they have to be very simple and light weight to minimize sim crossing problems. I'm a builder specializing in low weight realistic looking builds and given all the conflicting requirements I really can't think of any better design solution than the Yava Pods for this. The Yava Pods offer long distance free public transportation for anybody who wants to explore mainland. They're guided tours even. The value of what they do for mainland and Second Life as a whole more than makes up for their fairly minor visual flaws. Prokofy Neva wrote: I agree about "Your Neighbours' Nightmare." My long-time suggestion for "themes" was actually more about four rough genres, if you will, like this: That was part of LL's plan with the telehubs: commercial districts around the hubs and residental ones further out. Didn't happen quite that way. Prokofy Neva wrote: -- Sandbox - anything goes, build what you want, all spinning physics laggy hell breaks loose. I assume you don't mean "sandbox" in the traditional sense - we already have that of course - but regions where people can own land and build whatever they like. We already have that too actually, Zindra. That whole continent is for sale right now if anybody are interested. Better hurry up though, the wannabe sellers have already started abandoning land. Prokofy Neva wrote: -- Commercial - stores, commerce allowed, or scripted vendors allowed Here's the one made in conjuction with the Waterhead telehub: http://maps.secondlife.com/secondlife/Borrowdale/67/134/35 Prokofy Neva wrote: -- Residential - homes where rules prevail, i.e. no builds over two stories, no building smack at the property line, no scripted commerce The Linden Homes? No, let's not talk about them. We have to keep some standards for our discussions here. Prokofy Neva wrote: ---Educational - collegues and non-profits The official Linden Lab Center of Education: http://maps.secondlife.com/secondlife/Campus/155/142/24 Prokofy Neva wrote: I disagree that Nautilus is a "slum." Yes, parts of it are blighted but there are still many areas that are still kept nice with the built-in easement a boon and the Linden content.. and there are also more than 20 sims there with barren wasteland on the ground and stacks of sky platforms above. Yes, there certainly are parts of Nautilus where the residents try to maintain the theme and build in harmony with it. I think the problem with Nautilus is that it was made too big. If it had been big enough to accomodate the people actually interested in the concept but not so big you had to fill it up with people just lookign for some generic land, it might have been quite a success. Prokofy Neva wrote: Bay City doesn't strike me as so "ghosty" when I've visited lately but I haven't scientifically studied it. Right now there are 123 parcels for sale in Bay City and they've been for sale for almost a year now. There used to be twice as many but some seller gave up and abandoned their parcels recently. Bay City doesn't look abandoned at first glance partly because many of the parcels for sale have buildings on them, mostly because such a big amunt of the land is Linden owned with permanent Linden builds. But there aren't many people who own or rent land they actually use there anymore. Prokofy Neva wrote: I don't know why it was so hard not to long ago, divide the Mainland roughly up in this way, instead of making a crazy quilt of anything-goes sandbox parcels where people trying to make either decent residential neighbourhoods or commercial areas must struggle as a few blight the view. Linden Lab did try on many occasions. It's easy to see why they usually failed and quite often the projects could have been made to work with a few tweaks. But that's not how Linden Lab used to work. You get an idea that looks brilliant and start building full of enthusiasm - no reality check, no market analyzis - those are just distractions. And most important: no bug fixes! Those are boring. If the idea didn't work, you just leave it as it is and move on to something new and more exciting.
  15. Prokofy Neva wrote: 8. End the "scourge mobiles" -- driverless cars allowed to roam all over SL, often out of theme, i.e. buses on the water and trains on the road and boats on the railroad. They're gone already. AnnMarie vanished from Second Life a few months ago with all her "drunken vehicles". All her accounts have been cancelled and as far as I know, nobody has heard any news from her. Prokofy Neva wrote: 9. Create more zoned/themed sims. Bay City and Nautilus are hugely valued and way more expensive than the rest of the Mainland (as are parts of Zindra) I agree with you in principle. One of the biggest mistakes Linden Lab did back in the early days was to neglect the need for consistent themes. All experience both from SL and other 3D environments of all kinds, shows that it is the themed places that succeed. LL also somehow forgot the last sentence in their slogan. It shuold read "Your World, Your Imagination, Your Neighbor's Nightmare." Before people start to protest: yes, there should be a place for everything in Second Life. But there should be different places for different things. Place Santa's Workshop right next to a troipical paradise and all you get is two unhappy landowners forced to hide beghind claustrophobic privacy screens. That being said, Nautilus is not a themed region. It was intended as one but the intentions were never followed up and it soon became one of the messiest places in the whole of Second Life. It's a slum and only expensive for being expensive. Bay City is a ghost town. Last spring more than half the city came up for sale and remained for sale to the end of the year. Today many of the sellers have given up and abandoned their land there but there are still lots of parcels for sale if anybody are interested. I don't know if there have been any buyers at all so far but it there have, it can't have been many. The fates of Bay City and Nautilus are good examples of the downside to themed regions. A theme as limited and static as Bay City's can be wonderful for a while but sooner or later it goes out of style. A broken theme is even worse than no theme at all, if only because you can still see the sad remains of what the place was intended to be scattered among the eyesores. Of course the Nautlius theme was even more limited than Bay City's. It wasn't designed as a residental area at all but rather as a role play continent based on some vague undefined quasi-antique mythology. There was absolutely no way that theme could ever have broad enough appeal to justify a whole continent dedicated to it and that is probably one of the reasons why it failed right from the start. The two pitfalls that killed Nautilus and Bay City can be avoided though so yes, themed areas spanning several sims would have been the right thing to do.
  16. entity0x wrote: I find most of the lag experienced in Second Life has been from the use, abuse and overuse of large textures. Oh yes, definitely. Textrues are nearly always the biggest cause of lag in SL. The only exeptions are the most heavily mesh body infested places and some locations where somebody has gone absolutely mad with scripts or with physical objects or some other extra heavy rare features. Texture data may be easier for the computer to process than 3D-thingies data, especially moving 3D-thingies data but there's just so much of it! Even in the most somberly textured environment, the textures are bound to account for far more of the raw data needed than everything else combined. This was probably the biggest challenge with the park. With plants you need lots of different textures. Reusing a rose bush texture for the oaks just seemed ... wrong somehow. It worked though, even with all the new textures of all the new flower beds. I tried to keep the resolutions down to a sensible level and also of course reused textures wherever it was actually possible. The sheer size of the build also helps. It'll take quite a while to get through it all and that means the textures have more time to load.
  17. Kwakkelde Kwak wrote: I don't disagree with you, but I'm baffled why you quoted me Oh, I just wanted to open with some sensible words to make my own rant seem more important. == Kwakkelde Kwak wrote: I meant that $10k, (overestimated or not) a month is apparently worth mentioning by Ebbe as a success, while in RL such an income is just meh. It's substantially more than most make, but it's not a fortune by any means. Very good point. Aren't there supposed to be SL millionaires?
  18. Pamela Galli wrote: No, just 300,000 total dresses. Hmmm, if I change twice a day, that would be enough for 418.6776180698 years.
  19. How about a simple "See my picks for info about me" Especially when the profile has no picks.
  20. Kwakkelde Kwak wrote: My point was, in relation to the title of the thread, that, according to Ebbe's statement, apparently it's only possible for the elite of the elite of SL merchants to make an income in SL for an extended period, that's considered no more than "pretty good" in RL. Oh yes, you have to be good to sell well over time. You can't fool all the people all the time after all. But when it comes to the "slow and steady" sellers, there's another aspect too. Such items need time to produce a decent revenue and time is running out. Let's go back five years. Those figures and calculations we have been toying around with are very inaccurate of course but there is no doubt that the total amount of money that went through SL was much higher then than it is today. There were more than 30 000 sims on the grid and they were all pretty much filled up with activities. New users arrived and they all needed to fill up their inventories with the essentials and whatever luxuries they fancied. Today there are less than 25,000 sims and much of the land is unused, either abandoned or offered for sale with no realistic chance to find buyers. There are hardly any newcomers so you have to sell over and over again to the same customers. Competition is so hard prices in most fields have been squeezed down to the absolute minimum. You want a good looking avatar? Well, you still have to pay for a mesh body if you want that of course but everything else you can easily find for free. So many clothes and accessories makers are so desperate to draw customers they give away top quality stuff as group gifts and MM board prizes and through other promo stunts. Five years from now... Without Sansar and projecting the trends the last five years we're talking about 18,000 sims, about a third of it unused (that is abandoned or permanently for sale) and a quarter of it Linden owned. The number of active users probably won't have dropped that much but they're all old users who bought all the "slow and steady selling" items they'll ever want years ago. But then it's Sansar. No matter how often LL and we repeat that Sansar is a completely different project, not an "SL 2", many people will leave Second Life and try Sansar instead. Even Ebbe eventually admitted that. "Better that we do it than somebody else," he said at the first Lab Chat. And many will leave completely. Some will leave directly - SL isn't a cool thing anymore and they're not going to bother starting over again somewhere else. Others will try Sansar, decide it isn't for them and then never bother to return to SL. With Sansar, even the rather bleak looking projection of past trends gives a way too optimistic picture of the future from SL merchants.
  21. Theresa Tennyson wrote: Where did this "conclusion" come from? The logical definition of the amount Linden Lab pays out in dollars would be the amount cashed out through the Lindex. Yes. I can't remember the details, sorry. It may simply be that nobody, not even the most pessimistic participants, could believe things were quite that bad. Besides, Lindex transactions are suppsoed to be between residents for the most it wouldn't have been LL who paid all those millions and that's what Ebbe said. But since we are doing fuzzy maths here anyway, let's assume 65 millions was indeed the total amount paid out to residents in 2014. And let's say the number for 2014 was 511 millions (1,400,000*365). That's a fifty percent reduction per year. Another year has passed since then. No, forget it. It can't possibly be that bad.
  22. It's linked to your upload permissions. It becomes available if you take the mesh upload test.
  23. KarenMichelle Lane wrote: OMG Everyone should realize by now that everything Maddy posts is at least a triple entendre!!! Oh, you should have told us earlier. I thought it would be rude to mention anything about cherry-picking your hard woods and now she may believe we ignored her. Sorry Maddy!
  24. Kelli May wrote: I was. Not intentionally, but as soon as I wrote 'tropical hardwood' I thought "How long before someone someone takes the double entendre?" Chin Rey starts to write a reply but decides that "double entr entendre" is not a good phrase to turn into a double entendre.
  25. entity0x wrote: (unless they have an ulterior motive like $$$ to 'play supportive'. (eg.. an 'african animal'-named community and a 'double-letter' named community). Oh, now we have to guess what you mean. The double letter one is easy, that's LL of course. But African animal named group asking for money... Could it be the Neophron percnopterus Group?
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