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NaomiLocket

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Everything posted by NaomiLocket

  1. You've made a contract with yourself over it and left it hanging over your head. It remains in your profile as a goal. I think it might do you some good to resolve it one way or the other. Personally I'd suggest reinstalling blender and giving yourself a decent chance. A real patient chance. The hardest part will be trying to not expect too much of yourself. If you need help getting used to shortcuts, or finding how to enable the search menu - I am sure there are plenty of people capable of giving you a pointer in the right direction. If you struggle with generalistic modelling exercises. Perhaps succeeding with implementing a replica of the basic cube prim with all its functions correctly replicated would feel good for simply succeeding*. *with the caveat that you'd be excluding any of the torture features. Only the material features, orientation, and physics counts.
  2. I wouldn't be interested in how frequented an off-topic section is. I don't care for pumping up numbers with random nattering. What I would be interested in is if off-topic frictions were kept in off-topic somehow. Case in point the frictional grief between BilliJo and Love Z (and other such examples) is the kind of thing I just don't care to see in threads. It was a one job assignment in a thread about garbage and off-topic. Explain to me how the rest of the forum benefits and advances from the existence of an off-topic section. Are there issues having and continuing those kinds of discussions in-world between interested parties? Some other fundamental need?
  3. @Scylla Rhiadra I think what Starberry was trying to suggest was that ***** itself is not illegal if you remove all the illegalities of illegal depictions. But the topic itself has come out because of depictions or activities that are that some A rated venues have to or are expected to moderate against, including and not excluding any other rating. Some people may feel attacked generally, or may feel some of their friends are attacked generally by the topic if they lose sight of the issue of adult activities specifically.
  4. @Scylla Rhiadra Fair and agreeable response. Matters of internal code of conduct and stuff aren't really in our purview. The acknowledgement of it and ongoing investigations are more a courtesy or so. There was always a risk over time though the more active the content persisted that eventually this situation is born out of it. Dealing with the situation previously more or less just moved it around or at least that is how I perceive it. Policies and enacting/enforcing policies is more in their immediate circle of control. So the statement and the policies are what is left for us as a topic.
  5. It's not going to fold. They are going to make changes and keep going as Brad has said. The only way it would fold is if the revenue nose dived long term and it wasn't sustainable. This is not the first time Second Life has had this topic. It is at least the second if not third. Off the top of my head relating to a european ruling. Some years back someone was disappointed that not much seemed to have been effective since then to remedy the situation. They posed if they should involve the German government again or something at that point. Later down the track we arrive at this point with a lot of people speculating based on their preferences and desires in both directions. Curious people note the hard to refute and at the time obtainable confirmations of pointed to content. As well as depictions of early followers of triggering event that have the means and capacity to make such links in detail. The fact is it has happened, things were found, it has been acknowledged. The sooner everyone gets over that the sooner they can be a practical voice of what is the best balance to address the problem.
  6. Some legal matters were referred to earlier in the thread.
  7. Sometimes though people need to keep in mind that people are at times expressing condensed versions of legitimate experiences that happen across the grid. And try to not get overly defensive or touchy about it. There are old infamous beaches closed that have dispersed what you would describe as on topic and assorted 'fans of the playground' types that Zalificent was describing, that some region owners have to deal with. The Lab has always had a land owner responsibility policy out there somewhere regardless of if it was enforced or not. The owners have always had to deal with this topic and as such some have placed signs out to let people know that they will not accept any excuse or reasoning if they are made uncomfortable about a questionable appearance.
  8. Regular supported prims have been increased to a 64m dimension for ages now, you don't need megaprims for any temporary planning work.
  9. one might wonder why so called garbage content is vehemently described that, when it isn't physically the problem it is made out to be in every place on the grid. It just isn't how it works. But seeing as "someone making money" keeps coming up, it is probably self evident the real reason why this keeps happening even though the grid hasn't fallen over from a booggyman.
  10. Already done. They even zero out entire objects at distance. ahem.
  11. I want to apply three different reactions but I'm going to have to settle for just the one. Not my fault I do like your tongue in cheek post, though. props.
  12. I am presuming you will next go: aha, gotcha, it was one of those fancy render a 3D object on a webpage natively. As if the web browser dictates a 3d model for other engine contexts.
  13. You mistake disrespect for programmers with understanding reality and the difference between good programmers and not so crash hot ones. There is a fun little programmer joke that says "You don't need artists, you only need programmer art." Artists don't cry over it. Boo hoo. It means there is a minimal need for execution ie: proxy art. Various levels of art happen after. If you have not reached the limit of your style guide you have not finished polishing your product up to the time limit for production. So the work does not stop until then. Good luck with that "disrespect" out there. All you did here was tell me you're going to bring up the rendering of a video as some how a thing, when that is completely to do with programmers and nothing to do with the art asset it rasterised. That is what is off kilter. It doesn't relate at all in any way to the asset that is in it. It could have been the best or the worst it doesn't make a difference to choosing better compression. Why did you even go there?
  14. Not quite. If it grinds their own system to a halt or doesn't fulfill a purpose most of them aren't going to kill their own brand with it. There are some use cases where small bevels can be found in big titles. Just not "everywhere". But they do, do it. But you're arguing extremes contextually that are lost in scaling. They are making a killing because they made something someone wanted. It worked out long term and someone was a repeat customer, or they were not. Actual artists do have peer review. Yes I get you can make x thing, throw it out there with a price, and someone gets said thing. This is still not the way.
  15. That is however a two way street. If your studio CEO tells you, you will let his artists do more, you will or find another studio. Subsequently ID's CEO was right to tell his team they have every reason to be proud of what they had accomplished. Even when speedrunners were exploiting both code execution and level design. Right 100% that they should proud of what they accomplished. It is not just the artists that have to work with the constraints. You can have situations where you have worked under the constraints. A bad shader will alone will still wreck the scene regardless of the rest of the program. An engine is but one code revision. A engine that does not revise slowly makes its way to the hearts and minds of the retro. Not a bad thing in itself for the love of history and a childhood. We all do it. Emulators are awesome also. I am not saying they should adopt a particular engine. I am saying, people need to leave artists to last which is the only sane thing. There are multiple points in SL's history across different people involved that have found a given issue and fixed it. They write about it, and it is commendable. It is also a bitter victory when you consider how many years SL has suffered a given point of failure or a terrible server configuration. You will not inspire artists to do better here or to think of this place first instead of last, if all you do is tell them to put up with the engine. They will not listen to that, and have every reason not to. At least the LSL mentors are more helpful, generally. Art is as a subject unto itself, only held back by programmers that wish they were the programmer sitting next to them.
  16. Your first paragraph argued against itself, re: admitting that ID software were indeed correct, you can protect against it. I don't argue that much about bottlenecks, they are everywhere. A lot of them before your art asset is ever a consideration in fact. Agreed what you do with the graphics pipeline has a lot to do with it. Which is also the very point that you can take a small file and make it a larger one at runtime easily - which has nothing to do with an artist. A technical artist can explain that, they also write code. It is good that you took courses, I also did. That doesn't make either of us experts. But I will point out, that I appreciate you expanding on my information. I only hope that you understand the gravity and weight of it, and the responsibility of good code (including shaders).
  17. I would agree with you on balance, but not on strict principle. You're trying to apply a standardisation to a dataset that is already in general already standardised - but there is no such standardisation to a programmer. Yes there is peer review, but there is also revision history for a reason. The industry giants with art directors get this, which is why Digital Extremes reworked Warframe and rebelled against Nvidia's particle direction writing their own, because they could do it better and were long due to give back to the community that gave to them. And they did. They did not make excuses about it and come up with some nonsense that they had to overly punish art creation itself. They did the job. Now I am going to stress, my rebuttal to you is not quite a rebuttal. It is mild for context, and specific. I am for performance and optimisation. And there will for sure come a time I will come across the very thing "some" of you are up on arms about. Just like when some land barons write out about some little feud that seems funny, then you see people doing the very things. It doesn't matter. What matters is that the culture here is wrong on too many points. Attempts to assert a rigid nonsense that is demonstratably actually against the industry or buried so far in the past it only exists for stylistic reasons. And instead of making themselves more employable or better mentors, insist of trying to tell people they should be finantially put out, the task made harder, or some other nonsense that doesn't apply. To boot they even forget SL's own history and try to recite it to me (hense Exodus viewer). There are better ways to approach the issue. If it were true that a "well known creator" happened to "break the grid" as such, they would no longer be here, and they would be instead infamous.
  18. To be very blunt, if you read a 2GB text file all at once, you are to blame, not the text file.
  19. That is, and it is true. If you explore sorting algorithms you will not argue about it or make a logical fallacy. You would also not try to miss-represent it if you understood a file on a disk or in memory.
  20. Actually you do, because regardless every year every studio will progress to higher detail to write home about in their favourite magazine as they have always done. I never said they don't rework art assets to meet the balance between technology and a given software engineers teams capability. That was never asserted, but it was a nice attempt to make something up. Be more professional next time and expand your horizons across more studios - they've even written books about how to publish once for every platform in the past. People just didn't like the outcome of that kind of performance.
  21. Again, if it wasn't for people with TPV's challenging the status quo, you wouldn't have advanced lighting and better materials in all 18 years. They did, and so you do.
  22. That is mostly untrue, but you are entitled to your opinion. Finding performance improvements in code, or changing how you approach an existing problem has literally nothing to do with sansar or abandoning SL, at all. As for "gently punishing people that don't do how they want to do it" they already do through counting UV splits as extra verticies. They don't need to go further, and it isn't even entirely correct as demonstrated externally to SL that you can in fact build entire sims on a fraction of the texture use by increasing splits. You're preaching to the choir and missing too many marks. (ETA: fortunately there is an alternative method to splits that can reduce exposure to that budget penalty, but that comes at a cost to freedom and its own limitations.)
  23. The problem is that code comes first. Everyone knows that. Performance is entirely at the mercy of code, it always has been. It dictates how data is handled. As a graphics professional you also know that. You also know that there is more to art and context than a blanket "this is bad and not optimised", because you know what a budget is and basic math. Hiding the problem with overly reduced content is not optimising or addressing any underlying problem. It's also not in line with necessity being the mother of all invention either, that happened and the lab found single points of failure or that people had memory leaks and crashed visiting stores and not because the mesh was bad. There are probably areas we'd find to agree with, but I won't agree with blowing a problem out of proportion, that doesn't mean that I am not aware there are meshes so dense in the wireframe you can't see through them but it also doesn't mean that it's crashing my tiny ass 2gb card either - because it's not using excessive memory. Yes, people have made content in ways I would not. Some content 'less poorly' made lagged my system more so than high density mesh that is beyond what I would make, because that is the raw nature of the content and code that acted on it. Half the people that rail against someone for a high detail LOD, don't properly understand what a high detail LOD and what the rest of the LOD system does and just abuse someone to the point they delete threads - and go back to the professionals instead where they have accounts. You need to be more flexible on optimisation and remember that more than one road leads to rome.
  24. That seems to be a gross overstretch of the imagination. There is nothing wrong or incorrect with expecting a developer to actually do software engineering. That is what professionals do as fundamentally proven by ID software. They accepted the criticism that 2016 doom in all its technological marvel and success in preventing many issues with memory via a texture buffer, didn't give enough detail clarity in its current state. So they changed it for doom eternal like grown ups. In contrast when developers don't quite get it, you have Fallout 76's idea of code reuse and OOP, propagating vulnerabilities all over, causing their customers to lose money - and "it just works" as a meme.
  25. Seeing as you can upload something upwards of 60li and skyrocketing without following their rules for a given reason, I'd say they did exactly as you said. My point is, content creators that create same or similar goods in a kinder fashion need to also be merchants doing a merchants job. Can't complain if someone that owns venue x, buys item y that looks great to them at a price they don't mind, and puts it in venue x & z of their choice. Ignoring that is missing the point of SL's design and function along the entire chain.
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