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Callum Meriman

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Everything posted by Callum Meriman

  1. The codeset is in parts more than 13 years old, held together with duct tape and chewing gum. The libraries are specialised and somewhat hacked by the Lab. The task to make it a 64 bit application would be daunting and wouldn't provide that much of a benefit. In the end the fault is the builders and guests, and less of the applications. It's not 32 bit code causing the slowdowns and crashes as much as our video cards are being swamped with huge textures, bad mesh and excess draw calls. Until the builders invited to any of these events learn to stop using 1024x1024 textures there isn't much that can be done. In most cases using 256x256 textures instead of 1024x1024 will cause no discernable loss of quality. The biggest advandatge being 256x256 is also 1/16th the size.
  2. I wish they would reimpliment the entire mole program as well as add sailable water between all continents, and another layer around the edges in places with just a small ROW. There are so many renovation and improvement tasks that could be done, even if it's just planting seaweed.
  3. The ping time between the UK and the US and back is about a quarter of a second (250ms or so). There is only one solution. Patience. (well, and saying "sorry, you go on" a lot) ChinRey wrote: Freya Mokusei wrote: It's quantum science! The most confusing of all the science. Used to be the most confusing. Once they came up with the brane theory most of the pieces fell into place and it's quite easy now. Except for time of course. Still no explanation for that and it may not exist. They have just discovered nuclei with pear shapes that all point in the direction of time. Time exists and it can only travel forwards. http://www.sciencealert.com/physicists-just-discovered-a-new-nucleus-shape-and-it-could-ruin-our-hopes-of-time-travel
  4. I doubt I have ever seen a major application change designed and handled so poorly as this one. A classic case of make up some arbitary rules, implement them, then go "oops, we forgot to tell the users". If the best advice 90% of these questions get is to bump up the slider - the Lab have clearly failed in a number of areas including the way they set their maximums. Rather than a negative limit - that is, make everyone see Jelly Babies by default - why not do it the other way? Let people with computers made in the last 5 years continue to run without impact, and add a slider for those with less capable machines to tone down others? Why not make it so your friends list are ALWAYS rendered? Why not make it so the choice to render people is like the choice to derender - it sticks. Shocking design. Shocking user communications.
  5. It's a pity the sim was eaten, but this stuff happens, and it happens with computers and applications that cause millions of dollar of loss and in some cases even destroy or worst case, cost lives. The fact is simple, the lab can't create a restore point out of thin air. The sim owner should have notified them immediately so that they could archive the restore point they had at that time. Instead, what I hope is some talented builders see and help in restoration and rebuilding, to create something even better. avalonalpha wrote: I will say this hot and clear: LL needs us, because we put the work in that keeps the money coming in. With Linden Lab trying to rake up more money with $600 buydowns and with Linden Lab banning estate owners, I think the impression you should have is they don't need us. Running the grid costs money. Datacentres cost money. Bandwidth costs money. Technicians, programmers, helpdesk, clerical staff all cost money. And, we, as a source of money are drying up. Yes, this is an odd time, where there is talk of SL 2.0, Oculus Rift, and all sorts of sexy stuff that the users of LL will probably want to spend more money on. The results of the Sansar project are not for us. The very fact that VR induced nausia can only be tackled by professionals should be a hint. There may be some *games* that use the platform, but it will never be capable of being a sandbox virtual world like SL, technology will prevent that.
  6. I just typed it into marketplace and got this https://marketplace.secondlife.com/p/Rai-Corp-Strength-Accessories-PACK/5597616 Could be the shop - https://marketplace.secondlife.com/stores/123795
  7. Sylvia Wasp wrote: It has useful but gharish bright red text over it's head and the colour can't be changed. $700 down the drain I think. Red text usually means the cat has died. You will have far more fun learning to breed them yourself, a starter kit is cheap and worth it. Don't give up, head to the kittycat sim http://maps.secondlife.com/secondlife/KittyCatS/128/128/2 or go to SL13B and get a free one. L$700 is US$2.63 - not an expensive lesson. ((It's not really dead, just pinin' for the catnip))
  8. IohnGocc wrote: I have tolerated the last insult by the members of SL Can we have your stuff?
  9. arabellajones wrote: I;m tempted to give up on Firestorm Better to give up on SL13B It's full of bad builds, 1024x1024 textures on each face and poorly constructed mesh.
  10. Red2Blaze wrote: Well from what I understand it depends on how they build it, the Rift has its drivers (sdk?) That only it can use, Vive use an openVR that any device use as well as the Rift As the VR support is not so new I think it is likely made with the Rift only SDK or the API is different yes. Luckily both of them interface nicely down to OpenGL, which is what SL is based on. I am hoping too for the Vibe in SL, I know another virtual world I shouldn't mention here can use the Vibe, but that's still in open alpha with about 48 "sims" only. I wouldn't give up on it being supported in SL, it's a way better headset.
  11. Nalates Urriah wrote: Support for mobile devices is problematic. Mobile devices do NOT have the rendering power needed to render a virtual world. Nor will they have for some years. Although one doesn't expect a company like HTC to make anything but cell phones, HTC vibe is not a "mobile device", it's a full on VR headset with motion sensing, full room in fact so it exceeds the Rift, and hand paddles. It's not really so different to what the Occulus Rift is. One's video card does the rendering, and that video card needs to be powerful to be able to send data fast enough to the display inside the headset. But yeah, any 9xx series NVidia or greater really.  I have hopes that someone will hack in the changes to the code so it works on the Vibe too - and theoretically it would be just as possible as the Rift I would guess, but I doubt it will be the Lab. If I have my history right, the TPV that supports the Occulus Rift is using the patch from about hmmm, 2010 that created analglyphs. They worked hard, did a great job, and bought that up to date to be compatible with the rift (I welcome them to correct me). In the grand scheme of things it should be no harder to support the Vive, or any other headset that follows.... just have to tempt a TPV dev hard enough. OP, Maybe, buy one a Vibe and say "want to try getting this working!"
  12. Maybe the CPU is likely just too busy calculating shadows to be able to feed the video card information fast enough? (and yes, definately drop the draw distance as suggested above) Perrie Juran wrote: ...your Sim Ping seems a little high. And it shouldn't have anything to do with the club... Running ping to the same region (the domain name is available on Help About) outside of SL will show a more accurate figure of true network "distance" i think. The SL viewer code is a bit long in the tooth. It isn't really current-day multi threaded, multi core technology. The busier the place the wilder that number looks.
  13. steph Arnott wrote: After 4000 meters you are in void, the screen just cycles, you are no longer in that sim. rez a platform at 4100M, edit it to be physical, follow it as it falls to the ground. You are not in void. Void is the term for the empty space between sims, there is currently water there at the height one sets one's regions water level too. before about hmmm 2011(?) the void water was always 20M, which looked pretty bad if you had no water. I think I will follow Qie's direction here and stop, on this issue as it's going right off topic - which is about orbs, and how they can be very annoying to those who use vehicles.
  14. steph Arnott wrote: The agent is not on the sim serve, the agent info is passsed from another server to the sim server. The agent is on the region. You can verify this in Help|About to get the IP address of the regionand correlate that to a 'netstat -an' command in Linux.
  15. Qie Niangao wrote: Callum Meriman wrote: ... but there are hacks around the lack of programmable whitelist restrictions whilst still using land controls. If I ever stop being a scaredy-cat I will release my personal boat/fly-safe orb that does just this, hacks the ban list. That would be interesting. (Just for clarity, it's certainly possible for scripts to manage parcel whitelists -- they can call llAddToLandPassList() and then fiddle with the duration, but as far as I know they can't switch on and off the setting that restricts access to a whitelist. That would be very useful to know, if it's possible.) You are right Qie you can't do the whitelist in LSL and you also can't turn on/off the parcel's ban lines as you mentioned. I did test the land pass list, it wasn't workable as an orb solution. This hack though is working - and I don't deny it's a hack on what few land controlling LSL commands we are given. I'll shoot you an IM in world when I am inworld next (you are welcome to put in this thread if I don't). It's worked in heavy mainland testing next to my old airport in Exhara for over a year before we sold it, and I still have one testing near Wright Field and one near Bear Infohub. I want to release this thing, a plane safe, boat safe auto on-off orb but Orbs really are scary to release to the general public because I believe they need to be 100% bug free, not sure how the respected luminaries in this thread and other's like Conover and Neurolab can do it so easily. In the early days I ejected a few people I shouldn't have from the airport, including my neighbor who was overflying it. oops.
  16. steph Arnott wrote: BTW, can you pass that to Linden Labs as you appear to have exceeded core parameters. I am sure many Lindens have been skydiving. These are just old methods of speedy ascent that have been used for over a decade by anyone with a parachute.
  17. steph Arnott wrote: Sure that called streatching accociation to the sim server. In other words, the same as off world objects. Off world objects need a prim inside the sim's build limits.... they are also phantom. This is a genuine prim and the method has been there since before 2006. Those Z readings when one is 10,000M are genuine, You are 10,000 meters up. Do the rezplat trick up there, invite in friends, delete the prim and all skydive, watch the count down. And yes, with your 'dd 1000' before hand you will see the ground quite high up, and quite fishbarrelled.
  18. steph Arnott wrote: BTW, nothing can exceed 4000 meters, just becouse the asset server keeps you from crashing still does not mean you exceed that limit. If you beliveve you can the try and rezz a box. On firestorm, singu, some tpv? go where you can rez. Type 'gth 4000' and then 'rezplat' well and good, you have a prim at 4000M Now type 'gth 4100' and then 'rezplat' ---- wow, a prim at 4100M... cam down 100M sure enough there is that 4000M prim. Now type 'gth 4200' repeat the 'rezplat' cam down to 4100, cam down to 4000. Keep going higher, you can still rez. TP someone in, they see your prim, it's not local, it's in the world, as high as you care to put it. Well, until you try to move it, only then will the 4K limit hit, but as long as you don't move that prim, house, whatever, nothing stops you rezzing there.
  19. steph Arnott wrote: "hacks" there are no hacks, Meh. You always seem so angry steph. Phil Deakins wrote: Incidentally, there is no "top 1k". The 'sky' goes up and up indefinitely.. It loops at the signed longint or whatever, but that would need a lot of patience to cam down from. *heads off looking for that number* 2,147,483,647 meters which is over 1.3 million miles in American distance.
  20. Ah OP, as annoying as it is to be kicked by an orb, one builds a resilience to it (mostly). Look at this as a challenge instead, get back to the crash point, find the nearest rez place, and keep going. Make it a "game" to see just how many kicks, crashes and ban lines you can hit and come back from in your longer journey. Pick up your blimp, dust off your knees, and onwards-ho! In a perfect world the Lab would have done so many things, but yeah, they are out to kill SL and have been right back to 2007 at least. Qie Niangao wrote: ...with the new (and much improved) behaviour of the interest list... Not so sure it is "much improved" in this sense. I would still much prefer this to be at the avatar, but what is.. is. If one's aim is good, one can just go to 5000M above a parcel and look down into their bondage skybox. Well, if one actually was even slightly interested at peeking into the bondage boxes. Meh, watching San Marino's Eurovision entry is more exciting than sneaking peeks into those boxes. As a scripter, one of the most frustrating things about the "privacy" and "security" features is that too few of them are exposed to scripts....there's no way for them to remove manual "parcel privacy" nor whitelist access restrictions. Agreed a million times over, but there are hacks around the lack of programmable whitelist restrictions whilst still using land controls. If I ever stop being a scaredy-cat I will release my personal boat/fly-safe orb that does just this, hacks the ban list. But yeah, even after a year of hardcore testing in my house next to my old airport just off the Blake Sea, I am still scared of accidentally kicking someone >.< Writing an orb is scary stuff, especially for a scaredy cat like me.
  21. and... and... they are lag monsters and people take a good 5 minutes to turn from broken triangles to whole and they have every single bit of clothing they sell inside that little white ball inside... serious.... appear in sim and you load the body and all the clothes, even if you never bought them and... they are still beta and have not updated for 2 years. Slink eat these lag making people alive.
  22. Dora Gustafson wrote: Invisi prims are used in many boats to keep water out :smileysurprised::smileyvery-happy: More than just boats, any time you wish to keep water out. This is one that creates a Dry Dock was built by a Mole (crazy.mole) on Nautilus. It's very sad that certain developers are so willing to break long standing in world content without providing an alternative. 
  23. JohnathanMacBride wrote: where can i find more about encoding to hexadecimal? First hit when I type "lsl encode to hex" into google: http://wiki.secondlife.com/wiki/Float2Hex That's a float though. The google search term will provide more hits that might suit your need more. JohnathanMacBride wrote: I can even us Strided lists to store the data. It doesn't seem like the sort of data that would be useful to stride. But it's hard to know your level, and what you want... am I teaching you to suck eggs describinf llCSV2List for example. As a crude, unoptimised example and there are better ways, but this is very quick and simple: string test = "Simname,10,150,20.2";list regionDetails = llCSV2List(test); And to use those...... string SimName = llList2String(regionDetails,0); // -> Simnameinteger xPos = llList2Integer(regionDetails,1); // -> 10integer yPos = llList2Integer(regionDetails,2); // -> 150 float zPos = llList2Float(regionDetails,3); // -> 20.2 You wouldn't of course use a float for z, but it's showing you can store anything in a CSV string. buuuuuttttttttt Considering you are thinking using hex... and possibly the lag cost with converting that.... if you drop z. to drop a few bytes then the commas won't be desirable. Buuuuutttttt then again You do know you can hold a tonne of data in memory don't you so a delimiter shouldn't even be a blip on the radar.
  24. Sonja Smedley wrote: Ehm...is that really true or have I missed something? It's absolutely, completely, utterly, totally, patently false. A kid avatar is allowed to voice with either a full on baritone 90 year old, chain-smoking-for-life voice or with a squeaky robot-overtoned morphed voice (like I use). Heck we can even swear (if it's an Mature or Adult sim). There is nothing in the TOS nor the CS that prohibit the use of voice by a kid avatar. HOWEVER. SL, being SL, the landowner can set whatever rules they well like. They might ban everyone with blonde hair, they might ban people whom they suspect are American, they might ban all females, they might ban all people over 6'5" or under 6'11". Heck, they might say anyone who doesn't walk on the left hand side of the pavement is banned. And that is fair enough, they pay the teir. Their money, their rules. One always has to respect and follow the additional rules of the land owner in addition to the CS and TOS. Moreso when one is in a kid avatar, cause yeah, we always have targets painted on our backs that requires a fairly high standard of behaviour, patience and resiliance. Simple rule: when in doubt play it safe.
  25. The Somali tail is lovely and fluffy but it does this in laggy sims. It's made of multiple pieces of mesh and the movement is actually an illusion caused by the textures turning on and off on each part like a flipbook/cartoon (press Ctrl-Alt-T to see the whole tail). In a laggy sim the switching of textures fails to work correctly and some frames are missed. When the tail flicks back it usually fixes itself. There is no cure although you can slow it down a little which somewhat helps. In the end I gave up with the somali and grabbed a Jerboa tail, which sadly is pretty spikey not fluffy, but it works. I would still recommend it. Project Bento is on the horizon (probably 6 months? who knows), and that will give us real tails with tail AO, you might want to consider that.
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