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tabletopfreak Toocool

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Posts posted by tabletopfreak Toocool

  1. if anyone knows of one that works as like this, link it to me please

    click to rezz one copy

    only lets the same avi click it once in a specific time interval (say it takes 10mins to de-rez then id want people to only be able to rezz one every 10 mins per avi)

    delete itself after 10 mins if not one sits on it

    if someone sits on it, it won't delete till they stand up and no one els sits on it for a full 10 mins

     

    i have one now but it does not start the countdown till some sits and stands up// so if you click it and rezz one its stays there if no one uses it.. and people could rezz a bunch and they will just stay there

  2. ok, couldn't get anything to work, to recap, the lights work when linked to the jeep but once linked they do not work for any other then me.. even on my alt where i make sure its being clicked correctly .. so iv just gotten police trucks and added the jeep roll bar... they are 61 prims vs 29 of the jeep.. but i guess.. what ever... they work and do drive a little better .. thanks for trying to help guys.. BUT if anyone thinks they can get the jeep working with the light please do shoot me a message 

    • Confused 1
  3. 6 hours ago, Rolig Loon said:

    It doesn't matter whether the Jeep has mod perms.  If the script you want to change doesn't have mod perms, you're screwed.  If you can modify the script, follow my instructions ^^.

    i feel like we keep missing the part where i say the lights work for others to click UNTIL i link it to the jeep .. in other words the script is not the sole issue . there must be something small im missing here.. i have a cop truck and those lights work for everyone if i take them off  and make them there own object they still work for everyone, but when i put them on the jeep, they only work for me not everyone ..  same with any lights i try and use .. the jeep is mod, set to group.. iv tried deeping to group.. the light prim is set to "touch" when clicked

  4. thanks for the replies but as stated the lights work for others until i link them to my jeeps then once linked only i can click them ACS scripts are a nightmare when in comes to script time , and the hud while a cute idea is also high in script time but thanks for the suggestion .. if i have lights that work when others click them but then i link them to my jeep.. what could be the issue ? i have them set to "touch" when clicked the jeep is mod and has not group settings and anyone can drive the jeep

  5. so i have this issue im own a sim and the cop jeeps work for me but other cant click the lights to turn them on, i even got 3rd party lights that work untill i linkt them to the jeep.. jeep can be drivin by others but its just the lights not workin.. even tried deeding .. would like https://marketplace.secondlife.com/p/Single-Prim-Emergency-Light-Siren-system-Police-Fire-and-Rescue-Vehicles/914622 to work.. any suggestions ?

    • Confused 1
  6. aye!! i need someone to create a hud and meter for my sim, closed system, meaning only our guns will work on our meter, so no outside weapons will work.. hit me up in world please

    http://maps.secondlife.com/secondlife/Crescent Springs/135/130/3243

    we need some basice health, food items that i can adjust per food but hopfully its just the same script you make once..

    need adjustable class health for humans, and beasts to have their own hp lvls.. hoping that too can be the same and we just adjust it per use

    but yeah hit me up 

  7. On 4/4/2018 at 3:56 PM, CoffeeDujour said:

    If this feature isn't developed hand in hand with makers of the main onion skinned avatar bodies and once released, onion skinned avatars are aggressively punished using ARC and jelly dolls. Then all that will happen is onion skinned avatars will incorporate some of this functionality in combination with existing onion skinning. Perhaps even going as far as just releasing an additional "special" onion layer to be used on top of existing products, compounding the problem and giving us the worst of all worlds.

    It is of special note that the avatar body and clothing industry in SL in general are paranoid to the point of insanity. Nothing is released modify and any requirement to do so will never gain any traction as vendors will simply write it off as unusable. 

    Appliers exist for one reason only. They keep the actual texture that is being applied a secret. They would be used for this purpose even if the bodies were sold fully modify by the end user (which most aren't).

    I hate to say it, but this feature is practically DOA if it isn't forced. Consumer demand alone will never be enough to change the SL fashion industries entrenched position.

     

    Other that that, awesome! Please combine this beautiful carrot with a big stick.

    there are still people who sell mod clothing and some of us only support those kinds of sellers

    • Like 1
  8. so i see in dev menu on firestorm i can list items in a window by vram usage , but you cant click them, tp to them,zoom to them, or select them.. and it would seem it gives the name of the objects not the link-set.. so much of the time it says "object" or something basic like that, that even when it says its 53 meters away area search doesn't find it  (before i confuse anyone area search and show objects by vram usage are 2 different windows) anyway.. is how do i make use of the vram usage list

  9. On 5/17/2018 at 10:11 AM, CoffeeDujour said:

    First up, lag is not poor client-side frame rate. Lag is almost always caused by a regions inability to track and send object/avatar updates in a timely manner, this may be caused by time dilation on an overloaded region,  more often than not, it's bottle-necked UDP traffic (and the bottle neck is typically at the clients end).

    As far as hunting VRAM heavy objects goes .. if you are even equipped to do such a thing, keep in mind that mesh geometry also occupys VRAM. So your avatar, all that decorative gatcha tat ... Meshes are supposed to drop down to lower LOD models .. but that doesn't work so well when you crank the LOD factor in the viewer though the roof so poorly made objects don't fall apart when you're "arbitrary distance" from them.

    Textures in SL are streamed to the client in increasingly higher resolutions. the resolution rendered on screen is in part dependent on how much screen real estate the object occupies. If you have spare VRAM then the viewer will try to keep it full. You see this in action when the viewer swaps textures out, it's doesn't always pick the best texture to derez, swaps out something like the floor that then get puts right back because it's occupying a lot of screen space.

    --

    if you want to improve the frame rate & user experience on your region, open the linden viewer, set the LOD to medium and adjust your build so that object deconstruction is taken into account - ie, no long views from one side of the region to another, small contained spaces, lots of occlusion. This is the most basic kind of optimization.

    Three words - Visible Object Density.

    Think of your build as a series of "scenes", keep each one limited to content needed for that scene, and build your scenes far apart.

    Spread your build out by putting interior spaces into dedicated skyboxes and using experience tools to port people about when they pass though doorways - Try to keep the loaded scene limited to the scene at hand - if you're in room, does a viewer really need to care about the trees outside? No .. then don't build your room near to the tree, or near to those other 4 rooms the user can't see.

    It's not the experience we are used to in SL where the world is a contiguous space, but this building practice alone is responsible for most performance woes.

     

     

    thanks iv taken your advice and moved the dance club, strip club (was a "problem area of some") the smoke shop and hair salon up to the skin you simply click the door to to to them.. and in those sky boxes my frames are 80-150 .. over kill i know but it used to be 45s-60s at best.. so clearly this has basically doubled the frames witch will be a great help to people who before where in the teens and even some under 10.. i was trying to hunt down vram heavy items and i found one.. but the others on the top list i could not find in area search even if i got close to them.. and the vram  list for what ever reason doesn't let you tp, zoom or select the item.. i guess its showing my object names and not link set names so sometimes the object that is high vram is part of a link set of a different name.. suggestions ?

    • Like 1
  10. 17 minutes ago, Dean Haystack said:

    Scripts run on LL servers, they have nothing to do with personal machines people use to run SL, like someone else said..
    What people loosely label as "lag" in SL is actually low frame rate, a person gets low frame rate when their machine doesn't have enough processing power to handle the geometry, or even more often than that, doesn't have enough memory for the silly amount of huge textures every creator put in the tinniest of stuff to label them as "high quality."

    If you wanna improve the frame rate in your sim, hunt down high memory objects, the other day I saw some stairs that took 160MB of VRAM...

    ok iv been working on resizing textures , is there a way to show how much memory something uses ? im guessing some ware in the advanced or in the dev tools/

  11. 8 minutes ago, Klytyna said:

    Scripts are all run  server side, so a generous script spare time, won't do SQUAT for clients running on older pc's.

    well if nothing els it leaves head room for renters items and for times that 20 or more people are on the sim as they all have there own huds on even when they dont need them all the time but just leave them out of habit or not knowing better 

  12. 36 minutes ago, Qie Niangao said:

    Right, you can ignore those red squares; they simply mean that an object is rezzing into view (here for more details). That's a big deal only if the object is really rezzing in the sim, over and over again, such as temp-rezzed objects (which even then would only much matter if scripted), otherwise they just appear when cam movement causes the viewer to rez objects that have been in the sim all along.

    The flow of object updates is one source of network traffic from the sim, but not the only one, and the whole SL architecture depends on some content streaming from sim to viewer (so some Network Time is inevitable).

    I honestly didn't see anything obviously wrong in the brief time I was there -- and really nothing at all adversely affecting sim-side performance inasmuch as you even have some Spare Time. (And to the object update thing: the flamingos seemed fine to me, I mentioned them because they were the only things I saw sending many object updates at all.)

    Yes, it's fine to remove scripts such as constant texture animation and smooth rotation because those are prim properties, set-and-forget (unless they vary over time or can be toggled on/off or something) -- but those properties aren't propagated to shift-drag copies. This isn't going to make a huge difference, though, even if the sim is script-bound, because such scripts don't process any events except when started or reset. (Technically, they still take up a tiny bit of memory and occupy a scheduler slot, but will almost never be noticed in practice.)

    So I guess I wonder: are you really getting complaints from folks with lesser machines? I mean, mine is old and not that fast by current standards, and the only thing I noticed that really slowed me down was the sim surround (and I certainly understand that it's kind of necessary for the intended scene).

    Other folks are way fussier about rendering lag, though, so maybe they'll take a look and weigh in with more useful suggestions.

    so i just did a restart cuzz i removed my surround just for kicks to see what difference it made and now my spare time is less then 1ms.. when i was just getting 5-6 even 8 at times as it goes up and down... so what gives?? i know its not the sim surround not being there thats just why i did a restart to get the full effects of it being gone .. do our sims move each time we restart them and im not a server with a resource hog?

  13. 33 minutes ago, Qie Niangao said:

    It's a great idea to have non-zero Spare Time as headroom for added scripts, especially including scripts attached to visiting avatars. When Spare Time falls to zero, scripts will start to slow down other scripts, and this can become quite noticeable to users operating HUDs, for example, or expecting smooth performance from any other scripts.

    But all that has (nearly) nothing to do with viewer-side hardware, because scripts run on the sim, not in the viewer. It's a whole different kind of lag that arises from underperforming PCs, graphics cards, etc.

    (Just in passing, the whole concept of "Spare Time" depends on a fixed-length "frame" which is how the simulation works, but not the viewer, where instead "Frames Per Second" can increase arbitrarily -- even faster than the graphics refresh rate -- not waiting on any fixed interval as does the simulation.)

    So if folks with less performant hardware, specifically, are finding your sim challenging, you need to look elsewhere, and there aren't a lot of tools to make that easy. There are some consoles that may be useful (e.g., Develop / Show Info / Show Render Info) as you pan around the sim, but mostly it's a matter of looking for likely culprits: lots of blended alpha textures (some trees are very bad at that) and stuff with ridiculously complex meshes (high density when viewed in wireframe, toggled with Ctrl-Shift-R). 

    If Crescent Springs is the region in question (guessing from Profile), one thing that will definitely lag newcomers (even with fairly good machines) is the sim-surround. You may want to keep it anyway, but it really (really) slows down the initial loading, and continues to affect rendering performance as long as it's within draw distance (which is pretty much always). In terms of network-affecting object updates (toggle Ctrl-Alt-Shift-U) the Jian Flamingos are the heavy-hitters, but even strictly viewer-side effects such as large-scale texture animation (prim water, waterfalls, the "flap-flying" birds), and smooth rotation (e.g., koi) have some effect on rendering performance -- but it's always a trade-off of visual interest vs rendering performance. Which is to say "there's no such thing as a free lunch" I guess.

    thanks for taking a look.. my trees are all alpha masking not sure if that is better or worse .. anytime i can use masking (which is most the time)  i due know in rare cases some people with really low settings will see alpha mask textures as having no mask cut off.. as to say with normally black where the clear should be  but iv only heard of that 2 times (once on my sim, ones els ware a while ago) so im guessing that 90% of people dont have that issue .. yeah sim surround is a must for me .. about the rotating objects does removing the scripts help ? cuzz they keep moving even with no script ..  you say the flamingos hit the network does that mean like people with slower connection speeds will be more effected ? is this my "net time"? that this would reflect in? not sure what all hits network but id ill use ctrl-alt-shift-u and see what i can remove or.. descript? to make up for the flamingos which as you might have seen are outstanding in their animation .. im im guessing youve looked at my statics bars? what values would you suggest i work on lowering 

  14. so i have a goal of getting my spare script time to 2 or more ms.. its to help people help people with old hardware better enjoy my sim, i myself have a beast of s pc and run great any place with advanced lights i have a1080, i7 8700 (the new one), my rl husband has a 970 (end of 2014) and an i5-6500 (end of 2015) and he runs great as well with advanced lights 

    iv been to an rp sim that has 4-6ms of spare script time even with 10-15 people on sim. i would ask him but with the ever shrinking pools of active users that is sl drying up ever steadily .. sim owners seem to guard their secrets even closer these days.. and who could blame them..i haven't asked hims as i dont want to get banned 

    and in case you seen my other post my trees take up like 0.001 ms each i have about 50 of them.. i would need 100s for them to even be slightly considered laggy together they take up less ms then a  very basically dressed mesh avi with no huds and an ao..

    would be more then happy to tip someone who hits me up and comes to my land for a walk through and help me reach this goal

    my top scripters via debug menu are https://gyazo.com/d444312f629780a84a86c70d1c3bad5b

    then its this https://gyazo.com/b550918826729dac544585fa5ff6d6bd

    then   https://gyazo.com/4a11547a6e8b80d97fcfbc72cb346ac8

     

    when i kill scrips my spare time goes up to 18

    be removing scripts all day from items and not seeing my spare ms go up much at all

    also reading that the land tool are rather use less  and not good representations of real script use so something that is laggy might be at the bottom of the list so some reason 

    again.. i dont lag.. but i know alot of people are are 5 year old laptops that were never designed to play sl in the 1st place .. so iv been using smaller textures (most things on my land have custom textures i made) im just trying to do my part in sl by making it more accessible  to a wider rang of hardware..just need some help with the scripts as it seems no so cut and dry as with the textures 

  15. iv gotten 3 items that claim to be pagers that message a person whom the pager is assigned to, but none of them work..not sure if there is some client side setting i need ot have on.. these items so far uselessly send messages to local chat where they easily are missed and swept away never to be seen or responded to.. this is for staff board area.. i need the pager to actually im the person so that you know.. they see the message 

  16. On 8/23/2017 at 8:47 PM, Chrismaky said:

    A LOT of places have been doing this. Gives off the false impression that a lot of places have "high traffic" and these types of practices should not be allowed.

    i had to report one place many times  to get them to stop.. i even filed a ticket and was flat out lied to 4-5 times with staff telling me they went there and they couldn't find the bots.. you have to make it your mission for a week and a half to get any results.. i suspect ll takes it easy on them as it makes there numbers look better 

  17. 53 minutes ago, Wulfie Reanimator said:

    Your title is a little vague, it should say "replace a texture with another."

    But that said, it can't be done because scripts can't get the UUID of a texture unless it is full perm. See:

    http://wiki.secondlife.com/wiki/LlGetTexture
    "NULL_KEY is returned when the owner does not have full permissions to the object and the texture is not in the prim's inventory."

    how about via texture name?

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