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Eowyn Southmoor

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Everything posted by Eowyn Southmoor

  1. Im not sure this will help but in Firestorm Preferences > Firestorm Tab > Avatar Tab, there are two options for the amount of vertical and horizontal range your avatars head follows the mouse. I set these both to 0 and i dont experience any sort of weird bobbing when in mouselook (and i am in mouselook 90% of the time). The only time i do experience it is when i am using a boat which uses animations that move the avatar head. Those play even when in mouselook which gets a little annoying depending on much movement there is in the animation.
  2. Yep, after the restarts the sounds are back. I have EnableCollisionSounds in debug set to false - so I am not hearing the sounds when walking up stairs etc - but certainly when using cars they are there. Again though, it doesn't appear to be on all simulators, but Magnum, Blue Steel, and Ferrari ones definitely had the issue.
  3. Nope, not true. Encroaching is encroaching, now matter how much or little. Of course whether governance returns encroaching items often depends on just how much of an issue or nuisance they are - in your above pic it looks like that ramp is really blocking that protected path quite a lot, but then that path might hardly ever be used by anyone.
  4. There's been a route through the western half of nautilus for a long time, though its very narrow in some places, so nice to see an easier route open up
  5. Great idea, if these micro parcels are being sold at 1 or 2L per metre, but they aren't. I rent some roadside land in Satori and recently the land opposite me was all split up and bought by several different residents. One has cut some roadside land into 5, 4x4m micro parcels and has each one for sale. They are priced at between 10,000 and 50,000L each 50,000L for a 16m parcel, seriously? There's a word for these people which I can't say here lest I be banned
  6. I brought this up in the Drivers Group a few days ago and was about to make a Jira for it, so good to see others have beaten me to it. Most cars I use have had this issue since the last round of region restarts. The collision sounds only appear when driving on mesh or prim roads. Driving over normal SL terrain seems fine. I noticed that it effects all regions on current servers except for regions running on Blue Steel - they were fine.
  7. I see at least one sunrise or sunset almost every single day. When I am travelling around SL, I used to always make sure to use the region default day cycle, which on mainland was always the 4-hour LL day. However, since the addition of EEP, this appears to be somewhat broken, and even selecting the default day cycle doesn't appear to be correct. It doesn't synch up with the actual time as shown in : World > Region Details > Environment. So i use a day cycle named "KFC Windlight-esque", which appears to have been made specifically to fix this issue. Using this Day Cycle setting, the sun rises and sets to match the default LL day to within about 1 minute accuracy.
  8. Because mainland is cheaper that private regions, that's one reason. I'm sure quite a few mainlanders would happily move to a private region to get their required level of privacy, IF they could afford it. As is usual with these kind of topics, very few people actually take the time to understand all the possible reasons why someone does something a certain way.. its much easier to just group them all together collectively and insult them
  9. If i remember rightly, texture thrashing often occurs if you're wearing too many graphics intensive huds, like Mesh head, body huds as well as clothing huds. Take a look at this page fromt he Firestorm website: https://wiki.firestormviewer.org/http_fetching_issues
  10. With the exception of Sirens Isle, the rest of the Blake Sea is quite easy to fly over, even if there is some boat race or sailing cruise going on. Then as UnilWay said, there's plenty of other places to fly planes (and use boats too) such as Bellisseria, Jeogeot Gulf etc. Plenty of space for everyone really. You'll also need to clarify the "Most oceans have continual boat races " part cause that sounds like hyperbole to me. I get to spend a lot of hours every day travelling in SL and with the exception of the Blake Sea/Dire Strait/Bingo Strait areas, they aren't many boat races at all, and they certainly aren't "continual". Even if that wasn't the case, unless you're following the same course, the boaters impact on you will only be in one or two regions until you've passed them or changed course. Honestly, if flying over a few boats is causing you that many issues, then i'd be looking at things from your end first (viewer settings etc) to see what improvements you can make.
  11. I think his comment regarding "x box" is actually referring to the old X-street or whatever it was called years ago. Regarding keywords though, maybe I am confused but how do people manage to see these in listings? When I create a listing, there's a section where i can put in keywords, but as I understand it, these words are to help people find your product - they aren't actually shown within your listing. Is this a case of the OP placing keywords in the listing itself rather than just in the keyword section? Just curious
  12. Well now that you've said it, I can't unsee it
  13. In the past 2 years, LL have done exactly what you've mentioned in at least four areas - 2 in Satori and one each in Jeogeot and Heterocera. They added a road(s) then parcelled the land up around it and set it for sale, and yes.. it was all purchased. Doesn't sound LL is doing nothing to me.
  14. Not sure why mainland and Bellisseria can't both exist within SL They are two different products designed for different groups of people - neither is really better or worse than the other, it just comes down to a choice between what features you're after. Or, you can do what many people do, either choose both and have a Bellisseria home plus mainland, or choose neither and live in a private estate - doesn't really matter in the end, it's all land which in one way or another is paid for by residents and helps to keep SL going
  15. @Frionil Fang Thanks for your reply, and you've pretty much confirmed my own testing. I had basically given up on the idea until about half an hour, where i had a bit of an idea. Behind the windscreen I've rezzed a single prim, shaped to fit it as best as possible. On all faces of that prim I've set a blank texture at 100% transparency, with the exception of the face that points towards the windscreen - that is set to 0% transparency. Doing it like this, when looking from rear to front, the windows all look fine and you can see out, but now looking from front to back, the alpha clashing issue is solved because the texture behind my modified windscreen is just a standard blank texture. Silly workaround but it works
  16. Ok, I realise I'm reviving a very very old thread here, but I figured that's probably better than creating a new thread for what appears to me to be the same issue i'm currently having. So, I'll try and keep this simple. I am trying to retexture a windscreen of a car in SL. In this instance, all the windows of the car are a single face, using one texture. The texture has the shapes of each window in it, with each shape being a semi-transparent green/black colour, against a 100% transparent base, that has been uploaded by the creator as a png file. I am trying to paint a design onto the windscreen that's fully opaque - so no transparency at all, the idea being that when the texture is used on the car, you can't see thru the windscreen at all. So, the issue is, when I apply this texture, i get the dreaded alpha clashing problem, where the rear or side windows become visible through the front windscreen, even though the windscreen part is 100% opaque. It doesn't matter what format I use to save the texture, it still has this problem. The default texture somehow doesn't, even though technically if you look front to back, you'd be looking at two semi-transparent sections, one behind the other. I don't understand how there is no clash with two semi-transparent areas against each other, but there is a clash with one opaque and one semi-transparent areas. So far, from what I've tested, my only conclusion is that because the default window "parts" are all the same colour, they might actually be clashing, but it's not noticeable due to them being the same colour, where as my windscreen design is totally different colours. I'll also add that using the alpha-mask option solves the issue, but of course either renders the semi-transparent parts full opaque, or fully transparent, depending on what the alpha mask cut-off is. I've added the pic below to show the texture - the white area is where my design is (actual design is hidden though) Is this the typical unsolvable alpha issue or have I had a brain-fart and forgotten something?
  17. Well this thread saves me from starting a new one. I went to a PBR-enabled region yesterday on my non-PBR viewer to confirm the packet loss. Sure enough, on the PBR-enabled region I got up to 30% packet loss as expected, but here's the thing: After leaving that region and returning to a non-PBR region, the packet loss didn't return back to 0, it has remained high. I've relogged since then, and still the high packet loss persists on non-PBR regions. So I thought maybe it was just me having issues (which I will point out is exceedingly rare, as SL works very smoothly for me 99% of the time), but then a few hours later several people in various groups I am in all have reported the same issue. This seems very odd to me, not quite sure what's going on here
  18. It's unlikely they will give you rezzing permission on the LL roadside protected parcel cause it would mean adding you to the LL Maintenance group - without being in that group your objects will be returned in 10 minutes. What you need to do is link the parts you need to another prim or object that is fully on your parcel, then move the new joining parts into position to meet the road. As the root of the group of objects will be on your parcel, your new objects wont get returned (unless you do a bad job of it and someone reports you for encroaching). I rent a parcel on a few regions south of your place and have done the same thing, making sure to keep it as neat as possible to not interfere with people using the road :
  19. Had a wander found the fantasy theme to see how many people have swapped over to the new treehouses. Seems like quite a few have already, and looking really good too, in general. Which leads me to a question regarding the covenant. I think the rule is currently that you cant build any kind of structure more than 15m above the ground of your parcel. I'm wondering if builds like this below are going to be acceptable in the treehouses
  20. Not sure about other viewers, but in Firestorm you can type something in the inventory search bar (like "Unpacker"), then filter it by scripts.. and bam, that's all it will show. You can then use ctrl+click or shift+click to select groups of those displayed items you want to delete and then delete them. It's not very labour intensive at all, unless you've just let your inventory build up into a giant mess for 6 months and have hundreds of these items to delete. Maybe it's not so much an inventory issue as it is a creator issue, supplying too many un-needed items with each purchase.
  21. 15 seconds for such small parcels is probably generous, but likewise 5 seconds is probably unreasonably short. Someone flying overhead in a balloon for example wouldn't be travelling fast enough to make it through in time. Considering LL supply many balloon rezzers in Bellisseria (in the Chalet area) its reasonable to assume they are expecting at least some people to use them, unhindered.
  22. The LI available on each region has a finite limit, and depending on how much of that LI is used on landscaping by the moles, there just might not be enough left over to add a rez zone. LL have to reserve a certain amount of LI to allow for people using up all their prims on each parcel, using the biggest-LI home etc. Some themes have less landscaping that others, and this often determines how many rez zones you can find. With the exception of the original release of Trads and houseboats, most other themes have plenty of rez zones, in many cases there's one every two regions or so. Also, most of the regions are cloned, which, from my understanding, means they can't just stick one new rez zone in randomly, the template for that region would need to be changed so that every single clone of it would then match. Make sure you have parcel borders showing in your mini-map - it helps to find them
  23. or toggle wireframe mode (ctrl+shift+R) - tends to fix a lot of graphics glitches
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