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Love Zhaoying

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Posts posted by Love Zhaoying

  1. 1 hour ago, Orwar said:

    Of course it does. A pose or animation is created with a certain shape as the norm. What norm that is depends on the creator.

    Only in SL: That awkward moment when I was trying to hug my girl, but drove my arm through her gut and nibbled on her nose. 

    Good “beds” let you adjust for size!

    • Like 1
  2. 11 minutes ago, Bree Giffen said:

    Tall is normal sized? I guess I'm tall then! Even at 6 feet tall most avatars are taller than me though. Don't see many swole avatars except for a werewolf or two at the welcome areas.

    Then you’re more smol then the normals but can say you’re “tall” or “smol” if you want!

  3. 10 minutes ago, Orwar said:

    I suppose 'normal sized' according to the SL standard of 'if you aren't at least 2.20 you can't dance with anyone in high heels because you're going to look like a dwarf - which means you probably won't be danced with or have your dance partner ask you to -please- size your avatar up a little bit as to not embarrass them'. 

    Not that I dance with a lot of people, but it does happen.

    Does your height affect when you dance the “Horizontal Bop”?

  4. As a Neko-or-feral, I’m cognizant of relative sizing for avatars. Do you like your avatar:

    ”smol” - twee word for “small” (or even tiny)

    ”Tall” - normal sized, whatever that means to you

    ”Swole” - bodybuilder slang for “built”, “muscled”, etc. (muscles look swollen, disproportionately - or maybe your b**bs or b*tt)

    *Please do also use funny words in your reply, and/or make fun of me for doing so.

  5. 9 minutes ago, iamyourneighbour said:

    Mainland always have tons of space, 0.5 per sqm is about right price imo.

     

    I will make sure it doesn't get too expensive.

    I have put multiple neighbour's attempt to flip land on hold already, I simply offer a tons cheaper one, or I move in tenants with animals. Nothing in the law says you can't have animals next to your neighbours who are trying to sell L$7/sqm. Had a few of those ones that though they could force me to buy their land but I outlived them by far. 

    I don't understand those people, they think because I have a city there the land nearby would automatically turn into prime estate.

    Ohhhh..so is L$300 not US$300?

    • Like 1
    • Haha 1
  6. 1 hour ago, Lindal Kidd said:

    Note that $0.99 transaction fee.  This fee is the same, regardless of how large or small your purchase is.  If you buy $10 worth of $L (about $L2500), the fee is 10% of your purchase.  If you buy $100 worth, it's only about 1% of the total.  Buy in as large an amount as you can afford to minimize the transaction fee bite.

    “I’d buy that for a dollar!” - “Robocop”

  7. 11 hours ago, animats said:

    Well, I finally found a way to recover from the "half-unsit" failure at a region crossing. But the driver/passenger has to wear an RLV relay.

    1. Detect half-unsit in vehicle script.
    2. Stop vehicle from within script.
    3. Get location of vehicle.
    4. Find clear space near vehicle where avatar can stand. (Not on top of the vehicle; the "sit" step may not work.)
    5. Teleport avatar there using RLV command: @tpto:Fenfarg High/242/254/66=force
    6. Check location of avatar. If it's not at the desired destination, teleport it somewhere safe, then try again. Sometimes the first teleport/unsit won't work right.
    7. Put avatar back in vehicle with RLV command: @sit:98128b10-54b7-c788-8fd9-d322571470af=force
    8. Reset vehicle and avatar animations, take controls, and return control to the user to drive again.

    This workaround is clunky. But it works. It demonstrates that "half unsits" are recoverable.  I'll make up a demo bike that does this and let people try it.

    I now have fixes or workarounds for almost all the things that can go wrong at region crossings.

    (This really should be fixed by Linden Labs on the sim side, of course.)

     

    Sounds bad, not everyone uses RLV. I realize you are targeting FireStorm.

  8. 20 minutes ago, Qie Niangao said:

    But the Firestorm LoD data in the Build Tool works even when the "cam back till it collapses" approach was impractical, right? So everybody's happy now, right?

    I don't know if it's coincidence or if the creator got the LoD religion from the Firestorm feature, but I received a nice update of some ivy groundcover overnight, which is supposed to degrade more gracefully with distance. It took me quite a few attempts to find where I'd rezzed that particular ivy, among all the other ivy groundcovers I have rezzed, so I haven't checked the details yet, but I've decided to be happy about this new "evidence" of how creators are responding to this new feature.

    (Hey, at least I didn't deliver a speech to a joint session of Congress based on this. :P)

    Fake news! :ph34r:

    • Haha 4
  9. On 1/26/2018 at 5:37 AM, SierraStyles said:

    I had not heard from a friend, he appears to have left SL.He goes by OHROB and he's from Canada. Any ideas?

    If his account is still active, send him an IM. If his offline IM’s aren’t “capped”, maybe he will get an email with your IM. Send more than “Hey” lol

  10. 14 minutes ago, Rolig Loon said:

    Yes. This doesn't call for an animation, but for some slight of hand in scripting, which may or may not work.  Some of the scripted trains and trolleys in SL that follow routes across region boundaries manage smooth crossings by giving the vehicle a shove with llApplyImpulse when it's a few meters from the boundary and letting it coast across as a physical object, then starting up the engine again on the other side.  Depending on the size and shape of the OP's vehicle, that might be worth trying.

    BTW, KeyFramed motion is handled as if it were an animation, not as llSetPos.  Theoretically, KFM is supposed to work for region crossings. According to the LSL wiki, " Inter-region movement is supported; simply specify a target keyframe that would place the object outside the sim boundaries and it will cross over. This seems to provide the same effect as pausing the animation when it is in limbo between the two regions, but the viewer continues to interpolate its movement. It will jump back to the sim border and continue on the same speed, although the time between waypoints will be increased due to the sim crossing. Make sure you factor this into your system. "  In practice, I have never found this to be smooth.  As the note says, "It will jump back to the sim border and continue on the same speed."  In fact, it seems just as likely to lose its way completely when I try it.  ¬¬

     

    Awesome!!!

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