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Rachel1206

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About Rachel1206

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  1. It is like real life - move around (bicycle, bike/car) and you get to know the roads around. Getting lost? See it as a great way to see homes and points of interest around.
  2. We want something like Elon Musk "The Boring Highspeed Tunnels" although kind of monorail... πŸƒβ€β™‚οΈπŸš
  3. Was out bicycling and looking around and saw this - a wonder the pilot survived - and I wonder, what do you offer an unexpected guest like that?
  4. No, no, no Whirly - it is real πŸ‘»πŸ˜„
  5. The question my dear, can we get out again? πŸ˜‚
  6. I think, they are updating something - give it a few minutes, ehhmmm few hours.... I wish though, they would inform with a broadcast or with update information here.
  7. I experienced the same last time i dropped scripts from my inventory into an object from another project , had to do both - Recompile Scripts Mono and Set Scripts to Running.
  8. FYI. Now you do not mention, why you need a script in each section, but if it is to position, change textures/light/color etc llSetLinkPrimitiveParamsFast() is your friend here. You only need one script in the root prim. Something like this: Determine number for prims with llGetNumberOfPrims() Use a for-loop to change: llSetLinkPrimitiveParamsFast(LINK_SET, [ PRIM_LINK_TARGET, i, PRIM_POSITION, position ])
  9. It does work - but if you like me have sound cache enabled and check-marked Don't delete unpacked DSF ( I'm using FS), we hardly notice the difference under normal circumstances. And other factors like delayed script execution or slow download from asset server are more likely to cause delays in sounds.
  10. Try and use llPreloadSound( UUID ) to minimize any sound delays, even more important if you want to change the running sounds given for example the surface. Notice, llTriggerSound() will not stop llPlaySound() - I assume this is intentional. Also the simple usage of the boolean delay, I would store a variable like integer nState and then depending on the value of nState do the different llSetTimerEvent()
  11. The book above as seen on ground in The Linden Village would explain the fluctuations and unpredictable behavior in regard to sim/region crossings and TP, EEP side effects! More serious: I suspect some latency server side could be the reason behind all the troubles, we experience. And higher ping times to the simulation servers make the troubles worse. As European I typical have 172-220 ms ping time on fiber to Tuscon, AZ ( 16 ms to my IP), compared to US friends, who tell my their ping time is like 90 ms or less and experience less troubles with crossings. But I had no problems normally before and drove, sailed mainland - clocked 1,000+ miles on mainland in vehicles even with high LI and heavy scripts loads and did for example just for fun Bay City with 160+ MPH. I really hope, they will be able to iron out what is causing the problems, we have - all though sim/region crossings got better, we are still far from, how it was earlier *sigh*. At least LL acknowledge the problem and takes it serious.
  12. The joy of driving into the night. Road rezz zone used: SPE79
  13. Exploring is IMHO best done walking, horse riding or bicycling slow and use the pathways you find around. In the picture above I drove from Emerson Lake to Rourke, the bus stop/turn area, you pass one road and continue down the path - the whole bicycling tour was from north-east to north-west of Bellisseria, following the roads most near the shore/ocean. Most places you are able to move between houses without problem and thanks to all the people around Bellisseria, who keep it a true open community. If you are like me - pack a picnic basket and a water bottle - as such a drive can take hours: Because I have to stop often and admire, what people made with their homes, decorated, used, on display. And it is great way to meet people πŸ‘©πŸ‘ΆπŸ‘΅πŸ™‹β€β™€οΈπŸ™‹β€β™‚οΈ
  14. @Patch Linden What is the rationale behind 400 meters height? I would have loved to see a maximum height of 100 meters allowing us to fly and enjoy the view of the landscape below and building structures etc.
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