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Rachel1206

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Everything posted by Rachel1206

  1. Sounds like some logic error in your touch statement, but hard to say without seeing the code fragment.
  2. Ohh chicken and hen... But you see the normal Windows 10 desktop and other programs without problems, I assume. If you have another monitor (or uses a laptop) try and set the SL Viewer to lower resolution, for example 1024x780. Now you will see SL on the desktop as any program not maximized. If this is just black rectangle on the desktop when viewed on your TV, I would say, the problem much likely is the graphic card driver and OpenGL.
  3. Try the Advanced menu in the top menu bar with CTRL+ALT+D, select Advanced -> Set Window Size. Be sure to set resolution to the same as the TV is set to and that the TV supports a given signal, trying lower to 720p, 1080p, if problems. I use NVidea card, but yours should also have software to adjust the signal , check CatalystControlCenter
  4. Ohh looks like logical bug - switch of Up/Down - , try and replace with below if (level & CONTROL_UP){impulse.z += 1.3;} if (level & CONTROL_DOWN){impulse.z += -1.3;} As to the drift it is hard to say without seeing if change of mass and force is used, but a slight little drifting should be expected either due to latency or movements around/over sim crossing.
  5. So talented - take pleasure in this amazing creative music video/short film inspired by Frtiz Langs Metropolis, where Janelle Monáe is the android Cindi Mayweather who is mass-produced in the year 2719...
  6. No 0.0000000000.... ∞1 is always larger than 0.00000000000000 ∞ 0
  7. Precision of the LSL colors entries are 3 digits, so you need to round the float values according to this.
  8. Or use either llToLower() or llToUpper(), adds a little more memory and extra function, but - God forgive us - makes it more user-friendly.
  9. One way to do it in a simple way, is to hide/show fixtures - that is ,add two more wheel sets to a car and then show/hide the given wheel set . Adds prim count/LI to a car - at least 4 prims for each set. More complex wheels will be higher prim count. Redundant wheels scripts unless script injection is used or clever scripting of the wheel movements. Also change of wheel size would require adjusting to the main prim for every change else car would either sink or float over road surface.
  10. I can verify the observation about slow rezzing. I got vendor machines on separate sims and here ppl complained over long rezz time for the demos and I went and checked. And sure enough - sometimes nearly two minutes for a rezz from a vendor machine and the same direct from inventory. Asked other shop owners and they confirmed the observation of the long time rezz time. Some items though rezz normal fast, others 20-30+ seconds or as noted above minutes. This has not been an issue before. I observed it on geographical independent connections - one fiber 100 Mbps - both with low latency/ping time.
  11. I would use collision_end(integer total_number) to detect a pass-through which should work accurate within normal move conditions ( walking ) of an avatar, something like this: // Entering collision_start(integer num_detected) // check for an avatar colliding with the prim. { vector pos = llDetectedPos(0); llOwnerSay( llDetectedName(0) + "has entered at: " + (string) pos ); } // Leaving collision_end(integer total_number) { vector pos = llDetectedPos(0); llOwnerSay( llDetectedName(0) + "has left at : " + (string)pos ); } Now to detect within a given vicinity record the position of the object and compare it to llDetectedPos()
  12. I assume the alpha layer in the texture of the eyelashes are correct? As to use a script to manipulate the alpha mask, it is possible within limits, using a combination of PRIM_ALPHA_MODE and PRIM_ALPHA_MODE_MASK setting the mask cutoff value. I would assume ,this is the "secret" behind the mentioned fix using a script.
  13. Now your request should have been in Wanted. But a nice little basic solution on how to do it, can be found in the Wiki: Simple Texture Changer
  14. How much overshooting? The precision of llSetRegionPos is 0.1 meters. And else it sounds like a lag/latency related issues.
  15. Yes, last two weeks major lag and delays, low FPS dropping from 30 to 12-14-8 FPS - rezz of object could take minutes including items for sale in Casper vendor machines. Friends in Europe experienced the same. Things have normalized for me Sunday August 13th though - excep tthe long time to rezz objects.
  16. I experienced the same with my mesh body HUD - which is COPY ONLY (NO MOD/NO TRANSFER), so the only solution was to get a redeliver of the whole body including HUD etc. And having the "joy" to set everything up again (shape, height, skin color adjustment etc etc). If the HUD of yours in question is COPY ONLY, I' m afraid, you have to do as I did, get a redeliver...
  17. A simple search in the BWind script would have shown you the function calcSpeed() with groundSpeed which later is used in updateHUD() where wind speed in knots is calculated as llVecMag(groundSpeed*1.944) - use this an inspiration for your speed trigger. Simple untested sample: Adding to end of the updateHUD() function should do the trick, define the variables at top of script. float fTriggerKnotSpeed= 0.0; float fOldSpeed= 0.0; .... fTriggerKnotSpeed= llVecMag(groundSpeed*1.944); if (fOldSpeed!=fTriggerKnotSpeed) { fOldSpeed= fTriggerKnotSpeed; if (fTriggerKnotSpeed>=6.0) llLoopSound( MY_SOUND, 1.0); if (fTriggerKnotSpeed<6.0) llStopSound(); } or one-liner: if (llVecMag(groundSpeed*1.944)>6.0)llLoopSound( MY_SOUND, 1.0); Notice, your llLoopSound could interfere with other loop sound in the boat, a simple solution is move your control to another prim and let the root prim send speed in a lllLinkMessage() FYI: Becca Moulliez BWind is well known and regarded as best basic sail boat script for free use, if private non-profit usage.
  18. Hi Lolita, Not sure, if you want a bow wave or simulating waves hitting the hull. Anyway take a look at The Particle Laboratory ripple script, this will be a good starting point for a bow wave. The better boat "splashes" clearly change the particle parameters dynamically depending on the speed of the moving boat. The parameters below are the secret behind: PSYS_SRC_BURST_RATE PSYS_SRC_BURST_SPEED_MIN, PSYS_SRC_BURST_SPEED_MAX PSYS_SRC_ACCEL PSYS_SRC_ANGLE_BEGIN PSYS_SRC_ANGLE_END PSYS_PART_START_SCALE PSYS_PART_END_SCALE Further a good texture always important behind a good particle simulation of waves, smoke etc.
  19. On Windows 10, try and write IE in the search bar... voila, you got Back To Future.. ehmmm Yesterday Edit: To clarify my posting, IE will start the old Internet Explorer and you will see MP works normal and fast. Alternatives are Chrome or FireFox.
  20. Well the code you found really nearly shows, how it could be done. But, you need more to handle it correct, most important run_time_permissions Take a look at http://wiki.secondlife.com/wiki/LlGetAnimation Use llLoopSound to given animation as below: // PSEUDO CODE EXAMPLE if (gLastAnimation != newAnimation) { if (newAnimation=="Walking") llLoopSound( SOUND_WALK, 1.0); if (newAnimation=="Running") llLoopSound( SOUND_RUN 1.0); // Remember to store gLastAnimation gLastAnimation = newAnimation; }
  21. It is independent of region/SIM, same with lower LOD, view distance, lower bandwidth. To me it is clearly server sides issues. And things suddenly starting working normal again 2017-07-11...
  22. No the 19 ms ping is to my local IP (in Denmark), ping to Tuscon, AZ is 175 ms. Sim ping time of 190-240 ms reported by Firestorm ( Performance Tools->Statistics Bar ), these values are normal for Europeans. System information - same system without problems for over an year until yesterday, where I noticed the weird behavior with inventory started: Firestorm 5.0.7 (52912) Jun 13 2017 03:57:58 (Firestorm-Releasex64) with OpenSimulator support CPU: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz (2195 MHz) Memory: 8103 MB OS Version: Microsoft Windows 10 64-bit (Build 14393) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GT 630M/PCIe/SSE2 Windows Graphics Driver Version: 9.17.0010.4459 OpenGL Version: 4.5.0 NVIDIA 378.66 RestrainedLove API: (disabled) libcurl Version: libcurl/7.47.0 OpenSSL/1.0.1i zlib/1.2.8 J2C Decoder Version: KDU v7.9.1 Audio Driver Version: FMOD Ex 4.44.61 LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32) LibVLC Version: 2.2.4 Voice Server Version: Vivox 4.6.0017.22050 Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Window size: 1920x1017 px Font Used: Deja Vu (96 dpi) Font Size Adjustment: 0 pt UI Scaling: 1 Draw distance: 240 m Bandwidth: 1450 kbit/s LOD factor: 3 Render quality: Medium (3/7) Advanced Lighting Model: Yes Texture memory: 1024 MB (1) VFS (cache) creation time (UTC): unknown Built with MSVC version 1800 Packets Lost: 34/82,330 (0.0%) July 10 2017 14:16:11 SLT
  23. Experiencing weird things last 24 hours: Rezz of an item can take minutes Building/making items and taking it into inventory, does not show up inventory but after several minutes or after a relog. Delivery from Marketplace does not show up in received items although popup text tells it is delivered. On next login it showed up in received items. Tried a clear inventory cache, nothing get cleared.... Connection perfect, fiber 30 Mbps, ping 19 ms. Internal ping sim 200-220 ms.
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