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Rachel1206

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Posts posted by Rachel1206

  1. 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.

     

  2. 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.

  3. 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...

  4. 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.

     

     

  5. 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.

     

    • Like 1
  6. 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()

  7. 17 hours ago, Jonny Rudyard said:

       Anyone else having this problem lately?  Didn't used to be like this except maybe if you were at a place just packed with people.

     

    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.

  8. 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...

  9. 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.

    • Like 2
  10. 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.

     

    • Like 1
  11. 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;
    } 

     

     

    • Like 1
  12. 21 minutes ago, Aishagain said:

    Rachel

    Under normal conditions your ping of 19ms is clearly not to the Tucson server...

    We need more information about your computer system before anyone can give any meaningful advice.

    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

  13. 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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