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Dresden

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Everything posted by Dresden

  1. Oh okay, I must have missed that meeting. I haven't been staying on top of them like I used to. Pussycat Catnap wrote: As to 4 vs not over 4... I've never seen "not over 4", I've always seen "4". But its a distinction is trivial. If one blog says one thing and another says another - I suspect new users, not aware of the meaning of the setting, would react the same to either statement. I was simply remember back when the inworld Firestorm Support group started telling everyone not to set it above 4, over and over again. It's easy to see how some people could have bastardized what they were actually advising people to do... or not do, as it were. Pussycat Catnap wrote: So they say from 2 to 4. The default is actually 1.00 (in the official viewer, I just clicked set to default to confirm that). Why did I pick 2? Well, a bit of intuition really… I’ve been trying to get it lower and lower over time and trying to find the point where lowering it isn’t helping me anymore, but is instead breaking too many things. I think that is 2… Most quality mesh still holds up at 2… so I’d rather not go any higher, because I want to maximize every last piece of performance gain I can get… 4 though… at 4 NOTHING breaks no matter how far I go out. That’s a pretty good indication that the optimization is no longer in play… So 4, 4 is too high. And at 2 – yes, you will see a performance gain. I don't feel as if there's much of a performance hit from my having it on 4, but you could be right. I'll have to give it a try. If I'm not mistaken, the default setting for LoD in the LL viewer is lower than in Firestorm. The over day I used the LL viewer for the first time in a while and found the default LoD settings to be woefully lacking. But that's probably a good thing because, at the time, I was testing a mesh baluster I made to see what it looked like to someone using the LL defaults. I learned very quickly that I really needed to create my own lower level LoD models... the default ones created by the mesh uploader were simply unacceptable. ...Dres *still has a lot to learn*
  2. ChinRey wrote: The first answer here, the by far most important factor, is the user interface. We are all used to the Second Life Viewer. We're even quite at home with the even more complicated interfaces of various third party viewers. We like it that way! We love to have as many bells and whistles as we can. Newcomers aren't. What they need is a clean, simple interface focusing on the three basic functionalities and with all the distractions cleared out of the way. Have you been here long enough to remember the fiasco LL created the last time they tried to simplify the viewer? The dreaded Basic Mode. I understood the reasoning behind blocking access to some of the more complicated areas of the UI, but whoever's brilliant idea it was not to let newbies access their inventories should have been fired if not slapped about the face and head. At the time, anyone trying to help a new person figure out what they were doing had to first direct them to turn off Basic Mode and relog. (Yes, you actually had to relog to get out of it.) It was around that time that I suggested at some LL user group that the viewer should be tied to inworld tutorials, that way, once a new user completed a tutorial only then would they have access to that particular feature in the UI. And arrange them according to level of difficulty so that users would get the feeling that they've accomplished something. Of course, they'd want it to be easy to switch out of Tutorial Mode (without having to relog) and back into it if they either wanted to start back where they left off or retake a tutorial if they needed a refresher. At which point they could be sent back to where they were inworld at the beginning of whichever tutorial they chose to do next (which would all be easily accessible in the viewer itself). I remember whatever Lindens were there telling me it was a good idea, then not hearing a thing about it afterward. But then, I am a big nobody... so it's not surprising they didn't take it very seriously. ...Dres
  3. Pussycat Catnap wrote: Ideally you should have your 'renderVolumeLOD' debug setting at either default or 2. NEVER the commonly recommended 4, because at 4 you have disabled SL's optimization code... slowing down your experience and creating... client side lag... I find this tidbit of information quite interesting. Upon Googling it, I could find no reference about it besides what you yourself have written. Which leads me to ask you this directly... to which SL optimization code are you referring? Since you mentioned client side lag, my first assumption would be that you're referencing some code in the viewer itself. If not, I can't imagine what code that would be. Also, since the lag of which you wrote is client side, why recommend NEVER setting it to 4 when, dependent on a user's computer, it's quite possible to do just that without any discernible detriment to that user's experience? And one more thing... the common recommendation is not to set LoD above 4 rather than to set it to 4... there is a distinction. ...Dres
  4. Get back to me when you have something new (and actually relevant) to add to the conversation. ...Dres
  5. "No opinion zone"? Everything you've written about this topic are nothing more than opinions and not very well informed ones at that (not to mention barely coherent). You can continue posting the same thing over and over and over again, but that doesn't make what you post any more truth than the first time you posted it. ...Dres
  6. jonhnnyroleplay wrote: as for opinions and my claims here is a valid article/hands on tests that mirror my own claims (facts-killer performance): http://techreport.com/review/29357/amd-radeon-software-crimson-edition-an-overview yeah, "buy Nvidiaaa....ohh nooooo!" LOL @ armchair experts here. :matte-motes-nerdy: Perhaps I scanned over that article a bit too quickly, but I missed the part about how wonderfully Crimson now handles OpenGL and will continue to do so in the future. And since that's what's actually relevant to this conversation, anything else mentioned in that article is completely meaningless. Since you're so smart, why don't you explain to us armchair idiots why exactly this isn't indeed the case. ...Dres
  7. 323starlight wrote: Just looked it up. It means making the process of making a game a little easier and available for everyone. Which means absolutely nothing to the likes of LL. ...Dres
  8. Darrius Gothly wrote: I'm kind of amazed that here we are, nearly 20 years further down the road, dealing with a company that has been in business and dealing with credit processing for at least a decade .. and still we have no way to contact the people that can truly resolve issues? Really Darrius? This is LL we're talking about. ...Dres
  9. 323starlight wrote: I agree with you Gaia Kitten. Though with how Project Sansar has been promoted, the whole thing about democratizing the process of making a gaming experience, I kinda thought that ment the content creation system in Project Sansar would be easier to use and understand than it was in Second Life. At least... When it comes to making the physical appearance of the content. Its the programming part of content creation that will always be difficult. "democratizing the process of making a gaming experience" What in hell does that mean? ...Dres
  10. I wish you the best of luck. ...Dres
  11. You may be wearing mesh clothing which covers your system skin just as the mesh body would. Therefore, you'll have to detach any attachments that you're wearing, with the exception of your hair and animation overrider. Also you'll need to take off any alpha layers that you're wearing... the names of these items will include the word "Alpha" in your inventory. Once you do that, you'll be able to see any system clothing which you wear, such as the vests that you bought. ...Dres
  12. While on the face of it, Amethyst is correct, I believe it's rather irresponsible to suggest to someone just starting out that they should disregard templates altogether. Templates can be an instrumental educational tool for those who are just beginning to learn how to create stuff for SL. It's quite possible to create something truly unique by mixing and matching templates, along with creative texture work. The key is being able to channel your creativity and initiative in order not to fall into creating the same exact thing as everyone else, only in a different color. I know not your level of experience with graphic artistry, but I would think that even a very experienced graphic artist would benefit from working with examples of things created specifically for SL, if they've never created for SL before. That being said, it would be helpful for you to specify what type of templates with which you wish to start working. Are you considering system clothing templates or mesh clothing templates? Also, what style of clothing are you contemplating making? Because, that might assist others in pointing you toward templates specific to your interest. ...Dres
  13. From this page (link): Select Me > Choose an avatar from the top menu bar in the Second Life window. In the Choose an Avatar window that opens, click a category tab to see a preview of avatars in that category. At the time of this writing, the available categories are People, Vampires, and Classic. Click the image of your desired avatar to immediately wear that avatar. Choose one of the Classic avatars and you'll be set. ...Dres
  14. jonhnnyroleplay wrote: Spoken like an armchair tech expert..LOL :matte-motes-nerdy: More like a person that's been around SL long enough to know the problematic nature of AMD's handling of OpenGL... just like most of anyone else who actually knows what they're talking about. ...Dres *might just have to start RICing your AMD propaganda as exactly what it is... spam*
  15. Freya Mokusei wrote: It would take a long time - explaining three years of SL history - to explain this in detail (and I can't find a concise link) If anything would require concise documentation, it would be this very issue. Honestly, the person who came up with the brilliant idea to unleash those ghastly mesh bodies upon new SL users should be involuntarily committed to the nearest mental health facility for observation, treatment and a possible probable, chemical lobotomy. Do yourself a big favor, damptog, and switch to one of the new system based avatars. They're much nicer looking and user friendly than any of those horrific, mesh bodied avatars supplied to you by the lunatics at Linden Lab. ...Dres
  16. HenryCrawford wrote: Anyway, as for music, I have a Christmas tree which can cover this. Oh but no... a musical Christmas tree simply won't do, Henry sweety. At minimum you'll need a DJ. They certainly don't need to be a professional though... after all, it's just a house party and not like you're opening a club or something. Any idiot with some music and the right software can be a DJ in SL. I myself have DJed for a number of good friends' parties/grand openings and I'm by no measure what anyone in their right mind would consider a professional. Hell, you could even DJ it yourself if you wanted to figure out how. But really you should just see if one of your friends is able and would be willing to do it for you... that way you'd be able to concentrate on just being a good host. ...Dres
  17. Cinnamon Mistwood wrote: You had a Rez Day a week and a half ago and I forgot to toss glitter and feathers all over your feed. Happy Rez Day (late) Dres! Awww... thanks, Cinn. I'm actually grateful that no one made a big fuss over it. My SL self may not be getting any older, but having to acknowledge the fact that I've been haunting the pixel corridors of Second Life for more than eight years now makes my RL self feel exceedingly ancient. ...Dres
  18. Chic Aeon wrote: (Thanks Dresden for the huge photo - it was 512 at best when I put it up - LOL) LOL... I didn't even consider that. It's probably because I use a Stylish script on my profile pages which makes everyone's pics bigger. ...Dres
  19. Cinnamon Mistwood wrote: I figure they must have actual creativity in their makeup :matte-motes-big-grin-wink: I have tons of creativity in my makeup...  Especially the blush. ...Dres (It wouldn't have been the same without the blush.)
  20. I assume you meant haven't. And no, the long explanation was not meant specifically for the official viewer... it was meant for any viewer. I never assume people are using Firestorm when advising them on settings, unless it's a function which can only be done with Firestorm and the like. Sure, I could ask which viewer they're using first, but I consider that to be a waste of time when the task they wish to complete is available to all viewers via the Debug Menu. In this case, the option in Firestorm you mentioned is simply a shortcut for the Debug Menu setting to which I directed the OP. That plus, I tend to be rather wordy at times. :matte-motes-grin: ...Dres
  21. Have you tried reapplying it? This is the one I see...  ...Dres ETA: On both your inworld and your web profile.
  22. Nedria Cyr wrote: WE'RE HIRING! Exodus Rock Club is hiring both rockin' DJs and sassy Hosts! What about sassy DJs and rockin' hosts? Tough luck? :matte-motes-wink-tongue: ...Dres
  23. Pamela Galli wrote: Firestorm has a setting where you can limit drag distance. Then you would not be able to throw things very far. Also, you could use the little arrows next to the position box in the edit window on the Object tab. ...Dres
  24. JPG0809 wrote: What about that 8GB of VRAM? That seems good for future proofing, no? It does, but you do realise that the nVidia card you linked to is 4GB, right? I second Sy's suggestion to go with the nVidia card. AMD cards have been notoriously problematic with OpenGL programs like SL. Their drivers simply don't support it as consistently well as does nVidia's. Now, you might have some people chime in to say that they have an AMD card and also be able to honestly say that they've had no issues with theirs, but why take that chance when who knows what might happen upon their next driver release? This thread is a perfect example of the ongoing issues with AMD... link. Why spend so much on a card, then have SL look worse than it probably did with your old card, because you end up having to turn off bump mapping in order to use it? ...Dres
  25. Janita39 wrote: Hi, I was just wondering if you can change the Sun Position to midday, so where ever you go it will be midday, and not night or something else? In order to maintain your own chosen windlight setting, rather than having your viewer change it according to region, you must do the following: Enable the Advanced menu (Ctrl+Alt+D), pull up the Debug Menu (Ctrl+Alt+Shift+S), type in "UseEnvironmentFromRegionAlways" and mark it False. Then set it to what you want and it'll stay that way. ...Dres
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