Jump to content

Atomic Infinity

Resident
  • Posts

    82
  • Joined

  • Last visited

Everything posted by Atomic Infinity

  1. If you rez a box next to you and then gently move it towards your avatar, at the point they collide in SL physics your avatar will be pushed away a tiny bit, as your box and your avatar 'bounding box' will repel to avoid occupying the same space. To have the most control you can rez a poseball and sit on it, then to adjust yourself you just edit the poseball to wherever you want to be. The poseball can play your animation, or just be a 'sit' point, then play your anim directly from the file in your inventory. You can make the poseball transparent so it does not show in your pics. However both of these need object rez allowed at the place you are taking pics.
  2. If you are the group owner/admin, then you should be able to see all members including any with hidden roles. I may be wrong, but so far I think that if an avatar profile shows the group but they are not on your actual group member list, then it means their account has been closed or put on hold or something like that. The group list is up to date, but their profile is not as they can not be logged in for it to update. I have seen this too, with accounts that I then found out to be closed. I don't know if that's the only way this condition happens, but its certainly one way. edit : if you are not a group admin, then you may not be able to see other group members that have been allocated a group role that has its member list hidden.
  3. De-ciphered now wondering if it means anything deeper, or or if there is other stuff to figure out.
  4. Such a lovely place Soooo, @Patch Linden there are more of the Fantasy cipher runes at the new wedding venue - I wondered are they going to lead us into more cipher challenges somewhere....?
  5. Ah yes thank you it was staring me in the face and I did not see it, but that should do the trick.
  6. I have two defined global position vectors : pos_a and pos_b I have a long, thin, flat object that positions itself at pos_c which is halfway between pos_a and pos_b, defined by : pos_a + 0.5 * (pos_b - pos_a) The objects local x+ axis needs to be pointing towards pos_a, and as such its local x- will by default point to pos_b. It's like a plank whose length is llVecDist(pos_a, pos_b) you could walk along, so the object local y axis needs to remain mostly on the global horizontal. So my task is to define the rotation of the plank, such that its 'ends' will be on pos_a and pos_b, and its local z+ plane provides a walkable surface. I have been looking at various ways and reading through the Rotation threads in the Library, but my brain is now frozen I guess I want a way to calculate the rotation like a LookAt does, but pointing with local x+, and with control over the Roll. Any help welcomed, I am probably missing something really obvious 🙂 *gets more coffee*
  7. My favourite thing is my Stephenson's Rocket train, especially driving it in the Bellisseria railroad landscape. To me it represents a key moment in my SL history where everything I have learned about building and scripting all came together. It makes me smile when I look over it remembering the build, and the maths headaches of coding the moving parts!
  8. It might be that you just need to review and accept the Tilia terms & conditions - when they got updated I got that same message but when I went through the pages in my SL web dashboard there it was. Reviewed, ticked, and it all went open to trade again. Might not be that, but worth a look. - Back to the topic - I like Brad (oberwolf) - considering he's a very busy business person I am not surprised he does not spend much time in SL, and really I don't think he needs to. He seems to have a great attitude towards the big picture, surrounds himself with Lindens and Moles who really *do* know the inside of SL, and is on the correct side of 'humanity vs data harvesting', unlike some other metaversal speculators we could mention.
  9. If part way through an annual membership, I got the impression they were looking at a pro-rata upgrade based on how many months into it you are. Makes sense, as if they don't then folks would wait until the next anniversary comes around to avoid excess wasted overlap. I expect the actual mechanics of this are right now being tinkered with by the LLelves in the tech accounting web page division department
  10. I have a Linden home, and mainland, and make stuff. I have more than one premium avatar for 'group owned land bonus' reasons. I am actually thinking about making more than one of them into premium plus I worked out that the extra land tier allowance can bring me down a land tier payment level (or maybe even two levels) for actually a not huge price difference. By the time I work in the stipend it would be a bit more annual cost, maybe 5% to 10%, but the option to burn through free texture and anim uploads without worrying how much they add up to would likely halve that price difference. And I get more groups (which I want), and an extra Experience to play with per account. I agree that the benefits lean towards people who create things and have mainland, and I know there are many people who do not make anything. But I seriously feel that if you never make anything in SL, you are really missing out on a huge aspect of our custom made virtual world. Making stuff is the reason I am here, the rest is just icing
  11. On the tracks through the chalets... I am looking forward to the neighbour themes, as all those tracks that go off into the void are hopefully going to link up in a few places. Newbrooke got itself a new rail station being built so maybe it will go across to link up to the chalets.
  12. It's worth checking it is not just attachments on your head getting in the way - I have one hair style that has an invisible clickable prim in it, and that one blocks mouselook clicks when I wear it. Might not be that, but worth testing
  13. Such a cool series thanks for doing them! You went past my place wayyyyyy back in episode 6 hehe On GTFO! you can also play on the SLRR trains, as most of the Heterocera rail stations are listed as delivery hubs
  14. It is most likely the region you are in needs a re-start. I have seen this happen on my land - you can rez a new prim, but can't rez anything else. Do a support live chat and just ask to re-start <region name> Usually those requests are actioned within minutes it has fixed it for me whenever I saw it.
  15. The fringe on the classic system hair is an alpha texture that extends down over your eyes - I also get that alpha conflict with my eyelashes but there's not much we can do about it. Or it might be the bulk of the hair base sticking out due to different head shapes perhaps. You could edit it a bit and shorten the front fringe so it does not overlap your eyes so much, or there's a couple of the edit options you can shift the whole lot back a bit away from your eyes. I guess its another reason everyone moved over to prim hair, and then mesh. Well, everyone but Philip and PermaRuthed anyway
  16. Sure, we can all share the proceeds, though at 0L$ a pop, it will be quite some time before we can retire on it
  17. Hehe well its modify anyway, so blonde is easy with just an 'edit appearance' slider
  18. Here at Infinity Industries we pride ourselves on taking up those difficult challenges, to experiment and innovate in our virtual world. Today I am delighted to announce our latest triumph : We have now successfully cloned Philip Linden's hair! So now you too can rejoice Philip's return by wearing your hair in the celebrated style that has become affectionately named 'The Rosedale'. Please consider however, these important notes : - Infinity Industries takes absolutely no responsibility for loss or damage to pixels or property arising from the inappropriate or careless use of Phil's hair. - If you wear Phil's hair while dancing, please allow a good clear two metres space around you, otherwise you might have someones eye out. - Do not be surprised if you leave Phil's hair unattended and it decides to wander off and invent something. Get your own free cloned Phil hair here : https://marketplace.secondlife.com/p/Philip-Linden-Homage-Hair-by-Infinity-Industries/23180982 Welcome back Philip
  19. To get the wheels turning true while on the steering angle you need to also update the axis of the PRIM_OMEGA otherwise it will continue to go around on the previously defined axis. So like the axis you already have is the axle for going in a straight line, you also need to define axis vector values for the axle when turned left or right. Most car wheels using the omega method to go around do tend to 'wobble' at least a little bit when the steering begins/ends, as the rotation and omega updates rarely actually happen in the same moment. The alternative for zero-wobble wheels is a fairly involved set of quaternion rotation mathematics, which is why hardly anyone does it
  20. llSetForce works for me but yes you do need to modify how much force to apply depending on if the avatar is on the ground or not. llGetAgentInfo will do that, you can check for AGENT_IN_AIR to determine if ground friction is in play. I find it returns very quickly so its not like it causes a significant delay. Though my workings with it are not about 'overcoming' the world physics, but rather modifying them to represent momentum and I do want it to be affected by the terrain, so I am not so much wanting a fast booster. Possible idea you could maybe set the avatar flying, then apply the forces (with down force if you want them to remain low), as that might overcome the jumpy nature of terrain and ground friction, though I didn't try that out.
  21. Thanks all For those wondering on the process, here is the compact version : For purposes of testing a theory, I assumed the last word on the moth ride rezzer sign was indeed 'ride', then matched those rune letters into the rest of the sign, of which the useful part were the 'i' letters in the middle word, also noting the first and third letters of the middle word are the same letter, so limiting what it might start, like bib, did, mim, etc. I sat by the rezzer thinking about what it was, even googling to see what type of moth the ride is : its kind of based on being a giant Luna moth. Now Luna and any mothy words I could find associated with it would not fit at all, and as I sat I thought well its a giant moth, so words for giant... maybe its a Gigantic moth, or in sciencey form, Gigantica. It fitted the 'gig' and the other letters so then add those letters across the rest of the sign. It could have been wrong, but it was definite worth a shot to apply to the other runes and see what comes out. If it had come up gibberish, then it would be go back and try again. 'Mole' did not even spring to mind in the first word, which is a bit mad cus it should have been shouting in my face So giving up on the 1st word in the sign, I went to the runes on the buildings. Picked a start point and went through writing down the actual letters from the runes identified so far, leaving gaps where the letter was not known. I noticed that there were quite a few mirror images - but there was not likely to be more than 26 characters total, so knowing the orientation of the known runes I discounted all the rune areas that seemed backwards. With that done, some words start to pop out like the W of welcome and weary. As words pop out they reveal other letters in other words, so just kept on going testing likely words and seeing if the letters they appeared to be worked into making other words in the rest of the line. That filled out the line of runes from the buildings, so then I could take what was learned back to the moth rezzer sign and apply it to the previously unknown letters. The runes on the bridge also proved mostly to be 'traveler' but with another 4 letter word between. I had the L A E letters already so it was only really likely to be Lake, as the only other is laze. Lake fitted the watery theme so I went with it. So that's how it went, though it took a lot longer to do it than to write this down
  22. woot woot! thankies Also thanks to everyone with their thoughts on it, everything helps to narrow it down
  23. They got those 'merican dictionaries over there, you know the ones, with some of the letters missing
  24. Hmms I still think I have it right, though my D probably could have been drawn a bit more accurately I guess, the ends of the line don't completely make an 8 shape. I am not going to update my post though, it stands as drawn. There's some stray dots that are hard to place what letter they are on, and I think yours are not quite on it. But we shall see when mister Patch has a look
  25. I speculated on that symbol, maybe its the B for Bellisseria, or F for Fantasseria, or even X marks the spot, but agreed without any other references its only guessing.
×
×
  • Create New...