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wherorangi

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Everything posted by wherorangi

  1. i think so as well is not like they are new people and dont know what they are doing. Anyone who does this is just being a idgafa i be quite happy if a DBAMA law got passed in SL. D dont B be A a M mainland A .... and the servers got changed to reinforce this. Like cant rez stuff at all between 128m and 256m above the terrain. Nor can any stuff encroach on this clear space
  2. there is a number of free multi dance balls scripts we can get, so I think I would go that way. Get the scripts and stick them into a ball prim for 1000L I probably look at getting a pack need to shop round inworld, where there are some packs of older dances which are still pretty good being mocap, and can jump on the stands and try them out to see what is as packs then can maybe get them for about 80-100L per each dance. Sometimes a bit cheaper each depending on how old the stock is for unisex then I probably look at Club dances as a category as far as shops go then in most all of the big longtime shops you will find something to suit within this price range just recently I bought a pack of 10 dances for 800L and another pack of 20 for 1450L. They are old stock but still pretty good dances I think. They are not Club tho, altho the shop did have old stock club dance packs as well
  3. Phil Deakins wrote: Just like those rallies were something new to us. just on this on the stubborness level we are both pretty stubborn when there is a task to accomplish (: where my advantage was is that it wasnt new to me. I had lots of experience in this task and with vehicles generally, prior to your entering the race. Way more than you ever had is the same for people new to SL. Their learning curve (as a measure of easy for them) has lots to do with any previous experience than have had with 3D spaces, worlds, games, etc they dont start from the same prior knowledge point and when we dont factor this in then any conclusions we might make about what is easy or not, is a bit pointless I think
  4. Phil Deakins wrote: To make my thinking perfectly clear (again), my understanding, when people say that SL has a steep learning curve, is that getting to use SL perfectly adequately (i.e. in the beginning) is a steep learning curve. In other words not easy. whats easy and whats not easy, and how not to measure this is some LSL code here: https://community.secondlife.com/t5/LSL-Library/pseudo-random-arrangement-of-a-ordinal-set/td-p/2712606 what it does is given some M, S, R, I and a input D where M is a magnitude, S is a mixing constant, R is a number of rounds, D is the ordinal arrangement of the set [0..M] and I is a starting index into the set D then it produces a set A. Where A is an alternative arrangement of D + given we have the code to do this, and knowing M, S, R, I then how steep (easy) is the learning curve to be able to write some code to produce D from the input A ? in my own case I can do this really easy. Can write the codes in about 5 minutes. The time to type out the answer how not to measure if from own pov I were to conclude that the learning curve for you to accomplish this task is easy (not steep), then my conclusion would be meaningless and pointless if you were to say that this is not a simple task easily learned, and I were to say that yes it is bc it is and I dont accept your view that its not, then yanno
  5. anti-gamification measures are a pretty deep subject and lots depends on how the game is constructed anti-gamification measures are pretty much all about non-trust the game server never accepts/trusts what a player tells it without a independent way of verifying what it is told. Typically by monitoring the players actions as they play to earn the gameplay points/tokens/etc
  6. cool well done! (: + just something you might want to look into if you havent already PRIM_LIGHT Makes spotlights using ALM (Advanced Lighting Model) example:  how to do 
  7. Phil Deakins wrote: wherorangi wrote: like his OP question for example: "I didn't find a steep learning curve at all, let alone a very steep one, so I want to ask what it is that people mean when they say that SL has a steep learning curve; i.e. what is steep about it?" + altho sometimes he just asks stuff in the way he does just to get a convo going You're talking crap. My question was very well considered over months of seeing people talk about the "steep learning curve" that, imo, doesn't exist. you just confirmed what I said your question was rhetorical every response you have given to anyone pointing to a particular thing that they empirically find steep thru their own experience, you rebut by circular argument your circular argument is: "In my opinion I dont see how that can be considered steep. My own empirical experience is that I dont find that steep at all, in my opinion" eta ps your question was quite woolly I think like you never defined what you meant by "steep" and how the meaning of this translates to your own experience on which you have formed your opinion
  8. yes to make our own skin to that level of detail then we create in a paint program and upload it into SL to get a starter idea of how skins (textures) for the classic SL avatar works (in Gimp or PS) and what you need to do, then can get some templates from Eloh Eliot here: https://sites.google.com/site/another/resources and once you kinda got your head round that then can move on to creating textures for mesh bodies and clothes and hair and inworld objects etc. Then onto mesh modelling in Blender, Maya, etc
  9. Rufferta wrote: A steep learning curve? I think it all depends on what part of the elephant you are looking at. Just want to explore and chat? - relatively easy if you've played video games. Other goals are maybe not so easy to achieve. When I say that SL has a steep learning curve it is based on my own experiences. I'm still finding out things. It was only relatively recently that I learned you could move the sun around in the heavens and adjust DOF. I didn't learn these things inworld, I learned them by googling "how to take better pictures in Second Life". I still have problems opening boxes. I suspect those who assimilate easily are smarter than the average bear. Me, I'm only still here because I'm stubborn. defo agree about the stubborn part (: is heaps of stuff as well I dunno either really. Sometimes bc it just hurts my head to think about and other times even when I do spend ages on something, a brick still understands it better than I do in that sense where sometimes the more I discover about something then my understanding of it ends up less than what I understood to begin with. Like when I knew nothing about it at all my understanding was 0. Now that I know somethings about it my understanding is now currently -2 + i think also that pretty much everybody gets what we mean we say "steep" in this kinda convo except maybe for a Level 0 Pedanticist. Who maybe will come along soon and school us all in the correct usage of the word "steep" so i thought I would chuck in some mathiness stuffs to help any pedanticists out with that (:
  10. Kate Amdahl wrote: Phil dont mind Phil. You get used to it after a while. Filling in the gaps for him that he doesnt always consider before asking his questions. Which if he had thought about it a bit more beforehand then he wouldnt have asked it in the ways he does when he doesnt think stuff thru to start with like his OP question for example: "I didn't find a steep learning curve at all, let alone a very steep one, so I want to ask what it is that people mean when they say that SL has a steep learning curve; i.e. what is steep about it?" + altho sometimes he just asks stuff in the way he does just to get a convo going
  11. Kwakkelde Kwak wrote: For me the learning curve wasn't "steep". Some things are pretty much "up my alley", such as 3d building. More importantly, I took my time. That made the slope less steep, but it did make it very long. yes agree is a XY thing. Where X is the number of things to learn, and Y is the time taken to learn the number of things when Y is shorter than some other Y then the learning curve to X is steeper
  12. Parhelion Palou wrote: Perhaps the avatars (not the people behind them) will be the property of the experience owner. Say a large breakfast food company wants to put up a VR goggle experience for the children who eat the company's sugar bombs. They would never accept just any avatar into their experience. They'd have a selection of safe-for-children avatars that you'd pick from when you registered for their experience. You could use your identity across experiences, but not necessarily your appearance. yes I think so as well is I think what LL mean by multiple profiles under our main account like we can access a experience, like sugar bombs for example, under a profile that we register for on the sugar bombs website. We cant access the experience on another profile which leads to what stuff can be worn by a profile. It most likely will be that only stuff made specifically for that experience can be worn by the profile which raises interesting implications for people who create stuff for sale. Interesting compared to how SL for sale stuff is made and sold
  13. is steep in the sense that there is a lot of stuff to learn but like you say, how quickly do we need to learn everything sometimes new people will say to me stuff like: Oh! man this is so hard. I am never going to get all this and I just say to them: You doing great. Each time you log then you learn, like understand, a little bit more and how to do stuff becomes more clear. You will get there after a time and dont worry about it. Just come at your pace and is all good and when they start to stress then I say stuff like: Compared to some people you doing really well and they go: really ? and I go: yes really. Lots of people dont even make it off the starting island. SL is a game of perseverance. And that you actually have made it off the island shows that you have what it takes to be good at this game. Even if you are wearing one and a half avatar outfits and they usually crack up and start laughing about that and go: I know! Dunno how I managed that. Havent yet worked out how to undo that. oh! well
  14. Parhelion Palou wrote: I've been wondering how Sansar will handle vehicles (as shown in an early video) given the optimization requirement. If you wanted to have a vehicle available but not present in-world (you click on something to mount/rez it), does that vehicle have to be part of the content that is optimized off-line for that particular world? If someone could bring in content from elsewhere and mount it, the optimization for the world might be degraded even if the new content is optimized. One vehicle may be fine for the experience, but thirty vehicles might be too many. So far I've been assuming that anything that can be rezzed/mounted in the world is already part of that world this leads into how avatars are outfitted like if the experience is optimized out of line, then how are avatar outfits optimized for a particular experience, given that we (avatars) arent a property of the experience owner which then leads to where would we be able to change outfits if they were bake optimized. Like would we have to go home to change and bake, or can we change and bake in somebody elses experience ?
  15. i would probably look at using llGetAttachedList on attach then read some unique property of any attachments with the same name http://wiki.secondlife.com/wiki/LlGetAttachedList
  16. ChinRey wrote: wherorangi wrote: am sure that the LL enforcers are like totally fooled as well. Oh no, this is a cunning plan by LL to "motivate" people to switch jellybabies on. Seriously, SL already has a very good countermeasure against worn graphics crasher of course. true about plain old graphics card crashers. Main memory crashers now the latest thing
  17. i just put here for posterity the latest cunning plan login your viewer crasher using a proxy to smash everyone else off the realms arena. And then simultaneously log yourself in on another account on another proxy and collect crystals on it i am sooo fooled by your latest cunning plan. Not. jejejejeeje (: am sure that the LL enforcers are like totally fooled as well. you big egg (:
  18. probably has access to about 35 million dollars and wants to give it to you, for like free (:
  19. Theresa Tennyson wrote: Vivienne Schell wrote: Eh? How come that my avi can outpace everything availabe in SL easily just by using an adequate scriptie? Speed isn´t limited by something related to the havok engine. There are no fixed "physical" speeds for avis in SL. Oh, can you please paste the routine you mentioned? Maybe you can prove me wrong. http://wiki.secondlife.com/wiki/Voluntary_Movement_Speeds https://community.secondlife.com/t5/English-Knowledge-Base/Basic-movement-controls/ta-p/700033 Your scriptie is just changing the value of the fixed flight speed. You can't accelerate or decelerate like a real-world vehicle does. yes we can we do have write our own engine tho i would have to dig it out if you did want to see a script to do this when I was playing on Inworldz when it started, it didnt have vehicle physics, so I modded this script I found written by a Linden way back before SL had vehicle physics as well. Basically emulates vehicle physics in LSL I made a motorbike out of it. And then I made a simboard than could fly and go on land and water and do tricks and stuff Balpien Hammerer did the same thing on there for flyable dragons and stuff like that. He made some car engines and boat engines as well
  20. Theresa Tennyson wrote: Why should you need to "rezz" and "mount" a vehicle? That's the way Second Life simulates vehicles but that's by no means the only way to do so. Why not just wear it? for this to work well then we would need the ability to sit on another avatar and become part of their linkset which would be pretty cool would also present a quite good solution to the issues with couples dances and such as well I think
  21. Theresa Tennyson wrote: People think things have to be done certain ways because Second Life does them that way, but Second Life does things the way it does because it was decided that it was the best way to do it in 2003 for a "world" that in many ways is quite different from how Second Life eventually developed, even if only looking at its first few years of existence. no. people dont think that what we do is relate how stuff works in SL and how that might translate to Sansar. And if stuff doesnt translate then how else might it be done
  22. Theresa Tennyson wrote: Here's a simple example - a developer builds a city neighborhood with parks, stores, events, etc. They also build some multi-story apartment buildings. If a visitor likes the city, they could buy an "apartment" - actually a separate experience. The "tenant" would step into an "elevator" in the building in the main city and step out into their own separate place which they have complete control over. When the tenant wants to experience the city they just step back into the elevator. A "five story brownstone" could have a thousand apartments like this linked to it and the city owner wouldn't have any expenses related to them and they wouldn't use any of the "city's" resources. A nominal "rent" for connection rights would be all the city owner would need to turn a profit on the apartments as time went on. Meanwhile, since the apartments are small experiences for few people, the tenants and the Lab would have very low recurring expenses for the apartments themselves. If there was a disagreement between the "city" owner and the tenant the city owner could ban the resident from the "city" but the banned resident could still be able to keep the "apartment." i can see how this can work. Is pretty good actually. I like it what it also means is that we could after making our apartment then conceptually move the whole thing to another point in the multiverse. Seamlessly connected by portals to other experiences. In the case of a apartment complex then the portal could be made to look like a door which then raises what you mention about how do landlords make money. And the answer is what you say. Rather than rent then we pay for access to the landlords experience. The question then of course is how many people would want to do this, to make it worthwhile for the apartment complex owner
  23. ah! ok i have never used a TPV to build with
  24. i am not really understanding this like in the standard LL viewer then when try to set the PRIM_TYPE to anything other than 0..7 (the standards) then just get the unknown rule error can you give me a hint about what values work for PRIM_TYPE other than 0..7 please ?
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