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wherorangi

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Posts posted by wherorangi

  1. If you mean that you want to raise/lower/arc your eyebrows then:

    find a mod hairbase. (or create a new one. Old school New Hair)

    1) from Inventory select the hairbase and Wear

    2) from Inventory right-click the hairbase (that you are now wearing) and Edit. Will open the old school hair Edit dialog

    3) Edit options are: Color, Style and Eyebrows. (If created new then in Style set all the sliders to the left (totally bald) )

    4) In Eyebrows, its the last 3 sliders (Height, Arc, Points) that affect the eyebrow shape 

  2. is 12:40am. Is Saturday now (:

    and I am on some lonely SL island dancing round by myself with the jango radio playing 3 Days Grace, Hinder, Breaking Benjamin and others like that.  And me doing stuff in about 6 other internets windows at the same time

    altho we did have pretty good chat before with a SL boatie guy from Italy for nearly about a hour, which was pretty fun and interesting (:


  3. Phil Deakins wrote:

    it's perfectly true.


    and the good thing about it is that since the change, coders are now writing really tight and efficient scripts for the top end products

    that when all scripts are lagged then those scripts that can execute and complete in the tiny time available to them each, massively now out-perform the scripts that are inefficient. Which is a good thing  


  4. Conifer Dada wrote:

    What I wonder is how to get the message across to people that if they load their avs with too much stuff, some of the people they're trying to impress will see them as jelly babies!  

    Weeell  it just doesn't work that way ok !

    Dahlinks !!! if you are too poor to afford to view my gorgeousness then I am sorry ok. But yanno !!

    Is like the signs at some fashion events: Please to remove all unnecessary stuff to help reduce lag

    Fashionista goes: hmm! I am not wearing anything unnecessary soooo! and then goes I wish all these obviously unfortunate people would just like leave, so I can get my shopping done !!

    just a story about this from back in the day

    prim eyelashes. At least 40 prims for each top and bottom times two. 160 prims minimum. 200+ even. Each of them edit moved individually and positioned. Would take hours to get them exactly perfectly placed

    a guy at the time asked: What !!! 160 prims just for  eyelashes. Who does that ?!?

    and his partner replied: I do dear, because I can

     


  5. Rya Nitely wrote:

    And I think a lot of people would find it comforting that there is a thread on the subject so that they can find out what others think

    agree. Is an interesting topic for discussion and speculation

    some history

    in the 1st 18 months of Lindex the L$ depreciated from 1:200 to 1:300. Then Anshe Chung got upset. Her revenues had dropped by about $US5,000 a month. So she said that if LL didnt do something to stabilise the market then she would create her own inworld tokens and back them with hard cash

    and Supply Linden was born

    the back story is here: http://forums-archive.secondlife.com/130/5f/97111/14.html

    Anshe Chung had a point back then. LL were gearing up to print new sims, mega expansion, and you can't have both at the same time. A super expansion of new sims and a continually depreciating currency in which tenant parcel rentals are paid

    also I read somewhere else once (cant remember exactly now) it recovered to 1:270 pretty quickly then tighten to 1:240 and then drifted out to 1:260, and then was a long slow appreciation to 1:247 where it stayed for quite a while (the ongoing shrinkage of sims over the period had a lot to do with this I think), and now the L$ is depreciating again

    the big question for sure is what is Supply Linden doing ?

    a) is Supply Linden totally out of the market and residents are dumping ? Not likely

    b) or is it that Governor Linden has told her Minister of the Exchequer to get into some quantative easing, to help alleviate the suffering of her remaining consumer subjects with the last remaining not maxxed out RL credit cards ? Possible but only in part

    c) or has the Governor been advised by her Minister of Lands that his projection is that the end to land shrinkage is in sight, due to the success of the tiers reduction programme for private sims. That the long term projection is that the total land mass has stabilised and no future significant sim shrinkage or sim growth is forseeable. Accordingly, with a stable land mass (a amelioration of resident-to-resident rental competition), a depreciation of L$ is now in order, to stimulate the share of L$ spend toward inworld and marketplace consumer purchases of content and services

    Curious minds what want to knows (:

    ps. I think it's actually c), assuming that there is a rational reason for what's happening


  6. polysail wrote:

    All current mesh heads ( human and non-human alike ) are either completely static and boring or they have complex multilayered meshes that are used to fake playing animations.  That's how non-human avatars blink, smile, open their mouths, pretend to talk.  Those polys are wasted and inefficient.  
    Removing  them because they will be replaced by an efficient bone and animation system reduces the render cost of the avatar.
    .

    i just start with saying that I think Bento is brilliant and is well worth the resources that LL have/are putting into it, and all the effort and time that residents have also put into it also is time well spent

    this said, its not going to turn out how you might be thinking here

    people are going to take everything available to them in Bento, and then they will make even complex multi-layered meshes and overlay them to simulate even more complex morphs

    and when they do then things are going to get even more busy

    And then the LL dev team are going to go: oh! man. These people are just so arrrrghh! And then some newbie junior LL dev is gunna say: umm! why didnt we just give them the ability to create customs morphs in the first place ?! And then a senior oldbie LL dev will probably turn the fire hose on them

    (: 

     


  7. Chavo19 wrote:

     

    To me it appears it's market manipulation being done with between 80 and 100 million linden

    which would then beg the question. Who has a lazy 80 to 100 million L$  (320 - 500K US$ approx.) to do this ? 

    eta:

    if was a resident speculator then who buys 500K USD worth of L$ for their own purposes ?  They would have to be able to 'short' these to other residents. Buy at 1:251, sell at 1:247, or about 

  8. on my neko outfit I am 121,063 complexity

    i have a 660GTX

    when on my own by the ocean then on default recommended graphics Shadows Projectors (mod to non-imposters set to No Limit which is how I prefer it) the FPS is 68

    when in crowded places where some people are over 200,000 complexity then it slows down to about TV rates of 24 FPS. It can get down to 16FPS in really stressed out places, but I find that when the FPS drops below 16 then I am going to get a TDR graphics crash most times anyways

    so altogether I am not going to worry about it much at all

    this said I think that as a guide tool for content makers going into the future then its pretty good thing

    but for me personally right now I am not going to fuss about it, or fuss about anyone who is currently blinged out with current content

    ps. I will most likely get a 1070 card next soon hope so, and worry about it even less


  9. Rya Nitely wrote:

    From September 2011 to September 2015 the L$ has sold steadily around 247 to 248. This was very stable, as Qie pointed out. During this same period the Australian dollar has gone from AUD$0.93 to AUD$1.40 per US$1.00 Huge fluctuations, yet the L$ did nothing over this period.

    However, I'm not complaining as the AUD/US exchange rate is good for me as a merchant. 

     

    hi aussie (:

    yes definitely its been good over the last few months to be buying AUD with your earned USD. Conversely has not been great for Aussie consumers buying USD. Has been the inverse for NZers. Altho I think the USD v NZD bottomed out at 1.43. Could be a dead cat bounce tho (profit taking) maybe dunno.

    if I knew the exact answers to all this stuff then I would like one of them ebil 0.000000001 % ers. I would have like zillions of money, and I would have bought SL off LL ages ago, and I would be the boss of the world, and all them SL devs would have to do what ever I wanted  (:

     


  10. Rya Nitely wrote: 

    I don't understand how the buy-down fee is causing the current blip? 

    it wouldn't be the only reason, it would be a contributing factor tho. 160,000L seems like a lot, but for the estates is not a whole lot of L$. About the monthly rental for about 2 sims

    i think that the smaller estates are maybe cashing their L$ more frequently, to convert their higher tiered sims to the lower tier rate as quickly as they can. The reason being that when they do this they are able to compete, against the larger grandfathered estates, sooner on parcel rental price  


  11. Qie Niangao wrote:

    It's actually
    . It was all the way
    . And the L$ has been stable against the US$ through much of that until recently -- but as we've seen (above) from historic Lindex data, the L$ was much weaker than this in 2009, too, for a while, until these past few years of extreme stability.

    Across the street, there's speculation that the current blip is caused by folks cashing-in L$s to take advantage of the grandfathered rate buy-down offer. Makes some sense to me; I've certainly heard a lot of Estate owners exercising that option.

    If that's true, then the rate is likely to revert to status quo ante, which might be a rare opportunity to make money on the Lindex, for those bold enough to speculate.

    That's not me, that's for sure, and I'd never recommend that. I don't think the Lindex has much resemblance to a currency exchange, and even if it did, there's a risk of betting against the "central bank" -- a sure way to lose your shirt!

    on the first. Yes that makes sense. Demand for US$ would be high at the moment for the sim/estate owners

    +

    just on the foreign thing. I am bit biased in my thinking. Over the last month or so then there has been a uptick in the value of the US$ against the basket of other currencies. I am pretty sensitive to this myself when I have to buy stuff online priced in US$

    like on 7 Sep 2015 the exchange was 1 USD = 1.59 NZD. 19 Oct 2015 = 1.47. 27 Jan 2016 = 1.55. 1 May 2016 = 1.43. 18 May = 1.48. Is pretty volatile for me. Same as lots of other countries

    +

    i also agree about speculation against/with the L$. Supply Linden does a pretty good job of ameliorating volatility in the L$ market

    I think tho that 250L ( or even maybe as high as 260L) might be the new normal for quite a while. Is less new US$ coming into LL itself overall, so it would make sense for the new dollar introducers to get more L$ for their money

    eta: by this I mean that the more L$ a person gets for the same US$ then the more L$ they have to spread round. More share the love, than not


  12. Elinah Iredell wrote:

    I do not feel ready for a mesh body as of yet and the reason why is that when there is lag the mesh body hangs in pieces with body parts floating in the air in a creepy looking manner around your avatar and it will be completely naked, then for a while after it forms around your avatar it will remain completely naked for all to see before the clothes finally are put on. That is how it looks to others in world when you are walking around. I do not find that appealing.

    this a valid point, and is why I struggle with getting a mesh body myself. If I do want to get nekkid then I rather do that deliberately by choice rather than incidentally

    is reminiscient really of the pre-outfit pre-bake clothing layer era, when sometimes you would appear dressed on your screen but on others screens then nekkid due to them not getting the clothing layers

    i think that in time, LL devs will fix the issue with mesh layers and alphas

    from my pov the new viewer jelly baby codes  is foundational to this I think. Like the next step would be to render the avatar as a jelly baby until all the textures that make up the Outfit have been downloaded and composited, and when so then it renders them fully composited (dressed)

    basically I would rather be a fully-formed single-color grey ( jelly baby) on others screens than a incidental nekkid or a alpha cut to pieces victim of a chainsaw maniac 

     

    --||-

  13. Pamela Galli wrote:

    in order to sell, there must be buyers. 

    yes. agree

    as somebody mentioned way earlier and at other times, the L$ is depreciating against the US$ inline with non-US currencies as demand for US$ strengthens due to international market conditions

    at the depth of the recent US recession (banking crisis, quantitative easing, growth slump, etc) the price of US$ (in foreign currencies overall) fell. In the last few months the US$ price (in foreign currencies) has risen, as the US economy begins to recover

    it costs more now to buy US$ than it did a few months ago. Therefore given that a person has now bought US$ with their foreign currency and wishes to sell them for L$, then they would expect to get more L$ for their US$ than they would in previous months. As would a US resident holding (now-in-demand) US$ ordinarily. And further also given the economy sluggishness of the SL economy

    given that the L$ has depreciated by only about 3/247ths against the US$ over this long RL recession period then is not too bad really

  14. often when this happens can quick fix the mesh by right-click on the mesh and Edit, which will force a redraw of the selected object, and then close the Edit dialog 

    if you cant select the mesh directly itself then select edit a HUD object and with the Edit dialog open then can usually select Edit the mesh object

  15. if you are going to get a bit skimpy clothed (like beachwear) then you might think about getting a mesh body. They do correct a few flaws in the standard avatar. Better shaped ankles, wrists, hands, toes, groin area and can get a better bosom shape as well. Better being subjective of course

    if you don't get skimpy clothed then a standard avatar is pretty ok. In terms of skins pretty much all the fav skin designers make the same styled skins and makeups for both standard and the most popular mesh bodies. So in terms of texture detail then they are equivalent

    here is my new reborn-again neko self which I put together out of freebie everything. Standard avatar

     

  16. seems what you have is 3 attachments. A HUD (button), a sheathed weapon and a weapon in hand. The sheathed and hand weapon show/hide (with appropriate animation) when the commands "draw" and "sheath" are typed on channel 65

    and what you want to do is click the HUD button to issue the commands, and not have to type the commands in chat ?!

    if so then in the weapon(s) script(s) change the channel they listen on from 65 to the same as COM_CHANNEL in the HUD script

    a normalised HUD (button) script (which you kinda basically have done already) is something like:

     

    integer COM_CHANNEL = -12345;integer switch;default {   touch_start(integer total_number)   {      string cmd;      if (switch)      {          cmd = "draw";      }      else      { 	 cmd = "sheath";      };             llSay(COM_CHANNEL, cmd);  // tell the weapons script(s) what to do      llOwnerSay(cmd);          // tell the owner the last command            switch = !switch;         // flip the switch   }}

     

    and other than changing the channel no. in the weapons script(s) you shouldn't have to do anything else to them, for them to work out-the-box

  17. yes. you pretty much onto it

    i just add that using separate variables for each particle param list means that we can't reference them from a single piece of code without creating a whole bunch of IF statements

    a struct list is the way to go to avoid this. Some p-code example:

     

    list table = [   params for effect 1,   params for effect 2,   ...   params for effect N];// when the length of the stride (record) is equal for all then 
    // is the same as a table of fixed length records.
    // Each record can be read by multiplying the ordinal
    // index (recnum) by the length of the record. Example:integer reclen = 10; // or whichever integer recnum = 0; // or whicheverinteger recpos = recnum * reclen;// 0 * 10 = 0; 0 + (reclen-1) = 9;// 1 * 10 = 10; 10 + (reclen-1) = 19; etc // when the length of the 'record' is unequal
    // (some 'records' have more elements/fields than others
    // then need a second list to index the 'table'list recpositions = [0, 8, 15, 23, ..., N]; // where N is the last element
    // and contains the length of the table list recnum = 1; // or whichever
    recpos = llList2Integer(recpositions, recnum);reclen = llList2Integer(recpositions, recnum + 1) - recpos;
    // example read

    list record = llList2List(table, recpos, recpos + reclen);

    llParticleSystem(record);

     

      eta p-code typo

  18. particles are a property of the prim, not the script(s). A script is used to apply the particle property parameters to the prim. Once the properties are applied then the script is no longer needed. So if use multiple scripts then is kinda overkill, when the parameters can be stored in another form

    i take your point about notecards in a sale object tho. In this case then I probably go with a struct in a list

    eta: by struct I mean a strided list (is how LSL refers to this)

    http://wiki.secondlife.com/wiki/LlList2ListStrided

    has good examples of how strided lists are constructed and used

  19. my preference is to go with the least number of scripts. So if can achieve the goal with 1 then go with 1

    if have 10s/100s of different effects then could think about putting all the effects parameters and texture uuids in a struct contained in notecard(s) in the object contents. Then only need 1 script to read and execute them all. When create a new effect then is just a matter of adding (or amending) a notecard   

     

     


  20. Chrismaky wrote:

    Do you think there should be a push to make SL 100% mesh?

    No. Mesh is cool for sure, and so are prims for those of us who still like to build inworld

    am pretty sure tho you are going to love Sansar when it opens it gates wider at the end of this year about. Project Sansar, the new total mesh thingy that LL are building for people such as yourself

  21. yes it may be that the coding implementation is done at a future time. The thinking about how it might be done and catered for in the design being done now is how these kinda issues are typically approached, so that when resources are available to do the code implementation and testing then there is a design consideration already in place for the work

    on the second point

    in the case of multiple heads, then the best practice for conflict resolution is the least restrictive premise. Example:

    Head A, the slider setting is [40,60]. The viewer slider can be moved between 40 and 60 and Head A responds accordingly

    take off Head A and wear Head B

    Head B, the slider settings is [0,0]. The viewer slider can't be moved

    wear Head A and Head B together. The viewer slider can be moved between 40 and 60. Head A responds, Head B does not

    a more complex example:

    Head B the slider setting is [10,20]. Head A is [40,60]

    the viewer slider can move between 10 and 60. When the viewer slider moves above 20 Head B does not respond. When the viewer slider goes below 40 Head A does not respond

     

    eta: the word settings, to make clear how a single UI control can be used to manipulate multiple dependent objects simultaneously


  22. polysail wrote:

    Sadly that would require modifying the mesh uploader extensively to read a DAE file with that embedded data in it.  Also that DAE file would no longer be a standardised XML DAE file that every mesh program in the world knows how to make.  So it would require creating some sort of bizarro custom DAE File format for SL use only.    Then writing exporters for 3ds max, maya Lightwave and Blender to write said bizarro DAE files.

    It's really not possible to do anything like this within the release time frame that Bento is shooting for.   If you have an actual mechanical methodology for how this would be implemented that doesn't involve suddenly making proprietary collada files ~ by all means file a feature suggestion JIRA!

    it wouldn't break the collada dae spec as such. User extensions are integral to the collada spec

    there is provision already in the skin block that would probably work as a start basis for this. "alt_inverse_bind_matrix". According to the wiki the rotational and scaling components are unused, so I think that would be the place to start thinking about ways to implement it. If not already

    i just say that I am not any kinda modeller as such, more a coder

    i only suggest this because Vir Linden said that integrating viewer slider control is a recent thought for them as a team, so I think it would be reasonable to at least consider some kinda designer range control over how the users' sliders influence the avatar models made

    • Like 1

  23. Vir Linden wrote:

    Gaia is correct that extensive slider support for Bento was not something we had originally planned to do. We would like it to be as useful as possible, though, so we have the question of what the best practices are, and whether there is anything else we can do in the viewer to make it work better. If anyone wants to discuss these issues live I've added the topic to the Bento User Group meeting for this week.

    dunno if this hasn't already been considered. I just put it out here in case it hasn't already, as a thought

    slider metadata could be included in the mesh model which allows the designer to control/limit the degree to which the wearer can manipulate the viewer sliders while wearing the model. [0] to disable this slider, range [40..60] for this slider, etc

    if so then would probably make things a lot easier for both designers and wearers

    i think also that it would make it easier as well for the animators of a particular model, knowing that there are some designer-intended bounds for the model that the wearer can't inadvertently go beyond thru manipulating the sliders

    • Like 3
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