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JasonClandestino

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Everything posted by JasonClandestino

  1. Just to address the inquisition & implication: https://community.secondlife.com/forums/forum/352-sansar-for-second-life-residents/ && https://highfidelity.com/ Quite a lot of research & things involved in this posted topic. That's quite some conjecture on your part, Beq. (I'm suddenly less bothered when I get few replies to my posted topics.)
  2. Thanks for that much, though I stand behind my previous request. I'm talking about a serious Dev project, not in requisite of banter with FS Devs, concisely, not actually. Thanks though, Callum.
  3. && && (I'm Tribal Mayan, & she's probably aware of that. ((I'm not being sensitive, not actually. If a white American suggested to a Black Man that the white American has a black Dodge Charger & the Black Man complained, especially within a particular context, I really think that I would be considerate enough to consider that the Black Man might have a point to complain, & this actually is a serious topic. It's not a "sensitivity", not actually. It's about "consideration" (((I really don't expect that much out of you "programming white gurus with a big plan for the future" not actually.))) )) ) It seems I picked up a couple of Firestorm Devs that really are not interested in my posted topic, not actually. I'll politely ask those couple of people not to comment in my topic further, not at all.
  4. I'm gonna suggest that Madelaine McMasters really is just "wrong", concisely, & continue with my point. Yeah, that's one thing to consider, Love Zhaoying. I mentioned that there would be more PRIM_MATERIAL_TYPES within the Composits HUD, which is a soft coded simulation of features that can easily be employed within my OpenSim Grid, running on a server that has dual Xeon Processors & 20GB of RAM, & functions well enough to host 3 or 4 regions at a time without slightest trouble. The PRIM_MATERIAL_TYPES would assign default Chemical Composit Values to the Object or Prims (I coded mine in the individual prim level, & added "COMPOSIT_TYPE_SIMPLE" &."COMPOSIT_TYPE_COMPLEX" feature differentiation for compatibility with Sculpted & Mesh objects, which are often textured to represent various PRIM_MATERIAL_TYPEs. The added PRIM_MATERIAL_TYPEs, concisely, are (Featured within the Composits HUD code): Cloth, Organic, Liquid, Gas, Light, Fire, Air, Plasma, Myst, & Dark. Those features can be utilized to automate simulated object behavoir with ease & truly drastic effect, concisely. So then, you code your Gun Bullet as a PRIM_COMPOSIT_TYPE_COMPLEX & you give it qualities of Metal & Gun Powder, & then you code your Gun Stock as PRIM_COMPOSIT_TYPE_COMPLEX & give it qualities of Metal & Flint, "Just Because", if you want me to tell you the total story about something that Madelaine McMasters wants to throw away immediately while SL desperately needs realism & content. So, SL finally introduces "Remote Inventory", which allows for objects to be stored in "Pockets" & "Inventory Holders", for quick access & an attachment at the attach point. Suddenly, I have house keys!! WHO WANTS TO GO THROUGH ALL OF SL & RECODE ALL THE DOORS to allow for functionality with a House Key object?! Who wants to go through all of their inventory & hunt down all of the builders that made houses for them, & request a door key feature for their house doors?! "Nano level" & "macro level" & "Falco level" & "Let's give him Commisary. How about that?" & I'm tired of the naysaying of gibronies at a good suggestion, for sure. For an example of the Sociological Importance of a Composit Engine, Tobacco is comprised of Carbon & Hydrogen molecules. Tobacco does not contain any cancer causing agents, not at all, in it's true & pure form, & the 2nd Hand Smoke of Tobacco reacts with the Chloroplasts within plants to incite creation of Oxygen, though "Who am I talking to?". "It ain't over yet, not at all." "Jack & Jill & Jane ran around in a circle" & that's a smarter thing than any shrink wanted to lie about to get a degree, whether right side up or upside down. The only thing that people see are the chemical composits of what they crudely suggest to even perceive. Most of the human body is comprised of empty spaces between various molecular compounds. In reality, it's appropriate & scientific to suggest "I see right through you".
  5. Furthermore, "Because I don't use Mesh, I will always be faster than them."
  6. I find that Phoenix Firestorm 4.7.7.48706 was stable & reliable. The recent 5.0.11.53634 has incurred numerous incidents of texture upload problems with resultant textures that have variable uuid code, amidst various other problems with texture uploads specifically. I have noted various other problems with that particular edition. I think that 4.7.7 is considerably stable & reliable. I have made edits of that particular code for use in my own Grid for a number of features with a history of not a single problem with working with that source code edition. As well, a lot of the Firestorm Viewer includes requisite program language comprehension of the languages of Python & Java, which I am somewhat functionally capable with. I am a long time Linux programmer, so "Yeah, I am acquainted with the C Programming Language." as well. The Firestorm viewer really is inefficient within contexts. A simple example of that is the method of putting "Mode"s subordinate to the Skins. With other things, like a potential alteration of the Pie Menu for an RP Community specificity of interaction & experience, new features could be implemented more easily with a restructuring of the code tree within contexts. That as well would ease any burdens of tracking down & fixing a probable bug. Various people are familiar with the HBO Series titled "Westworld", based upon the 1980s film of the same title. For an example, with module developments for the viewer, a module titled "Entourage" could be created, which allows the user to login 3 avatars at the same time, with 2 of the avatars controlled like the "Final Fantasy" party members. Yet other a module could be created for Chat Droids, with somewhat further developed aiml like chat bot files for your party members. If you had a separate machine to run Entourage & Chat Droid, you could make your own "VirtualWorld" (of similitude or likeness of compare with "Westworld"). As well, various viewers like Radegast & RLV implement various features that were important developments for the Virtual World Communities. A Viewer Programming Language functionality could provide considerable enhancements to your Virtual World experience. The basic RLV scripting features, with inclusion enhancements to the Radegast "Alice" plugin could provide the functionality necessary to simulate your own rendering of the great & inspiration parts of the Westworld series concepts. In short, if I am left to work on the Viewer Project alone, I'd do that for just my own Grid. The project scope is not really about showing off my great programming prowess to the various probable curious onlookers, not actually, though I thought that various other interested & savvy developers would provide a vast perspective of community needs, as well as assist in the implied time restraints of providing the community with a functional & useful Viewer code with the project plan briefly described within this post topic.
  7. I despise mesh. I'll say it again, because it's a good point: "Like Drawing Paper & Colored Pencils, Sculpts are here to stay!!" I have a sculpt organizer I'm working on. The medium sized model is for developers with a moderate amount of sculpt maps of various categories. It's 49 prims. The small sized model is 25 prims, & the large sized model is 76 prims. I could build the medium sized model with mesh in 8 prims. The features could not be programmed within a 8 faced mesh prim for a column of categories, not at all. The Name Field & Description Field have a limited number of character entry, & even if you worked around that limit, it would be less user friendly. That's 1 good reason. Yet other a good reason that I like Prims & Sculpts: I make a sculpted letter, alright. A single letter requires me 10 minutes to make, because I'm somewhat experienced enough to use a texture that has the letter typed on it for a pattern. I had to hunt down the patch that allows the utilization of the Blender 2.49b addon for creation & exporting of SL Sculpt Maps. I create my letter & I upload the sculpt map texture. 10L$. I apply the sculpt map to the prim & I scale the letter up to 30 meters square. 1 prim. Separate the context, I open Blender, select my font, type a letter, & export Mesh. 1 minute. I upload the mesh into SL. 10 - 20 L$ or more (depends). I scale the mesh letter up to 30 meters square: 42 prims. With the right software, I could really speed up the process of creating sculpted letters: The software could capably automate that. Aside of that, really it's a higher quality in a lot of cases that's really worth the effort to make & use the sculpt map. It's people like the Meshed Up Brewers that want to harange people like me when I ask about Sculpts that really makes me wonder: "What do I need to explain?!" People want "Meshed Up Life", not SecondLife, & it's not gonna happen (thanks to folks like me saying something about it, & the only mystery is what else you have to thank about all of that).
  8. Wanted: Viewer Developers for a viewer development team. The project scope is to use the Phoenix Firestorm 4.7.7.48706 source code for a parsed viewer that's stable & parses out the various viewer features into modules that can be utilized in various Virtual World Communities for differentiation of enabled features, & improves the ability to fix, enhance, or replace features without effect to the functionality of the viewer. For an example, a RP Community could program or hire programmers to make a Viewer Module specific to their RP Community & features to facilitate their RP experience with the ease of enabling a Community Module for that community & restarting the viewer, with additional ability to again enable basic viewer features & restart the viewer & have the basic SL Viewer functionality restored to that same stable Viewer. For specific example, a Star Wars RPG Community might collaboratively work on the development of a SWRP Basic module, & 2 separate complimentary modules, 1 for Jedi, & 1 for Sith, & that way the various other subgroups, like Mandalorians, Troopers, etc., could work on the development of their own complimentary Community Viewer Modules, for dynamic Viewer Functionality & enhancement of experience. For other an example, an OpenSim Grid might have a Composits Engine feature within their Grid Software, & they make a Grid Specific Grid Module for their Grid, the total while that they make the presentation of the features to Linden Labs. Then eventually, Linden Labs decide to implement the Composit Engine Features, though not all the SL Community Members need nor consider those important object features, so one group of Viewer users just use the basic SL Grid Module, & a separate group of Viewer users just use the SL Grid Module (with Composits) module. Questions or Comments are welcome. Gracias.
  9. Hey there. I'm looking for a tutor whom I could ask a few basic questions about Sculpts, like making shade maps & that sort of thing. I asked in the Builders' Brewery group, & members insisted upon Mesh & kept asking me "why" I wanted sculpts, which had not a thing to do with my questions about finding resources to learn how to sculpt, not at all. 1 < 3 Hats. I looked & looked online, & I finally found that somebody had written a patch for compatibility with the Blender 2.49b plugin for creating & exporting SL Sculpt Maps, & have made various sculpt maps, though I thought to find someone that could give me a few pointers. "Like Drawing Paper & Colored Pencils, Sculpts are here to stay!!" Gracias.
  10. I was looking through the marketplace & I found the old [ Tampon Inside ] marketplace store. I purchased a few of them, & then purchased more. Those really are great old builds. She really put a lot of work into that. Various of those builds must have 100 textures for things she sells for less 100L$. I thought to update the builds with a lower prim edition. They were built with the 10m size limit, & various of them are really primmy. She's probably not active in SL these days, not actually, though I thought to rebuild those old designs. Your comments are welcome.
  11. The Composits HUD is designed for SL. The Composit Engine is something I am working on for my OpenSim Grid. So, this actually is the breve edition of the story about how I came up with the concept for the Composits Engine, the way it is described: So, I thought about the simple concept for having a Periodic Table of Elements within the object parameters within Virtual Worlds, & I started working on the Composits Engine for OSVL. I then thought, "I should work on an object to implement features of the Composit Engine for SL & OpenSim Grids that don't have the OSVL Composits Module installed in their Grid Software & Viewer Software.", so I started making this HUD (depicted in the attached image above). I then, half way through (maybe), realized "Wouldn't that be a riot to not make an inhibitor switch that tells the HUD that if there's not a Element in cue & "Subtract Element" is selected to ignore the Subtract Element entry?! I could make Anti-Matter!!" & then my mind started to reel!! With a bit more research & ingenuitive thinking, I realized that Dark could be an example of Anti-Matter on this Planet. In fact, I make "Dark" with subtracting what makes light, & then I generate the code for that & my objects are effected. Sort of neat. ^.^ I as well realize that Linden Labs might not program Chemical Composit interactions of objects the same way that I would, not actually. So, they're working on things like "Sansara" & "High Fidelity", & people are rushing out to get VR, & insisting that people update their computers & run fibre optic lines around the world. I noticed that they still sell drawing paper & colored pencils at Walmart, & they still make American talk shows. It's like, where are all the trees that they want paper & colored pencils?! Where are all the programmers that they want GPL?!
  12. You all might remember the "Mega Prims HUD". A OpenSim Guru made really large prims & uploaded them to SL in basic building sizes that people could use within their builds. It gave all the people paying a pretty penny to Linden Labs a bit more for their buck, & it wasn't long before people complained about the 10 meter prim size limit & Linden Labs came off of it. I'm programming a Composits Engine for my OpenSim Grid, & I wanted to introduce the features of having Chemical Composits for all objects. Included as well will be the added PRIM_MATERIAL_TYPEs of Light, Myst, Dark, & various others including, Liquid, Gas, & object Weight. I'm as well programming more CONTROL_BUTTONs for my Grid, which would blow the CONTROL_LBUTTON out of the perverbial water, so to speak. I think these really are important issues for an advanced & responsible Virtual World Community. Thanks.
  13. First, I will say: This really is not a rant, not at all. I'm being responsible & making a gesture for responsible community interaction & development. I am making & releasing a Composits HUD on the Marketplace, with the OcculTek Store. The scripts will be modifiable. The object will be no transfer. The intention of making the scripts modifiable is so that other developers can use the Composits HUD in their own creations. Note about GPL: A bunch of American attorneys & judges get tripped up & "believe they merely act dumb" about GPL. It's really obvious that's not a legal license, not at all. It doesn't matter whom touches my work before or after me, I have a right to earn a financial reward for my work. We're talking about programming languages & science, & accomplishing a task. It's like folk songs at best: GCD, GCD Chord progressions, & nearly all folk musicians have their own song with a GCD progression. It's like Gravity in truth: You can't tell me that you own Gravity, not at all, & you surely can't tell me that I don't own my own fair share of it!! I will release the scripts for the Composits HUD, along with other comments specific to the Composits HUD itself within this posted column of appended & separate post upon releasing the Composits HUD in my Store. It'll be priced moderately. It's quite a lot of effort to write out details about people acting with common integrity & respect. Really, it's simple: Don't give my stuff away for free, not at all. You can modify it & use it in your own creations, though it's mine & I have a right to earn a financial reward for my work. So do you. Treat me with respect. That's the point.
  14. Various people seem to really like Mesh. Various people have total build kits that have mesh columns & mesh walls. They figure it saves prims. Their mesh column is 0.8 prims & they figure that adds up & when they get to the 4th column, they've only used 3.2 prims. So, if you like mesh, somebody probably told you about how much they like mesh. Do you develop though? There's a set of mesh Greek letters that I got on the marketplace. I simply needed to open Blender & type the letters & then export them. They look great, huh?! ^.^ Yeah, as long as they're beneath 1 meter in height. I thought to use a mesh letter on a map image icon in the sky, & by the time I got it to scale, it was 30 prims for one letter. So, you like mesh or you like tiny world? Mesh requires more processes, more RAM, costs more on server load, & requires higher upload & download speeds. Are you folks that like mesh really the "scientific" types? There are a lot of things within the industry that really need work, though you want to insist that there are fibre optic lines run around the world so you can have mesh?! I am working on a Composits Engine for my OpenSim Grid. It's got values for the chemical composits for all the objects within my grid, as well as object weight & added Material types. That's hard work!! It's difficult to find other programmers to help with projects like that, while you're hammering away on CONTROL_LBUTTON & insisting that the world upgrade for you to look at Mesh. It's peculiar to consider the industry & what's really responsible for the industry amidst various others that are so wreckless. It insights a cringe time a various. If I take a cotton texture & I put that to an Upper skin template & I cut out the neck line & arm line, that's still not a Cotton T-Shirt, not at all. The same goes for the billions of people that want the global population to upgrade their machines & their internet connection line & their video cards so that they can upload their mesh monkey. The modem of Suzie Q is rattle & hum in constant, talking about the mesh button on her mesh skirt, & the button is 20 prims if you rez it on the ground. Guys gawk, "Your button is that complex?!" & all of that amidst billions of people. I can't believe that SL would allow mesh uploads if for only Cloaks & Dresses with strict guidelines, not at all. It's wreckless. People want to see ass in HD, & "blabla, har har", while they haven't figured out much of a thing about Science, & they're hanging on the coat tails of the few with a supposed big proud boast to themselves for request of ass in HD to the global population of requisite. It's misshapen chaos in heavy internet traffic costs. So, you like mesh, huh? You have a mesh avatar & did you make that mesh avatar? No? Though you want people to upgrade their machines so that you can have a mesh avatar while people are paying hundreds of dollars each month & programmers are working with a single CONTROL_LBUTTON & coping with GPL, which insists that programmers can't make money on derivative works of things that others put their hands to & "licensed" with GPL, & you want the programmers to upgrade their machines & continue programming cool things so that you can have your mesh avatar? Well, do you want mesh cloak layers, or do you want mesh clothing, & mesh walls, & mesh pillars, & billions of people uploading mesh buttons? It's detriment to society, in fact, when you think about it.
  15. These are the "Shadow Colors" I came up with. They're about middle of the primary color schema position. They have consistent Hex code values & they would be cool if applied to shadows of objects. For an example, take a picture of an avatar within a scene, copy image, adjust to grey scale, & erase all except the avatar in black & white. Then color shadows within the scene. Other a suggestion, make shadow textures for your objects within your scene, though color your objects with shades of grey & color your shadow textures the shadow colors.
  16. So, I want to propose "Shadow Colors". The color schema of Red, Green, Blue, Yellow, & Purple are consistent Hex codes. The same holds true for "Pastels". Shadow Colors could be a cool thing.
  17. So, I spent about 2 or more hours making gestures that chat on a channel & scripting that to chat via llMessageLinked() to a secondary script, so that could be put into a HUD for additional features, then I got distracted with the creation of this innovative & groovy controller.
  18. I'm curious where all the Shortcuts options for Gestures within SL are listed, because the drop down menu cuts off the Pad_Button0 text, so I'm not sure it's talking about the Number Pad & what's listed below Pad_Button9. (edited) I started looking & I realized, "That's not the number pad keys, not at all. In fact, with Num-Lock = TRUE, the 0 does not even trigger via the Number Pad. The only way to trigger anything via the Number Pad is to turn Num-Lock = FALSE. I thought that Pad_Button0 would be the Num-Lock = TRUE && "0", though that's not the case apparently.
  19. I program in OpenSim as well, & it's definitely a Region Server-side implementation necessity. Within OpenSim, it's within just a few files. There are 4 files that would need to actually be updated to include the additional: CONTROL_NUM0, CONTROL_NUM1, CONTROL_NUM2, CONTROL_NUM3, etc. to CONTROL_NUM9, & then the CONTROL_F1, CONTROL_F2, etc. to CONTROL_F12, which would be especially useful with custom configurable Game Controllers that SHOULD already be an option in the Viewer. What I find especially humorous actually is the attitudes of various SL & OpenSim users that are ready to take over the world with a CONTROL_LBUTTON that can be programmed. It's so rudimentary a level of capability that I am astonished. Rolig Loon suggested filing a JIRA Feature Request, & I don't want to, considering all the money that LL makes & the cost of Regions & other Land Fees, & the time I have spent thinking that SL Programmers were simply lame, & it was the system programmers that figured a single programmable action button is sufficient for people to spend $300/month on a simulator region.
  20. Correction about that recent post. The "SecondLife" Action Controller would look more like this image attached. My apologies.
  21. Hello. I am a programmer & scripter. I am looking at the llTakeControls() features, & there's a serious limitation to the ability to implement various necessary features. The FLAGS for CONTROL_(features) really are limited. It's like the limitations of an 8bit Nintendo NES. There aren't that many button combos, not actually. I'm suggesting that Linden Labs implement a CONTROL_KEY_(string) Feature that allows for using things like the Number Pad with Num-Lock = TRUE;, so that the number pad could be utilized for a series of button commands. The feature would be really great for Combat HUDs, so that the movement keys could be used separate, with the number keys utilized for different attacks & command features that played combat animations, or action animations of various sorts, or were utilized for game action commands. As well, with CONTROL_KEY_B, for an example, the "B" button could initiate "Battle_Mode" via the HUD. I think the feature is much needed. Thanks.
  22. Now I feel sort of bad. I guess there's a glitch in the Marketplace settings. When I set the Content Ratings to include "Moderate", I guess I need to do a Search for something in order for that setting to take effect. I would guess that my last Search was just for "General" Rated Content, & so my "Moderate" Rated Marketplace item kept giving me a warning that the item was surpassing my Content Rating settings. I hope people are good sports about this little post. ^.^
  23. As well I'm curious: Is this political? Did somebody fix my settings to "G Rated Content" because their old lady said I'd be a good dad? I'm just curious, because I followed the instructions & I still see only G Rated Content.
  24. I'm not your "*****in'" babysitter. I'll stress that!! I followed all the instructions to change settings, & when I surf the marketplace, the Moderate & Adult content is edited out. I logged in & set Moderate & Adult content in the viewer, etc. Again, I'm not your *****in' babysitter, not at all. I want to see "Moderate" (like "Mature") content & not hassle with the desire to filter ***** while so many other things could be improved upon, not at all. I make things & I put them on the marketplace. I work quite a lot in SL to make an immersive & great experience for the other users of SL. It's a social place for me & people I like. If you want to filter things out, filter out the Big Bird avatar. Give a setting to not look at General Content, not at all. At least, make my settings reflected in my Marketplace experience. When I started SL, there was a separate grid for the kids. If you want to work on the Content Maturity Settings, make it work first. As well, give folks the ability to filter out General Content. I don't want to see the Big Bird Avatar on the Marketplace, not at all. I don't want to be restricted to seeing only content of the same types of people (18 year old kids) that walk up to a lady & suggest something crass, not at all either. Make a setting for Moderate & Adult Content, though make the settings work first. That would be cool!! ^.^ & again, I'm not your *****in' babysitter, not at all.
  25. Note: I realized, with consideration of coding for Time Zone settings, an implied necessity to code a [GridCalendarService] & CalendarModule for Robust & Region servers. The viewer code will necessarily need a patch to reference the server for fetching time zone settings, if applicable. The Grid & Regions will utilize the Agri Calendar of default settings. The Robust will utilize UTC time zone setting of default value. Each Region then has implied Region Time, which reflects the number of hours within each day cycle. As well, I think to include a Grid Calendar Setting for utilization of other Calendars, with inclusion the 10 month Greek Calendar, the Egyptian Calendar, Julian Calendar, Babylonian Calendar, Oriental Calendar, & the Mayan Calendar. The Calendar date would be calculated according to the passage of time between 12:00 am, January 1st of 1970 & the system time stamp upon reckoning calculation, with variable "date of reckoning" setting for when the Agri Calendar is utilized to account for the passage of time between the custom "date of reckoning" & the system time stamp upon reckoning calculation. Suggestions for other historical Calendar settings to include in the coding of the Calendar modules would be welcome. (I think that's about all.)
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