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NeevaBecketEmagan

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Posts posted by NeevaBecketEmagan

  1. Alienum is more than a fishing game, it is a fantastic experience in fishing and farming.

    For players a fun way to earn some money, make new friends and discover new places while looking for alien fish and plants.

    For landowners, one of the most innovative traffic games with a wide range of options. Low lag and low land impact buoys and clusters that can be controlled via web-browser even if you aren't online in SL (funding them still require owner to be online). Also earn commissions from the sales of energy cells (baits) and seeds, to help fund your buoy/cluster. And many more options.

    sl_069.png.eae22e4d9e9fd317891f9572697bf5b3.png

     

    Grow the seeds you found in seed plots to get ingredients, and use these ingredients to make useful potions to boost your gameplay. Turn the fish you caught into fertilizer to plant your seeds. You can even create water mixing oxygen and hydrogen.

    Start to play today! Get a free extractor, create your account, and grab the free starters at the HQ (seed plot, mixer, and water barrel).

    Cash out at least 25L$ to be able to touch the Mighty Alien Tree and receive gifts. Every Day.

    sl_072.png.c0a2916dbd1abe5fed485bd4e0072bee.png

     

    Don't have a place to rez your seed plots and mixers? The HQ has the Greenhouse, a space with cheap rental for players.

    Take a look at the game's official website: https://www.alienumgame.com/

    And visit the HQ, part of a sim-wide space station: The Elven Starship - Alienum HQ

     

    sl_070.png.7dd6a2fdf0cc847bbb3e312042285fb5.pngsl_002.png.953c586a5bf920fe9eb7f5cf0c3a316c.png

    • Like 3
  2. Happens to me too, but not frequently. I have no rogue scripts in my land, all scripts here are mine (and most of them working for the last 2 years without any problem).
    The funny things is, after the freeze, I start getting error 499 in the objects that uses the llHTTPRequest function. Copies of these objects in other regions don't receive the error.
    I'm going to open a Jira about this.

    Found a Jira that can be my problem with the error 499. Just the freeze remains.

  3. An addendum to what I forgot in the previous answers:

    When one region start with the error, the players search for the next one that is working (there is a real-time list in the website, that works all the time). In this case there is between 10 and 20 players, that generates up to 50 requests per minute from various attached objects (the rods and HUDs), without any error or any noticeable delay between the server.

    This is bugging me a lot 🤔

    Maybe a DDoS attack in my server? (I have no report of it happening, but, who knows).

     

  4. I'm sending commands to my server from an object in-world, not an attachment. They are just plain small pieces of text. The object is sending the command every 15 minutes. This object is a "buoy", and some users have it in their lands in various regions.

    I see this error, when it happens, occurring no matter which viewer the user is using. I was the only person in one of the regions when the object started to have this error, I wasn't even close to the object. The server my region region is located is Second Life Server 2019-12-04T20:29:26.533447, region sim10439.agni.lindenlab.com (216.82.51.145:13006). First time I was using Firestorm, but in the second I was with the official viewer (both latest releases).

    It is totally sporadic, and when starts, doesn't happens in all regions, only in some. And in some of those regions the error stops, to start again after some minutes, even in an empty sim with only the object sending the command every 15 minutes. In both occurrences it happened in my region (The Elven Starship). In the first occurrence it also happened in a mainland region called Transimeno, but not in the second time. I don't remember the others (next time I hope I have time to take note of all regions).

    Restarting the objects scripts or the region itself don't fix the error. I always need to wait for the error to stop by its own.

    In the other regions I don't know what else is happening, I don't have parcels there, not even an object. In my own region, only my games and some casper vendors and dropboxes, nothing more.

    I'm here waiting for the error to happen again to try to get more information.

    I'm still thinking that is something with my SSL certificate, but I don't know exactly how to check it, since the request don't even arrive in my server. I had a problem with a hater with some 3rd-part tools that attacked my game 2 months ago. I rewrote the scripts, changed server address, and added SSL (using CertBot) in my server. The error started almost 1 month later.

  5. I know that the error 499 can happen in the following scenarios: request timeout, SSL failure, and space present in URL.

    The problem is, I get the error 499 in only some regions where my game is, not all. It is sporadic. Happened last week, and the problem came and went in some regions, when it finally stopped after 2 hours, more or less. Now it is happening again, and only in some sims.

    And I get only the status code, 499, no body, no metadata.

    I checked all I can check in my own server, and find no problem, not even record of the connection when the error 499 occurs, that means it isn't a timeout. Website working all the time.

    When the http_response is fired with this error, it is less than one second after the request is sent.

    Space in URL is not the problem, I'm having the same script working for 2 years without this problem.

    SSL don't think so, since the objects works in other regions.

    The only thing I'm thinking is being throttled , but the error code is not 499, is 503 (that I never get).

    My server is a VPS running Debian, not a shared hosting, and is always below 10% of CPU and memory usage.

    Anyone have any suggestion on what else I can check to discover what is going on? It don't happen all the time and it is very, very sporadic, and started 2 weeks ago.

    PS: while I was tipping it here and paying attention in my region, the error stopped after one hour. Request are working again.

  6. Yes, the only option I had to remove the person was banning in the members panel of the group window. The person wasn't in the chat, so, no way to do the proper moderation sequence that is used with chat spammers. But the ban took effect only 4 days later. Don't know why the notices wasn't stopped in the server, that, for me, is the logical approach to deal with banned users.
    I did the ban to the notice spammer (the first ban) user when I was in a newly created region (less than 20 days), that was put in the wrong server when I bought it (it was saying I was in a mainland region). Had to ask support to fix the region the day after the order.

     

    Jira created: https://jira.secondlife.com/browse/BUG-227589

    • Thanks 1
  7. I'll file the Jira, just collecting more information now. We did tests for the problem yesterday after removing the ability to send Notices from the Everyone role. Another user (our tester) was able to send notices, but now, almost 24 hours later, he logged again and the 'New Notice' button isn't available for him. As Rolig said, looks like it take time to apply the changes. And the spammer user was using it as exploit. The user sent 2 notices this morning, and no more. I'm waiting to see if it send again, or was finally stopped by the changes in the group (4 days after, that is very annoying)

    • Like 1
  8. From Inara Pey blog, if someone is wondering how it is going:

    • Still a number of bugs to be resolved, and Vir is now working on these as well as the Animesh follow-on (below). These include, but are not limited to:
      • Shadows are failing to render correctly.
      • Issues with some alpha settings.
    • Otherwise, most of the functionality is now believed to be in place.

    https://modemworld.me/2019/08/15/2019-sl-user-groups-33-2-content-creation-summary/

  9. Well, i tried to buy, I was serious about buying it, if you don't want to answer simple questions, good luck selling. Next time don't answer the person with something like "oh yes it is just wait for me to remove my things" and go silent, instead of asking the question to start filling the transfer support tickets.

  10. Just now, Digit Gears said:

    Also, something I tend to do, if I'm a bit pinched for space on the UV, I'll shrink down sections for the less important parts

    Yes, this is what the pros at modeling does: less important takes less space. I do it a lot.

    Your avatar is nice, I saw it in the creators meeting. Not as a colored gummy like others (i put avatar rendering in very low complexity here).

    • Thanks 1
  11. My alien. Still refining it. Split in 5 parts, because of the eyes, but probably will end with 3: body (using upper body slot), head, and eyes.

    In the pic of it in SL the hands are stiff because I was using AO from another avatar (was too lazy that day to make my own animations)

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    bom_test_011.png

  12. If I would change body for a highly optimized one that will not lag like hell and don't try to kill my GPU with work of people that think SL is a rendering farm, of course I'll do!
    This is what I'm doing too, I'm studying human topology for a long time, to get the best result with less polygons possible (and because I work with game dev in RL).

    And not only body, clothes, hair, everything. A game character nowadays have between 15K to 40K, including clothes, hair, etc. Did you saw the amazing work in the last Lara Croft games? Her latest models don't have even half of the polygons SL models have (and I'm counting only the polygons in the first layer of SL mesh body, not the rest of the onion)

    I know I'll receive some eggs in the face for what I'll say now:

    Even with 100K polys a lot of models here looks like crap. I got once a male mesh body with 70K polys, and the elbow was bending like the arms of the old Disney animated movies, or, better, the game Cuphead, to have a good example. A crappy rubber arm with tons of polygons with loop cuts in the wrong places, while games can do an amazing elbow joint that bends like a proper elbow with much less polygons. And as Digit said, with things in the right places.

    I stopped to buy clothes because I was getting high polys things with crappy rigging. Looks like people is lazy and wants to produce a lot. Just make the cloth in Marvelous, add details in ZBrush, throw an auto rigging in a 3D software, send this high poly to SL putting all other LODs to 0, and done. Good thing I usually walk away from crowds and end seeing just a single triangle of your amazing high detailed leather jacket with realistic zipper. Yes, retopology, baking and proper texturing can take days depending of the model, and needs a lot of creativity - and knowledge too - to get a perfect result with less. I just hope creators start to spend more time doing the right thing one day. It will not kill your creativity, as I saw in another topic months ago, it will make you even more creative.

    Sometimes I walk around with wireframe rendering on, just to see how crazy the models are. And I just start saying to myself: "look, the triangles pattern from a mesh exported from Marvelous! Ewww!". Yes, I'm that crazy.

    The lag and the low FPS will only diminish when creators finally understand and accept that SL isn't a rendering software, it works like a game engine (because it is technically a game engine). Rendering of realistic things with perfect light, good textures, no "pointy corners" thanks to a massive 100K polys body can take from some seconds to several minutes, even with the newest Eevee render from Blender (that is real-time). Who did it in any 3D software knows it. A game engine needs to render everything in the camera view (and a bit off-view too) in a speed of 60 frames per second, to get a smooth result. Now try to compress a realistic render that take seconds into a single frame that is 60/1 of a second. My GPU starts to scream only by thinking about it (and is not a crappy one, btw). And I'll not even start talking about hairs.

    And yes, when BoM is released - and I hope they release it soon or I'll steal all LL donuts - , I'll release my "game ready" low mesh bodies too, humans, aliens, creatures, everything I do. My GPU will be glad. It's not the number of polygons that counts, is the knowledge. I prefer a low poly mesh body with a good work with the normal maps, proper rigging made in a proper topology, and a good work on texturing, instead of a 100K thing that will just cut my experience here, because I will need to put graphics low to not end with another fried GPU.

    The picture I put here is one of my studies in topology. I still have a lot of work and refinement to do on it. Hope it don't go more than 20K tris (not polys, tris) when finished. Actually it has 5192.

    My actual avatar is a little alien I did. And yes, I modeled the dragonborn clothes it wear from scratch, not just getting from the game. And, yes, I rip models from games, to see how they were done and learn with what was done, the tricks used to get a good optimization.

    PS: it applies to everything, not only bodies. Even to that gacha animesh little cat a friend got and discovered it was eating 150 prims of her land.

     

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    • Like 2
  13. I really totally forgot the "fine" neighbor in mainland.

    Homestead don't fit because sometimes my stores hit more than 20 avatars at same time and 5K prims isn't enough (and will be more when I finish my RP project). Most of my products are games and breedables, so people like to see them "live".

    I'll ask some of the land companies if they do renaming of the sim, because of the "impressive" factor. If not, I'll try to buy a sim from someone (that accept payment in Lindens, of course).

  14. I know, silly question, but it came to me while I was traveling mainland road: what is the best for a business, a private region with business name, or a mainland region, no matter it's name?

    Do the region name matters a lot or is the quality of the content offered that counts?

    I have now 1/4 of a private sim, but it is starting to be limited. I want to stay there with house and private "sandbox", but move stores to it's own region. Private region is a bit expensive for me now, so, I was thinking about trying to get a mainland region (yes, I'm premium). And since I'm creating wearable dragons, horses, and UFOs for people walk around, having an inviting road in the front of the land would be nice.

    Any suggestions on what to do?

  15. On 8/4/2019 at 10:33 PM, Digit Gears said:

    They did some switchawoo among the review teams to get fresh eyes on them, and currently in the process of well, reviewing. We'll probably find out the results of it so far by the time the next group meets start up again.

    It's still being worked on, it's possibly on the final stretch in fact!

    The switch I saw in the meeting before the last one. I hope they don't tip the toes in a too stinky bug in this final stretch.

  16. On 7/26/2019 at 12:51 PM, Theresa Tennyson said:

    ...If the shirt texture was put on using one of the aux channels the end user could put their logo on using an additional universal wearable, saving a face and a displayed texture and getting rid of the alpha glitch problem. 

    Exactly what I did in my test in the video (the star trek dress). And probably I'll use it in some clothing, at least for the little alien. Being able to apply more than one layer of universal wearable will let users to change the color of the t-shirt just changing the color parameter while maintaining the logo. Less textures to upload. less faces to deal with in the mesh when rigging. And infinite possibilities.

    Of course it can be a mess if you use a mesh t-shirt that uses aux1 and a pant that uses the same aux1. But in my case, since I'm working on alien races bodies with the first clothes made by my own too, just define upper is aux1 and lower is aux2. I was playing with it, and was having a lot of fun with what I could do and my mistakes.

    On 7/26/2019 at 9:47 AM, Digit Gears said:

    I think the only oddity might be the initial step of linking the models faces to the bake channels, but even then, not too terribly hard to figure out, and I imagine most body makers wanting to support BoM will include copies of their bodies already set up to work with BoM out of the box. Then it's just simply, wearing skin,texture,etc layers like the old days.

    Setting the face to bake channels is easy (I can say ridiculous easy). Just wear the mesh, set faces to bake channels, detach. Done. Send to you alt to wear and be happy. Work nicely as the system avatar in the old days.

    For someone that dropped the dream of conquering the work with a legion of aliens, er, creating custom non-human body mesh, just because don't want to go lagging around with onion bodies, the actual state of BoM is just the best thing that -almost- happened (pass donuts to make devs happy and make it happen).

  17. I did a simple video playing with my alien body. I was mostly doing a test on using the Aux channel in a mesh clothing piece, just to be able to add a badge to a dress. (The video has legends to explaing some parts).

    Just ignore the low quality textures, I made them very quickly only for tests.

    PS: I was without sound at creators meeting, lost what they said about BoM :/ (but something say to me "next year, maybe")

  18. 1 hour ago, Digit Gears said:

    Well, here's to hoping that review they did last week came out positive, I'm sure we're bound to hear the results at todays meet!

    Preparing a batch of fresh and yummy donuts to give to devs, hopping they say "Yes, it's ready, releasing next week".

    Now I'm just playing a little more with it, because I didn't had much time before. I'll put a video later.

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