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About arabellajones

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  1. One things about scripts in the old days, which changed, but could still be lingering in old items: There used to be LSL functions which could run in one prim, and do something to all the prims in a linkset. But that action triggered a 1 second delay, and people would program a control script that sent a signal that was detected by a myriad of scripts, one in each prim. I've worn prim hair which had over 70 prims, and to get an instant colour change they needed over 70 scripts listening for the signal. Most of those delays have gone. Prim hair still has a few useful feature, such as flexiprims, but the reason for a large script count seems to have vanished. You'll need somebody with more clue than I have on LSL to report just which bits of LSL had this problem, but it's a problem with old stuff on the marketplace. And if you don't have enough permissions on the scripts and the object there's not much you can do about it.
  2. If you're working with mesh, the collision prim can be mesh, so the bridge deck and side rails could all be one component. But if you do that you can't use that convex hull option for the collision prim/physics model. The L-shaped kitchen here can't use a convex hull. The stool would be inside the physics shape. It does use a mesh physics model, which isn't strictly a collision prim but it does the same job. It's simpler, lower physics cost, than using the detailed visual model.
  3. This is something I try to get right with the stuff I make, but two things to bear in mind: 1: If you're wearing a rigged mesh, such as mesh clothes. the switching distances are the same for all items, and are based on your body size. A small item might otherwise switch detail level rather too soon.The switching distance may be too high, some people call it a bug in the calculation, but that's the way it is. 2: Some objects have several distinct mesh parts, and some parts will switch long before others. It's fairly common with wheels on vehicles. It can be made a lot less obtrusive by doing something like setting Medium LOD the same as High LOD Getting things right doesn't depend on making specific LOD models, though the automatic generation of lower LOD can make some horrible choices. For ordinary rigged mesh clothing, the Low and Lowest LOD models can be very simple, nobody will ever see them as anything more than a blob at the distances they're visible. There's a similar system for textures, all automatic. Using several materials from the same texture make the choices less clear, but it does mean that big textures can be easily wasted. It all works from the size a texture will appear in your viewer. A lot of 1024 textures are wasted.
  4. One thing I have noticed is that the viewer seems totally unable to to pick up basic settings, colour schemes and cursor-size stuff, from the operating system. Some elements can be set in the viewer, some can't. That's not just in Linux, it happens in Windows too. And so I have doubts about what you said there.
  5. Wine works pretty well for a lot of programs, but my experience with the SL viewer has been mixed. Is there any recent info on setting this up? Likewise for Wine and Firestorm. SL16B is getting close, and if it is anything like last year, a lot of events are going to be a waste of time without voice access. I have heard a suggestion that a windows version of SLVoice.exe can be run under Wine to provide voice support for a Linux viewer. Where is that documented? And how do you get the Windows version? Where Is The Documentation!!!
  6. I did wait a little while before logging in, and things went well the rest of the day, peak numbers close to normal, a couple of sims seemed to have a loading problem, and the original 13th-to-16th warning was closed. Had they got it finished? I maybe read too much into this message. Completed - The maintenance has been completed and services have been restored. No. Further work late on Tuesday. No actual shutdown, and I was asleep anyway. They've finished, but the messaging is better. Update - The scheduled maintenance for tonight has concluded. (Tuesday) There will be no more work done until tomorrow evening. (Wednesday) I maybe should have expected the Tuesday-night session, but "completed" feels wrong. It's too final.
  7. Way down among Brazilians, Coffee beans grow by the billions,So they've got to find those extra cups to fill.They've got an awful lot of coffee in Brazil. Should have ordered a decaf...
  8. We need a furry dust bunny avatar.
  9. I would have preferred something more like "We are about to shutdown access to the Grid for several hours as part of the planned network maintenance." Yeah, that's British English. I suppose that if there had been a nuclear war, the BBC would have reported "One of our cities is missing." That, I think, is actually useful. The messages on https://status.secondlifegrid.net are rather vague
  10. Incidentally, I know this web page depends on Linden Lab for the data, but it looks to be a bit more drastic than just stopping logins. Why not call it a full shutdown? https://e*****up.com/slstats/
  11. I know this is the low concurrency period, but it's usually still about 2/3 of the peak around now. Europe has been waking up for a couple of hours. Reading this thread, I get the impression that the website and Grid logins were cut off some time before the Status page was updated, which is clumsy. At least now I have an idea how long I have to wait.
  12. Even with the CDN and our own cache, we depend on getting the ID code for the content (usually a URL) before we can see it. And that has to come from Linden Lab, through their network. And it wouldn't surprise me if one of my bad login events was due to the old problem with attachments vanishing on a sim crossing. It isn't unusual to detach the vehicle HUD and see other attachments vanish. Is that down to the network they're working on, or a UDP packet getting dropped on the wider internet? I don't know, but that's the sort of mechanism that can mess things up. In the days before CDN, when UDP was used a lot more, getting a corrupted texture in cache was a problem. We have a much more reliable system now. I've said it before. Linden Lab documentation, and its cousin the Status Page, often feels like the bigger problem. When the message is "Logins have been temporarily disabled" it's not a warning. It's the middle of the night in California, numbers are low, it's the rational timing, but I'm not in California and it reads more like an "Oops" than a planned activity. But how much warning should they give? Would folk rush to log in? I'm told that we could have expected a four-minute warning of the end of the world.
  13. My initial reaction to this is short and vulgar and expresses astonishment at why this isn't documented. How can anyone at Linden Lab be sure of what the code is supposed to do?
  14. The basic tech was used, years ago, to generate messages for when people clicked on tails, ears, and such for furry characters. There are still several scripts for this on the Marketplace, but they are all very old, pre-Mesh. It's known as a "clicky". I know some rigged mesh add-ons can show a menu when they're clicked on. My own experience creating mesh is that mouse-clicks only get detected when a rigged mesh isn't attached to an avatar, which contrdicts what I see. So somebody knows how to make a rigged mesh react to a mouse-click. But nobody can point to any documentation, no example code, no guidance on mesh creation, it's just something they heard, but can't explain. I can make efficient, low-complexity, mesh clothing. I can examine a rigged mesh, and find some sort of mesh component that contains the menu script, but it all ends up unexplained and undocumented. Can anyone rely on an undocumented feature working after the next server or viewer roll-out? The Lindens do try not to break existing content, but how would they know about this? If people know about this, why can't they point to documentation? The Lindens have a problem with multiple names for the same thing. I might just have not used the right jargon as a search term. But why does nobody else seem to know the word? I feel as if I am wasting my time. I may check this thread again, but I wonder if it is worth bothering.
  15. If it does work, there is definitely something more to it. I can link a prim to the mesh tail while it's not attached, but as soon as I wear the item, the non-rigged prim vanishes and doesn't return. It doesn't matter which of the two parts is the root. And it puzzles me that this use fails, but I can wear items that can be clicked on, and respond with a menu, which calls into question your basic idea. You can click on rigged mesh. If it comes to that, how is the viewer able to detect the initial right-click? I am not having coffee at this time of day, I need to get some sleep this weekend. But it looks like the available script tools pre-date rigged mesh, which makes it feel as though something big changed.
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