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animats

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Everything posted by animats

  1. Walking in SL does not really use foot placement. Stairs are really ramps with a picture of stairs on top of them, your avatar is really a cylinder with rounded end caps, and leg, arm, and body animations don't really affect the world or even line up with it. And there is no Santa Claus. Sorry.
  2. Yes! Correct riser and step size. Real-world standard (per OSHA): Please, follow this, or your steps will look subtly (or not so subtly) wrong.
  3. Using llPatrolPoints? I've never tried that, but it has a "pause at each point" option, which might be on. If you're in a sim with no idle time, pathfinding will be jerky. Pathfinding seems to have lower priority than almost everything else that uses server CPU time. At each patrol point, it has to plan the next move, which takes some resources. SL pathfinding just doesn't work very well if you have specific destinations. "Wander" works OK, because if it's doing the the wrong thing, you can't tell. Motion to a goal, not so much. That's why I had to write my own system.
  4. How are you moving them? KFM is smooth and pause-free for the chain of moves in one call to llSetKeyframedMotion. SL pathfinding is smooth in open space, but gets weird in tight spots. Making repeated calls to llSetPos tends to be jerky.
  5. Bellesaria, looking west towards the central lake. I have a 3D map viewer for the Second Life map. It's here. That's how I make these slanted views of the SL map. But you'll just get a blank screen if you go there, because of this JIRA-reported bug from March 2019. However, if you really, really want to see the map, you can install a CORS override plugin in your web browser and tell it it to let you cross-site access "https://secondlife-maps-cdn.akamaized.net/*" If you have no idea what CORS is and why you might want to override it, don't do it. I've held off on mentioning this because it's a pain to set up and the CORS plugins available are not very good. But it's possible. If you want to understand the technical issues, read the JIRA. If you do get it working, you can zoom with the mouse wheel, pan with left mouse, and rotate and tilt with CTRL-left-mouse. You can fly around with the arrow keys. Enjoy.
  6. I could, but I don't want to distract the Lindens from more serious problems. This is something users can easily work around, once they know it's there. I have 16 JIRAs on file. In two years, no feature request JIRA of mine has ever been implemented, and no bug report JIRA of mine has ever been fixed. I would rate the priority of this below anything I have pending, and don't want to distract staff from the big problems users can't work around, such as region crossing failures.
  7. Yes, at a region crossing, vehicle, avatars, and attachments all cross separately and are reassembled. The problem is that reassembly is unreliable, not that it's slow.
  8. You can get into a building with a locked door in SL by camming into the room and sitting on something. This will move your avatar through the locked door.
  9. Please go to Server User Group on Tuesday at noon SLT and make your unhappiness known. I and others have been complaining about region crossings for a year now. More people complaining may up the priority. SL has gotten some new technical people in from the Sansar side, and this is a good time to push on getting this fixed. Really, it's embarrassing how long region crossings have been broken.
  10. Have you tried "Sanctuary"? That's a large and impressive fantasy roleplay sim.
  11. The map and minimap don't give away that much information. There's an argument for "cannot cam into parcel" and "cannot sit while camming" parcel options. Those would make walls and doors mean something.
  12. That's what I figured. This is a POST operation. The "user agent" is supposed to handle that redirection. Whether the LSL code or the underlying SL code is the "user agent" here is an interesting question. I'd argue that the underlying system should handle this, on the grounds that we can't afford to encapsulate HTTP requests in a library in LSL. Not in 64KB.
  13. I'm already using llGetFreeMemory(). See above. Here's what I'd like to have added in LSL. These would help prevent stack-heap collisions caused by big data coming in from outside the script. A few LSL events have no incoming size limit. They should. Proposed changes. (Not that I expect them to be implemented, but it's worth documenting.) New LSL call: llMessageLinkedFilter(list nums, integer maxstr, integer maxid) Call this with a list of integers for "nums", and then messages for llMessageLinked are only queued if their "num" parameter is on the list. This allows filtering incoming messages by message type before they go onto the queue. Right now, if you have 10 scripts, and you send a message with llMessageLinked, all 10 scripts are awakened, get the message, and most of them discard it immediately. This creates O(n^2) overhead on the number of scripts, which is a bad thing. Also, it's possible for a script to be crashed by a message that's too big for it, even though the script would discard that message immediately. The script can't discard it before it blows the memory limit. The "maxstr" parameter is the maximum length of the "str" parameter of an incoming message. Longer messages are truncated. Length means the same thing as the value from llStringLength. If you want a limit of 100 characters, set this to 101, and check the string length. If it's 101, it's oversize and an error. The "maxstr" parameter is the maximum length of the "id" parameter of an incoming message. Works the same way as "maxstr". llGetStaticPath, new param constant GSP_WAYPOINT_LIMIT. Usage is to add [GSP_WAYPOINT_LIMIT, nnn] to the params to llGetStaticPath. No more than nnn waypoints will be returned. This does not change the error status returned. If you use this, the length of the list returned must be checked to see if the limit was hit. Currently, there is no limit on the number of waypoints returned, so this call can crash a script with a stack-heap collision. Are there any other events or calls which can return an object of unbounded size? Those are the only two I know of. HTTP replies and listens, the other two main sources of big data, have a size limit.
  14. I have a script that makes HTTP requests to a server of mine. My demo and review bikes log region crossings. This has been working for over a year, but recently started failing. It makes them as HTTP requests, but the site now redirects them to the HTTPS port with a 301 Moved Permanently status. This is because Dreamhost made everything go through HTTPS, and is now redirecting all HTTP requests to the corresponding HTTPS URL. So, my scripts print the error: Smooth Rider - V2.6.3 (DEMO): Logging request to http://███████████████████████████████████ failed. Status 301 The LSL HTTP interface doesn't automatically redirect in that situation. Most HTTP libraries handle this automatically, but LSL's does not. So, if you're still using HTTP, not HTTPS, from LSL, you need to prepare for any "upgrades" from your hosting service.
  15. Right. I just had to change some hair from "alpha blending" to "alpha masking" to get rid of the "white haze" effect around it.
  16. I'm not too small, this table is too big. Trying out a new animesh character, Michelle, from uno.blokke. Set her up on my NPC system, and she's visiting my cafe. As usual, not posed, just taking snapshots as the NPCs do their thing. (Even for a cafe table, that table is too high.)
  17. Vir Linden says that Bakes on Mesh, Round 2 might have support for animesh. Right now you have to layer clothing textures on top of skin textures in Photoshop or something similar and upload, just to change clothes. An applier can't combine textures into a new texture for animesh. If we get animesh BOM, it will be possible to layer textures onto animesh. But not yet. I'm focusing on making NPCs that move around well, and that's mostly working. Now I need more characters to make move. What I'd like is a collection of low-LI animatable characters like this. Street people, from Hoodlum sim. They have a nice collection of static background models. They're all low-LI models, used to make the sim look populated. If they were animesh, I could make them move. But they're not. There are animesh models on Marketplace, but many have, er, "intellectual property problems". Very few are normal humans with models as good as the above static models. If you've got an animesh human that looks good and has low LI, please get in touch. I'll make them move well.
  18. The other side of that would be useful, too - the ability for one character to have multiple "bank accounts" and "land ownership accounts". Landlords and major merchants currently need to use different characters to manage their assets.
  19. There was at one time a Second Life Bar Association of real lawyers. They had a Legal Village in world, "Justitia", owned by their own LLC, with law offices and an outdoor courtroom. They had a service through which you could check the RL credentials of an SL lawyer. This dates from the days when major companies had a presence in Second Life. At one time people thought that Second Life/OpenSimulator law was going to become as big a deal as World Wide Web law. Their last activity was on May 12, 2018, when they dissolved their LLC and abandoned Justitia. I went there once, before it was abandoned. It was cute, but no one was there.
  20. As a male in SL, I haven't seen this as a problem. I've tried the sex sims. It's like clubbing, on easy mode. No problem finding women. Got boring after a while. Met some good people, though. The way to get somewhere in SL is to DO something. I built motorcycles, people liked those, and I met people that way. I've spent a lot of time driving around SL. Over 2000km of driving. I've built escalators, moving sidewalks, and animesh non-player characters, and met people interested in those things. I have a workshop in-world and a store on Marketplace. It doesn't make a lot of money, but I don't have to buy Lindens. If you create stuff in SL, over time you meet other creators, and they're usually interesting people. I like having an elaborate, populated 3D world to create in. I just want it to be better. If your idea of a good time involves making things, SL is quite welcoming. I used to build elaborate steampunk props in RL, back when steampunk and the maker movement were big. Now I'm mostly doing things in SL. I'm still using a free avatar, although one of the better ones. I usually wear jeans and a leather jacket in SL, which is what I often wear in RL. Yes, the clothing options for men are fewer. That's true in RL, too. Go to any American mall. Not seeing a big problem.
  21. Right. It's only useful for testing. It is, though, useful for that. Especially when shopping.
  22. animats

    SSP?

    Jeoghot, here we come! Bellesaria to Jeoghot, looking south.
  23. There's no way to make a texture available from a full perm classic clothing item, other than shipping it separately. Those items are not objects; they have no inventory. You'd have to distribute them boxed, which would complicate delivery, especially for users with no land.
  24. I'm talking about system clothing. That's just a texture with info that tells the system it's a shirt, so you get the shirt icon and the clothing system knows where to apply it. Not a mesh model with some textures. That's usually the problem. I'm trying to recycle freebies from the early days of SL, and the creators are often long gone.
  25. We should have sales events where everyone is encouraged to set their LOD to zero. I sometimes do this at sales events, and half the walls disappear. Here's some of my stuff forced to lowest LOD at too close a distance. The escalators and the animesh still look like escalators and characters. The building in the background is mostly prim, so that just works. It's OK if the lowest LOD model is blocky. You don't see that at distance. It's not OK if it disappears. The signs next to the escalators are an example of how to do it wrong. The big flat area of the sign blanks out, and parts of the frame remain. That's just wrong. For the little stuff, we need a mesh uploader that isn't brain-dead. There are better algorithms that maintain the area of coverage while reducing the number of triangles. In free code with a compatible license, even. Normal Firestorm settings, for comparison.
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