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animats

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Posts posted by animats

  1. 1 hour ago, Lucia Nightfire said:

    I ran into a bug last night when using my custom NPV to cross a region.

     

    1 hour ago, Lucia Nightfire said:

    I couldn't repro on a bare bones test script, so I'll have to see why my custom NPV repro's it every time.

    Repeatable is good. I look forward to hearing more from Lucia on this.

     

  2. First failed region crossing.

    22:06 SLT crossing from Crow's Nest to Cattewater on the beta grid in a Kiwi EZ-Fly helicopter. First the rotor anmation stopped, then the avatar was ejected. Avatar could move normally after the unsit, but had to reset animations. No sign of the helicopter.

    Only happened once. Unable to repeat.

     

  3. I just finished Simon's challenge with no problems. Time 9 minutes. "Belleza" speedboat, unmodified.

    When I finished, a friend was at the end, so I asked her to go for a boat ride with me. So we went blasting around at 65 knots through about 30 sims. No major problems. One minor problem - at one sim corner, there was an extra delay, my avi disappeared for about two seconds, and when it came back, its sit animation didn't trigger, so I was stuck standing. Controls still worked, the boat still worked, and we made it to Sirens Isle and finished there. That kind of thing happens all the time on mainland, and can be compensated for in scripts. (My bikes do that, but this boat does not.)

    This is all looking very good so far.

    For further testing, how about an airstrip on this part of the beta grid connected to the Blake Sea? Perhaps copy over Coral Waters, the little Linden island west of Bellessaria, which has an short airstrip and a rez zone. Then we can try more aircraft.

  4. 28 minutes ago, karenx0 said:

    Whatever you are, stylist or wedding planner, you need a portfolio to show people.

    Yes. Need a portfolio.

    I've been pushing on some of the new user groups to improve their tutorials on "how to dress in SL". Some of the in-world tutorials are stuck in the pre-mesh era, and none cover BOM and fitmesh.

    Someone could do custom styling for new users as a business. "Your first good-looking avatar". "Want to look like the pictures in the SL ads and Strawberry Linden's blog? We'll fix you up." Have an in-world store with successes on display and lots of samples. Fit out someone with a good avatar and basic wardrobe. Charge premium prices.

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  5. This is one of the top search results for "Second Life". Article updated July 27, 2020, it claims. But that's fake; it's from 2006 or so.

    cartoon-girl-with-green-hair.jpg

    Avatars represent people in virtual communities. Yes, that's the illustration in the article.

    "Property purchased in Second Life is owned by the buyer using a scheme referred to as Internet Protocol (IP) copyright. Some owners reward members for staying at their property with Linden dollars, the community's currency." Yes, that's what the article says.

    LL marketing: reaching out to to Wisegeek might be indicated. Or figuring out some way to get them off the first page of search results.

     

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  6. Keyframe animation will work across region boundaries. So will llGetStaticPath. My NPCs can plan paths and cross region boundaries. But they can't see across them - llCastRay doesn't cross regions. So there's a problem with obstacles just past a region crossing.

    My experience with this is that it works more than 98% of the time. The usual region crossing problems apply. So I don't use that feature much.

    Incidentally, don't mix keyframe animation and "SetPos" functions. They're not interlocked. It can take several seconds before keyframe animation lets go of control and it's safe to do llSetPos functions. Or the reverse.

  7. 10 minutes ago, JoyofRLC Acker said:

    At the risk of sounding like a broken record I would like to know the relative contributions to that of:

    a) server code versions
    b) cloud servers
    c) http turned off
    d) ADITI is unpopulated and mostly unbuilt, very low script load etc.

    You can try this over at Morris. Morris/Ahern is a clould to cloud crossing. Ahern/Dore is cloud to old servers, and much slower. Morris is reasonably busy; people are trying things in the sandboxes.

  8. 15 region crossings in 50 seconds. No problems. Very nice.

    Back at the Morris/Ahern/Dore/Bonifacio sandbox area, crossings with a vehicle between Dore (on the old servers) and Ahern (on the AWS servers) are now working. So the old and new servers are now talking better. Looking good.

    Bonifacio is offline in-world and showing brown on the SL map.

    (Incidentally, could we have "object entry" turned on for the sandboxes in Morris on the beta grid, please? I'd like to test my scripted NPCs. Their system for keeping them in their home area detects "object entry off, owner of NPC and parcel differ" when rezzed in Morris. That's interpreted as "should not be here". They shut down with an alarm.)

  9. 4 hours ago, Silent Mistwalker said:

    We can have it one of two ways. We can either keep accidentally bumping into people we can't see or we can be able to walk through them as if their avatar wasn't "solid". What we can't have (assuming no one has bothered to work it out) is both ways.

    Sure you can. In graphics settings, set "Number of non-impostor avatars" to about 3.

    • Haha 1
  10. What a mess.

    1 hour ago, Lucia Nightfire said:

    "All your UUID are belong to us."

    Lucia is telling you that by posting all those UUIDs, you just gave away all your textures. If you have the UUID of a texture, you can put it on your objects.

    I'd suggest 1) deleting that part of your post, and 2) using a vendor from CasperVend like everybody else. PERMISSION_DEBIT should be given only to scripts that are very well debugged. A bug can take all your Linden money. Writing your own vendor code requires more defensive programming than that script shows. And you need to spend time on the beta test grid, where money is free, to debug. And you need an alt, for testing, because you need a non-owner to test this.

    One bug is that shareHolderKey, the party that gets a share of the sale price, is always ""; So you will have a failed llGiveMoney transaction on a transfer to a bogus key on every sale. Which the script will not notice, because it's not using llTransferLindenDollars, a newer call that returns a status. Not sure what happens when you give money to the empty string, but that's not something good to do. This looks like someone tried to remove a "share revenue" feature but left dead code behind.

    • Like 1
  11. 4 hours ago, Henri Beauchamp said:

    The second log is the most interesting one, in particular with the warning message appearing here:

    
    2020-07-26T13:51:07Z INFO: process_crossed_region: Crossing region boundary
    2020-07-26T13:51:07Z WARNING: LLWorld::addRegion: Region exists, but old host 54.244.7.15:13006 does not match new host 0.0.0.0:0. Removing old region and creating a new one.
    2020-07-26T13:51:07Z INFO: LLWorld::removeRegion: Removing region 290048:268800
    2020-07-26T13:51:07Z INFO: LLViewerObjectList::killObjects: Removed 8282 objects for region Blake Sea - Half Hitch in 24.416ms

    It looks like a bogus IP (0.0.0.0) was transmitted to the viewer for the region it was entering !

    It would be helpful to put that in a JIRA. That's an indication that network setup in SL's part of the AWS "cloud" has a problem.

  12. Packet loss, as reported by the SL viewer, isn't just network packet loss. There's a "throttling" mechanism in SL's UDP networking code. If too many updates reach the viewer in one frame time, some are dropped. Unreliable-mode ones (like "you are here") are lost and superseded by the next update. Reliable ones get retransmitted. This is done to prevent bursts of network data from killing the frame rate. It's mostly a legacy from when assets (meshes and textures) came in via that route. Now they come in over HTTP/TCP from Akamai/AWS, independent of the UDP networking, and are not part of the viewer's packet loss calculation.

    So, if the frame rate is low due to a problem on the user's machine, the viewer-reported packet loss rate rises, without any packet loss in the network itself. For example, if you're out of memory on your machine and are paging to disk, the viewer will report a higher packet loss rate. This confuses everybody.

    Real packet loss is when you run "ping" to an SL server and get reports of packets being dropped.

  13. bottomofblake.thumb.png.ed965ca0157b5ca32ea3977d97b0993e.png

    Yes, it's ridiculous. Driving around the bottom of the Blake Sea in the cloud. Did this because the bike has instrumentation for region crossing problems. Found out some things.

    The regions you can't get into don't have sea bottom terrain. Note the drop-off ahead, above. That's where Siren's Isle is supposed to be. It's just a flat surface. All the regions with islands are like that, inaccessible.

    You can go really fast here. Crossing one sim per second works quite well for my bike. Region crossings are maybe 1/4 second. Looking forward to trying aircraft.

  14. Nice. A few notes:

    • Tutorial Room 3 has the same content as Tutorial Room 1. Tutorial Rooms 2 and 4 have unique content.
    • Why shouldn't more than one person be in a tutorial room? There's nothing there but wall posters.
    • A new user area should avoid narrow walkways and stairs with no railings. New users can't steer that well yet.
    • How to wear mesh clothing is condensed to two paragraphs. I've been bugging the Caledon Oxbridge people to provide a good mesh clothing introduction. Somewhere in SL, there should be a "How to look as good as the SL ads" training center. Some vendor-neutral place that explains mesh, and assumes you're starting from zero. Someplace that keeps you from buying items that are not compatible. It's probably OK to omit the legacy systems that predate fitmesh and BOM; start new users off with the current, and easier to use, technology.
    • Like 1
  15. On 7/13/2020 at 2:08 AM, Coby Foden said:

    The only exception is the Arabian where the legs go just slightly inside the horse. (The Pony is ok, but it's a baby horse.)

    That sounds more like a problem with the riding animations than the horse model. Unless that's a really wide Arabian. Arabians are usually rather thin.

    (No, a pony is not a baby horse. Pony breeds don't get bigger as they age. But they get smarter.)

    (We really need some way to tune animations in world. Nothing involving "sit" quite fits.)

  16. 10 hours ago, Kyrah Abattoir said:

    And this is one of the cornerstone of the problem, SL residents not realizing (or refusing to acknowledge) that they have unrealistic expectations.

    Progress is made by having unrealistic expectations and then realizing them.

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  17. That approach works if you can design the content to occlude inconvenient objects. That's common in games, but rare in SL. It's rare in a game for a house to be see-through.

    windowsgta1.thumb.jpg.4492851e031d56d2433d5d87aa98d28e.jpg

    GTA V street buildings. Rarely can you see into a building from the outside. Makes rendering much simpler.

    slseethroughbldg2.thumb.jpg.f7fe3d100714d18e9954a5d4f5bdca79.jpg

    SL streetside buildings. You can see in. You can see all the way through. You can go in. Interior lighting in the building is seen outside.

    In SL, if you can't see into a building, it's dummy filler and it looks like the builder cheaped out.

    The trouble is that all that beautiful detail still takes some rendering time at distance. SL has occlusion culling, but as one of the Lindens said, everybody in SL has floor to ceiling windows. So occlusion culling, which is not rendering what's hidden behind something, doesn't help as much in SL as it does in games.

    So, back to impostors. The real question is, what do you group together as a single thing to be impostered? SL does not really understand what a building is. But it does understand bounding boxes. If the bounding boxes for furniture in a building are totally enclosed by the bounding box for a building, all that can be treated as one object for impostoring purposes. This is for distant objects only, of course; get close and you get full models. In the picture above, the yellow buildings need to be drawn in full. The two brick warehouses in the right hand distance could be impostored. The nearer brick building on the left, maybe.

    oughttosee.thumb.jpg.85571dc80deada3aefa32e841ddcbec8.jpg

    Why? So you can see that this is a big city. It doesn't end at your draw distance.

    Cities in SL look very sparse, because you can't see very far. (Especially when buildings zero out their lowest LOD.)

     

  18. Here's the state of the art: the UE5 engine demo. There's narration explaining what the animation system is doing.

    How the pros do it.

    Foot placement and hand placement are all implicit here. They're all derived automatically from the big body motions. This is not inherently impossible for SL.

    (An SL Viewer 3, based on the UE5 engine, would be a big job, but not an impossible one.)

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