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Everything posted by animats

  1. There's Drivers of SL. An event every week. There are many motorcycle clubs in SL. They even have "ride leaders". But I never see those guys on mainland roads. I expected they'd have group runs, like RL bikers, but in over 2000km of SL driving, I've never seen a club run go by.
  2. Oh, you're giving up your place? I liked the Virtual Existence Society HQ. So sad!
  3. SL mainland used to have a uniform 4-hour day/night cycle, with 1 hour of dark and three hours of light. The EEP project messed this up so badly that nobody knows what time it is any more. Whether the sun is out or not depends on so many factors that it's too confusing to explain. With EEP, people don't look at the sky any more because it's so screwed up. Many users just set their viewer to "daylight all the time". It's been like this for most of 2019. ("What SL really needs is more sky options", said no one ever.)
  4. It's not that bad. Sumi's dune buggy fits fine. One of the cars available in the Burns area. It's not hard to get this car across this bridge. (The water area here is mostly privately owned with a narrow and irregular Linden-owned strip for the bridge. Hence the difficult bridge.) A tighter fit. Axtel's Autos is no more; this car was free when he was shutting down last year. This race car is for drifting, not for road trips. It is too hard to control to drive across this bridge without banging into the obstacles.This is what you don't want for driving on Linden roads. It belongs on a track. Yes. Sansara and Zindra have very few Linden-sponsored rez zones on roads.
  5. Those old cars are cute, and free, but very slow. They drive at about avatar running speed. They do have some region crossing issues, but at that speed, the effects are so small you barely notice. I just drove one, the taxi, around Robin Loop, and it took about 3x as long as with a modern car. Easy to drive, but kind of boring.
  6. It's not you. There was a discussion thread on this and a JIRA entry. (Anyone have the reference?)
  7. (A new user recently asked me for advice on this, and I realized there's no good introduction to driving around Second Life. So, here it is.) Driving in Second Life frustrates some users. Often for the wrong reasons. It's not difficult, but some advice on getting started helps. First, you need a car. (I sell motorcycles, so I'm going to concentrate on cars for this, so as not to advertise.) A good place to get a demo car is Burns sim, in Heterocera. There are three competing car builders in that area, and they all have demo car rezzers and access to Linden roads. So you can try different vehicles from different builders. They're all modern SL road vehicles and drive well. Any of the demo cars will work for as long as you stay in the car, so you can tour all of Heterocera for free if you want. This will give you a sense of how a good vehicle in SL behaves. Robin Loop in Heterocera. Car builders are concentrated near the southeast, in Burns and Neumogen. To drive Robin Loop, head east and make left turns when you have a choice. This area is on a road which is part of Robin Loop, a loop about 3km around. It's a good place to practice driving. Most SL vehicles steer with arrow keys. Steering control is thus rather limited. Many vehicles in SL are tuned for racing on racetracks. These go fast, turn tightly, and are good on racetrack sims with wide tracks. They're hard to keep on two-lane Linden roads, let alone in lane. Many don't handle road bumps or region crossings well. Road cars don't turn as tightly, are expected to deal with moderate road problems, and should deal with region crossings properly. If you try to drive a racetrack-tuned car on Linden roads, you'll soon become frustrated. If you want to try a race car, go to a racetrack sim. Most have demo rezzers. There are hundreds, maybe thousands, of different vehicles available in SL. Some are great; some are awful. Some that look really good are totally undriveable. Try before you buy. How to drive. Left and right arrow to steer, up arrow to accelerate, down arrow to brake. That's the only thing that's standard. Most cars have "gears", to set the speed range. Shifting is usually page up/page down or shift-right arrow/shift left arrow. Some vehicles have to be shifted to reverse to back up; some don't. There's no standard on this. Get a demo vehicle and drive slowly around Robin Loop. It's a nice drive. Things to watch for: There's a place where traffic cones block part of the road. Avoid those. (Not enough prim capacity on a tiny corner of the road that's in another sim.) There's a place where a flat road transitions abruptly to a steep hill. Approach that transition slowly or your car may bounce sideways. There's a T intersection at the bottom of a hill. Approach slowly or you will end up in the lake. Turn left to stay on the loop. One trip around Robin Loop will introduce you to most of the problems of SL driving in only a few minutes. So it's a good place to practice. As you get better, try higher speeds. You can drive in SL at moderate highway speeds; you don't have to creep along. In general, try to understeer. Quick key presses on left and right arrows; rarely hold them down. If you oversteer and have to correct back, you're overcontrolling; back off a bit. Lag is a problem. You press an arrow key, and, after a visible delay, something happens. That's why you need to understeer and only make about one steering correction per second. This is weird at first, then tolerable, then instinctive. Have fun driving around and sightseeing. Heterocera has enough roads that you can drive for hours. Region crossings With a modern SL vehicle, the vehicle handles most region crossing problems. You'll have a brief stop at each region crossing, and there may be a moment when things look wrong visually, but you should come out of the region crossing at the angle and speed you went in. The vehicles for sale in the Burns area all seem to handle this properly. Many older vehicles on Marketplace don't. There's folklore about crossing region boundaries at a right angle, and avoiding region corners. That's the vehicle's problem today, not the driver's. If you're losing control at region crossings, find a better vehicle. Most modern vehicles will slow you way down if you are getting close to the corner of four regions. Hitting a region corner fast will often cause a failure in SL and you will usually have to log out. Better vehicles handle this by slowing you down automatically. Expect to have about one total region crossing failure per hour of driving. These usually require logging out and logging back in. Known SL server bug. Biggest frustration with SL vehicles. Rough terrain Some cars can't go over a curb without getting stuck. Some can drive up stairs. How much off-road capability a vehicle has varies widely. Usually, this doesn't matter much for road driving. However, due to an error in road construction in Bellesaria, most roads there are impassible by cars that can't climb a vertical curb. Places to go Heterocera has a good road network. Sansara has a road network, but it's not well connected and the older roads, in the western section, are bumpy and have abrupt turns. Corsica has a very nice "Circuit de Corse", with frequent, well-marked rez zones. Bellesaria is very driveable, with good rez zones. Watch for bicycles and horses. Things to do Drivers of SL group. Weekly rallies, guided by a clever HUD. There's usually one every Saturday at noon and midnight SLT. Get The Freight Out (GTFO) Grid-wide driving game, with tasks, deliveries, and scoring. There's a whole world out there.
  8. It would be easier to fix the technical debt problem than to get a critical mass of users on a new platform. See: Sansar, High Fidelity, SineSpace, Sominium Space, Worlds Adrift... None got to a profitably large user base. The technical debt doesn't get fixed because SL has a tiny dev team.
  9. I worry that LL will dig itself into a debt hole with the Sansar money drain and go bankrupt. SL is profitable, but Sansar generates zero revenue and is draining substantial development resources. (LL is funding Sansar from their own revenue, and, perhaps, debt. Their last external equity round was in 2006, according to Crunchbase.)
  10. Looks like a nice build. Looking forward to visiting. Roleplay sims often need a full cast to work. It's hard to maintain interest. Maybe have active hours and days, and encourage people to show up then. I like Cocoon, which is a very well built futuristic roleplay sim. There are roles, factions, character types, and an in-game currency. That sim needs a minimum population to work. Same for Sanctuary. Hoodlum. Not sure how Crack Den is getting along. All those places have complicated rules, some have damage meters, and there are ongoing story lines. If you visit any of them at a random time, they will be almost empty.
  11. Janet's Viking sim, Folkvang, has keyframed trains, carts, and animals moving all over the place. There are switches, signals, loading and unloading stations, all running automatically. It's all very smooth. Good example to study if you're thinking of implementing trains. With overloaded sims being the new normal in SL, keyframe animation seems to be the way to go. Scripts which are constantly making corrections to keep things on track break in overloaded sims. Overload messes up pathfinding and SLRR trains.
  12. So unambitious. Make no small plans!
  13. That basically says "we made lots of changes to the user interface in these general areas." But at least there's a list of the keyboard shortcut changes.
  14. It's a general purpose library for managing push button touch events. By itself, it won't do anything. You need other scripts to make it work. Those other scripts receive link messages from this script and send link messages to it. They tell it which buttons do which function at startup. Then, this script sends a link message when you push the button. All those string handling functions are to pack up multiple parameters into a text string to be sent as a link message. I'd use the JSON functions for that, since they're built in, but this code is old enough to predate those. This is part of some set of scripts. You only have one piece here. This is complicated for what it does. I've written bike scripts, and button management does not require this kind of complexity.
  15. Need some shoe or boot textures for system avis. I need actual texture files, because this is for animesh. Classic old style. A basic sneaker or boot will do. Thanks. Classic "Lower" format. Just need some shoes; have other garments. Not heels; sneakers or similar. Thanks.
  16. There are ways to scale that up. It works better if you control the environment. Suppose that, in a game, you wanted to show 50,000 people in a stadium. You could render each section of the stadium on a server, and feed the distant sections to each viewer as video. Only the nearest section or two would render locally. It's a form of impostor generation. Here's a tech demo of a 30,000 person crowd, from 11 years ago. This was real-time rendered on a modest PC by today's standards. Yes, they all have the same clothes. Today we have more GPU memory. Making this work in a more general environment like Second Life's is harder, but not fundamentally impossible. SL doesn't use impostors enough. I've written on this before. It's just way too much for SL's undersized dev team to tackle.
  17. I'm amazed that they shipped this without a few pages of "Major changes" somewhere. But no one seems to be finding such a document.
  18. Interesting. He has a SL/Metaverse type vision. "Need virtual worlds to scale beyond a 200 players on a shard. Need 1 shared world w EVERYONE. Needs a programming environment to scale to unlimited sized. Not single thread C++. Large-scale concurrency w safe transactions that are consistent, durable, isolated." "A viable Metaverse is going to need a successful economy so that creators can make a living, which is absolutely essential. We need a rich set of different economic models. The app store with microtransactions is merely one model. Ad models are dysfunctional." So he gets both the technology and the business model. He also has a personal net worth of $7.2 billion, heads the company that owns Fortnite and Unreal Engine, and got 10 million people online watching an event in Fortnite. So if he wants to do this, he has the tools. (Then again, Zuckerberg made Facebook come out with Facebook Spaces, which is generally agreed to be a dud.)
  19. The most common female sexual fantasy is male domination. 62% in one study. Hence, Gor. There's a market.
  20. Unclear what that means. Two points do not define an angle. It takes three points. You want ground slope, right. OK. vector p1; // point on ground under avatar vector p2; // point on ground ahead of avatar .... vector movedir = llVecNorm(p2-p1); // direction moving between points float zlen = movedir.z; // height of triangle float xylen = llVecMag(<movedir.x, movedir.y,0>); // base of triangle float slopeangledeg = RAD_TO_DEG*llATan2(zlen, xylen); // ground slope as an angle in degrees. // Traditional slope (1 m rise in 10 m horizontal => 0.1 slope) if you want that float slope = zlen / xylen; // but will divide by 0 if vertical.
  21. On that note, is there a reasonable guide to read if you know Blender 2.79 and have to convert to Blender 2.80? Not a video, something where you can look up stuff.
  22. It's more successful than High Fidelity, Sansar, and Sinespace put together. About 7,500 paying users. Enough to make it go, not enough to make it great. The technology isn't bad. It's using Unity 5, with physically based rendering running in multiple threads in the viewer. If we had that in SL, SL would look much better. They have some nice building and UI features from which SL could learn. Yes, it's a sex sim. Not a clueless sex sim, though. There's some good engineering. Being a vehicle builder, I look at that sit target system and think "How could that be extended to vehicles". Suppose you could add a "car" behavior outline to a static vehicle model, get the wheels to line up, get the seats to line up, and drive away. If you need a door, you'd drag a door behavior to a static door, align the hinge, and you'd have a door. They have a "snap to" magnet option in their World Editor, so you can align objects, a basic capability SL lacks. Simple in-world building plus external parametric building (resize stairs, get more steps, not bigger ones) could be a powerful and usable combination. SineSpace has some of that. Many users complain that building in SL is too hard. The usual answer is "suck it up and learn to use Blender". That doesn't really scale. Maybe LL should buy 3DXchat.
  23. They did check off the items that Penny Patton listed for a successful virtual world. In each area, they have the basics. They don't have a content marketplace and permission system. If you put something in world, anybody can copy it. So there's no creator business model. There's one other item that Philip Rosedale has mentioned but Penny did not - crowds. SL doesn't do crowds very well. That's a big problem. If you make a popular place in SL, the sim chokes. The London City people now show up at every Server User Group meeting. With one of the busiest sims in SL, they have a big interest in performance.
  24. If you can see them, you should walk to them. Landing on top of someone is usually a landmark problem. Some places with heavy incoming traffic put a landing platform at the landing point which moves arriving avatars a few meters in some random direction to clear the arrival point.
  25. Amusingly, there's a virtual world which has all that - 3DXChat. It started as just a sex sim. Then they added building. Then users started building and visiting each others places, instead of paying for sex like they were supposed to. Building in 3DXchat is with prims, plus a library of prebuilt objects. It's more flexible than The Sims, but less flexible than SL. The pre-built objects may be parametric, like SineSpace, but I'm not sure. A bit of the World Editor. This shows a neat solution to the sit target problem. The "person with yardstick" icon brings up the sittable patterns. Here, the builder just built a couch. It's not sittable yet. They have to select a suitable sit target pattern, drag it to the couch, and resize it to match. Then characters can use the couch. The available sit patterns are shown. SL could learn from this.
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