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Posts posted by animats

  1. 4 hours ago, Minx Kurosawa said:

    Sadly there isn't much building content out and most of the sim get the same building stuff that other sims already have. And do you know how much it cost for a SL building artist out there to build the sim for you? An arm and a leg. Not only are you paying the Tier .. you end up with a sim full of  regurgitated building blocks content. Unless the SL building artist rigs the content from scratch. You will end up with what other sims already have.

    There are some beautifully built RP sims. Cocoon and Sanctuary come to mind.

  2. I've been doing a lot of scripting work lately, and I'm visibly in world when I do it. I have a workshop, and I use it as a workshop. That seems appropriate. I have a builder's yard out back for big stuff like escalators. Sometimes people stop by while I'm working and I stop what I'm doing to talk to them.

    • Like 2

  3. 8 hours ago, lucagrabacr said:

    Prediction turned on in high speed: https://gyazo.com/27a67619e5d7bd7210a9ef442010ad1a

    Thanks, Luca.

    That's what motivated me to work on this problem. You can see that the last movement update, the one that gets extrapolated, is bogus. That car was going along smoothly. If the predictor kept it going in the viewer in the same direction with the same rotation while the region crossing processed, it would look OK. But it's clearly extrapolating from bad data, and the car flies into the air and rolls. Or seems to. That's a viewer-created illusion. It leads people to make frantic steering corrections. Then they crash. The "Stop" setting stops that, but rather abruptly.

    This is embarrassing for Linden Lab. Really. They've had that bug since at least 2013, and haven't been able to fix it. A clip like that really shows how bad this is. Modern video games do not do things like that. This is the sort of thing that gets "Your game sux" comments from new SL users.

    • Like 2
    • Sad 1

  4. 10 minutes ago, Resi Pfeffer said:


    Your video first shows both escalators. The left one with the black handrail goes downwards, the right one with woodgrain handrail goes up.
    Then you zoom into the black one, and it still goes downwards. Nothing changed.

    You are completely right. When I zoomed in, I got the down escalator. No bug. My bad.

  5. I'm the author of the "stop at region crossing" code. Technical background here.

    Short version: There's a fundamental problem, that region crossings take time, during which the object is frozen in place. And there's a bug; the very last  update sent to the viewer by the sim that's giving up the object has velocity and acceleration info which contains poor quality data.

    Those are both server side problems. Ones LL is unable to fix. We can try, in the viewer, to hide both problems from the user by guessing what the data ought to be. Available guessing approaches are

    • Just extrapolate blindly what was happening before the object left the sim. (Old behavior, and Firestorm in "Predict" mode). OK for slow boats, terrible for fast land vehicles.
    • Stop the object on screen hard during the region crossing. (Firestorm in "Stop" mode.) The pause is annoying but there is no bogus motion on screen. Drivers like this, sailors do not.
    • Extrapolate blindly, but with a time limit (Current LL viewer behavior.) Prevents the worst effects while keeping the sailors happy. Evenly distributes the misery.

    I agree with Luca on this. Start out new users in "Stop" mode, which is understandable, and tell sailors how to get "Predict" mode for a peaceful slow sailing experience. Or at least set the default timeout in the Linden viewer to something small, like 100ms.

    (I've done about as much as I can do until LL fixes some server side bugs. Fancier viewer side prediction algorithms might help, but fixing the bad data that comes out of the sims would help more. Meanwhile, if you want to experience a smooth drive, set "Stop" mode, get a car from one of the demo rezzers of the car builders in Burns and drive around Heterocera. You will have smooth region crossing experiences, but a momentary hold at each crossing. I'm done with this for now, until LL fixes some bugs. I once said to Oz Linden at Server User Group, "You guys fix the sim side problems and we'll take care of the cosmetics". Between what viewer devs can do in the viewer and what vehicle builders can do in vehicles, we can make region crossings look and feel good. But we cannot make them not break. That's on LL.)


    • Like 5
    • Sad 1

  6. 6 hours ago, Qie Niangao said:

    This appears to be at the crossroads of several difficult to debug problems. It's clear KFM has strange behaviors of its own* as does cel texture animation. Specifically, though, that zooming-in effect on the texture animation suggests a possible interaction with LoD decay and an errant UV map at some LoD level. (It's probably not that, but if these objects are mesh, it may be worth checking.)

    *Coincidentally, I abandoned developing KFM escalators when the feature was still new because it's so sensitive to lost updates on the viewer network, and my own connections are always awful.

    This all mesh object has two LOD models, and the lower one is different enough from the close-up that this isn't the problem.

    (I'd post a picture, but Vallone sim is offline right now.)

  7. 3 hours ago, Oz Linden said:

    This is an optical illusion. The further away an object is, the less often the viewer runs its animations (to save trying to make what will be very small changes in distant objects). When animations loop, the updates can end up looking backwards for the same reason that a fan viewed with a strobe light will look like it's running in reverse at some strobe frequencies.

    That might make sense at distance. But this is reversing in close-up. The zoomed-out version is correct. The zoomed-in version is wrong.

    Knowing that the viewer changes animation speed with distance is useful. Now we know where to look for the bug.

  8. Are you outside the US?

    A friend was locked out for weeks due to LL not properly processing funds from a bank in Scandinavia. Despite letters from the bank to LL, the problem took weeks to clear up. She lost her oceanfront parcel and her in-world store was out of business for weeks.

    LL really needs to get properly plugged into the major non-US payment systems. And no, that does not mean making people use PayPal. That's Tilia's job.

  9. Some keyframe animations look wrong at some zoom levels. Known bug.

    Tends to show up for distant rotating signs. It also sometimes affects my escalators. Here's a really strange situation. When you zoom in, the stair motion reverses. Strangely, it reverses for both the angled steps, which are keyframe motion, and for the flat steps at the top, which are simple texture animation.

    This is Firestorm, but it's known to appear in the Linden viewer, too. I can't update the JIRA because the bug report was merged into another bug, which I can't comment upon.


  10. "Networked advertising" in SL does not seem to be doing well. Much of the ad space is selling - ad space.

    In back of the Linden info hub in Ungren is a huge wall of ad boards. Most are non-revenue. There are some political signs, some public service announcements, and a big ad for an area that went out of business last year. Signs over 110 meters high, over 200m high if you count the floating purple cube with an ad. 135m wide. And moving arrows on Linden land.

    There are some huge billboards in Corsica, based in tiny 4x4m parcels. Selling ad space. They're so tall that, driving by, you just see the post; the sign is too high up.

    As a business area, this looks dead. Although the ugliness lives on.

  11. 1 hour ago, Alwin Alcott said:

    no thats not possible, in strict meaning, L$ have no value, it are game tokens. Only after selling for USD it is real money.

    Unclear. Linden Lab says that. Whether the SEC and the IRS would agree is something else.

    LL is desperately trying to avoid having to register Linden Dollars as a security. That may or may not succeed. The SEC is regulating cryptocurrencies more strictly, and they are fed up with the issuers running off with the cash.

    Properly, LL should request a no-action letter from the SEC, like this one: https://www.sec.gov/corpfin/pocketful-quarters-inc-072519-2a1

  12. 7 minutes ago, Matty Luminos said:

    Because who would dream of renting when you could buy a parcel of land for next-to-nothing?

    Location, location, location. You want some barren hillside in Corsica, there's about 10  whole sims available.

    Corsica makes something very clear. Without water or roads, nobody wants it. Get 100m off a road in the interior of Corsica and you're on abandoned land.

    Even though people don't seem to drive much in SL, they want roads. Bellesaria got this right.

    • Like 2

  13. I'm converting files made for SL from Blender 2.79 to Blender 2.80. A few questions.

    • Do you now have to set up rendering nodes and all that just to see what your model with textures? Rendering nodes are useless to SL, of course.
    • If you do have to set up rendering nodes, what's the best match to SL? Will Principled BSDF work and match SL reasonably well?
    • What else has to be changed to make an existing file usable in 2.80?
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