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animats

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Everything posted by animats

  1. "quiz" is undefined in state_entry.
  2. Yes. I think that's a good feature. A curse of SL is all those avatars standing around, doing nothing, unresponsive. I went to one safe hub and shouted "Is anyone here not a bot?". Silence. I have a bench set up at my workshop in Vallone, with an experience that seats anyone who stands nearby without moving or talking. It's set at 30 seconds for demo purposes. I'd like to see those at places where bots and avatars pile up, set for maybe 30 minutes. If they're not doing anything, move them to the waiting room seats and get them out of the way.
  3. I suspect the problem is in that part. If you want further help, please post something we can run. Thanks.
  4. Try searching Marketplace with "General and Moderate", which gets you furniture without expensive sex animations. Unless you want those. If you need a serious looking in-world office, there are places you can rent them. The SYZM Tower has some impressive ones. That place, in "NTBI", is worth a visit to see what an office building in SL can look like.
  5. "&" is the bitwise OR operator, not logical OR. 2&1 is 3. 2 && 1 is 1. Use "&&" in IF statements unless you are dealing with integer bit masks. Calling "mathproblem()" inside of "mathproblem()" is recursion. LSL allows that, but not much of it. Each time you go deeper, it uses stack space. Too much will cause the error "stack-heap collision". Use a loop instead. I don't see why the division by zero is happening, though.
  6. Yes, that bug yielded some insight into SL usage. LL changed the login reply code slightly in a way that the LL-based viewers, including Firestorm, tolerated. (Nonstandard XMLRPC reply, if anybody cares.) But Radegast and various bot-driving programs detected the error and refused to log in. Suddenly the number of logged in users dropped by about 20,000. It would be interesting to see a count of "active users", ones not be marked as "Away". Make "Away" users yellow dots on the map, instead of green.
  7. For starters, looks like you need a jetski that won't travel on land. That's not hard to do, but you need access to the code. If you've above water level, turn off all thrust. As with a real jet-ski, you can run it up onto the beach, but not very far. There's a full-perm jetski on Marketplace for L$500 from a well-regarded creator, so you can do that if you have to. (Looking at jet skis, there are lots of them, but many are no longer supported, with the inworld store gone.)
  8. You can also do wheels via texture rotation, if they're radially symmetrical forms such as cylinders or tire outlines. If they have 3D spokes, you have to do it the hard way, as above.
  9. That's an interesting idea. There's a company already selling cross-platform avatars, Ready Player Me. On their system, all avatar customization and clothing changes take place on their web site. Then, the assembled and optimized avatars are drawn by pieces of their code put into other systems under license. They have a hundred or so minor 3D worlds using this. It might be do-able without Linden Lab support. The big avatar makers, such as Belleza or Slink, own enough content, and have working relationships with clothing creators. One of them could make this work for their avatars only, through a tie-up with a company into rendering technology. That's more likely to work than getting LL to do something technically difficult.
  10. One problem is that user -owned roads are not permanent. We just saw this at ERIA, where roads and a major suspension bridge disappeared, leaving roads ending in midair at parcel boundaries. You can't grant an easement to Linden Lab and make a right of way permanent, which is what you do in real life.
  11. Yes, they do. That's definitely worth trying with abandoned land. Land far from a road or water is very low value. Somewhat to my surprise, the usual large landlord on Zindra has been doing some major improvements. Go to Aerie or Whitney Trace on the coast road and look around.
  12. Land Speculators will Kill Your Game's Growth - article in Game Developer. "I can tell you exactly what's going to happen here, because it's what always happens – speculators will buy up all the land and hold it. If there's no cost to holding onto this scarce asset that everybody needs and wants, and this asset will predictably rise in value, speculators will just sit on it and watch the price shoot through the roof and anyone who wants to use land will have to pay out the nose. This will have a negative drag on the game's entire economy, and the speculators will get rich at everyone else's expense. All this talk of emergent and spontaneous user creations built on a beautiful "digital nation" will grind to a halt, crushed by the weight of rent-seeking parasites." This is worth a read, especially for Lindens. It's a good overview of how various games where you can buy land got in trouble.
  13. This comes up regularly at Creator User Group, where there have been discussions of changing the land impact formula. The hard part is doing it in a way that doesn't break existing content by raising its LI and causing existing objects to be returned. That's much of why Project Arctan never happened.
  14. It's possible to do things with an experience. The Amazon River roleplay sims do this. They insist you accept an experience and wear a HUD, or the security system ejects you. If you cam while wearing the HUD, opaque surfaces appear in front of your camera to prevent you from cheating. You get warned that doing this for long will get you ejected. It's well-integrated with the game. I'd like to have, as a parcel permission, cannot cam beyond line of sight from avatar. This would also prevent going through walls by camming and sitting.
  15. That would be Decentraland, home of all those expensive NFT items. Make big money, right? No. It costs US$500 up front to put an item into Decentraland. And it has to pass a "curation committee". There's a 10,000 triangle limit per item, too. That place is a lot less decentralized than they claim.
  16. In the beginning, everything was alpha blending. Then came Materials. Materials include the ability to set alpha mode. So, there are "classic materials", with color and texture only, and new materials (normals, specular, projectors, alpha mode, etc.). As soon as you use any feature of new materials, the "new land impact" calculation is used. Make a prim toroid (donut shape), it's 1 LI. Give it any material property, and it will go way up in LI as it switches to the new land impact calculation. That kept the introduction of materials from increasing the land impact of old objects. Only new objects that use at least one Materials feature. Internally, the moment you do anything that involves materials, a block of data about materials becomes associated with the object. That data has to be downloaded from the sim via a separate HTTP request. So materials do make both sim server server and client do some extra work.
  17. Audio uploads are short so as not to arouse the wrath of the music industry. At 10 seconds, LL doesn't have to check audio against copyright validation systems.
  18. Visit New Babbage. It has many clock towers, and some of them have a clock mechanism inside.
  19. Premium membership gets you an unfurnished house. Look here. https://go.secondlife.com/land/linden-homes
  20. Oh! Now I get it. This is the Knockout game. "Only one person can win and everyone fights to keep the current High Score in this fast paced action packed timed traffic gaming system that plays just like Slot Bingo or "Zyngo" and the winner gets a L$ Jackpot and is FREE to play!" So driving other users away is profitable. That's an perverse incentive system rarely seen in Second Life. There are are other games intended to draw traffic to a region, such as fishing games and lucky chairs, but they don't have a game mechanic which encourages obnoxious behavior. "The only way to win is not to play".
  21. Do you mean "It happened a long time ago in the past", or "It happened many times recently?"
  22. Pendulum in Builder's Brewery sandbox The bearing is a knife-edge against a shallow V of knife edges. All knife edges have zero friction. You can build one, and it will swing for a while, but not for very long. It doesn't slow down, it just stops at some random angle. That's something the physics engine does after a while so you can't have endlessly spinning wheels using up simulator time. Common in game engines. It's quite possible to do a Focault pendulum in a physics system, but SL's is throttled down for overhead reasons.
  23. Yes. I think Mojo Linden gets it. The big problem is "slow". He's made performance improvement a priority for his dev team. Every competitive product is faster. That plays into the perception of Second Life as a has-been platform.
  24. SL doesn't have a cloth physics system to make layers behave. So if you want cuffs down at shoe level, the shoes and pants have to be designed carefully to fit together. Look on marketplace for Men's Suits. Those often come with matching shoes, for people who want business attire.
  25. Try Graves in Oxymoron. They have a large shop of that sort of thing. But check carefully what outfits fit which avatars, and try demos.
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