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animats

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Posts posted by animats

  1. There's CasperVend, of course. There used to be other vendor brands. HippoVend went out of business last year, rather suddenly.

    CasperTech is an actual business, registered with Companies House in the UK out of Cambridge. To be in the vendor business, people have to trust you, because you ask them to give you permission to take money from their Linden accounts. CasperTech has earned that trust over the years.

  2. 2 hours ago, Doris Johnsky said:

    As Maitimo said, try rebooting your router/modem. They collect cache that rebooting clears.  Turn off any PCs you have, then unplug the router/modem from the wall. Wait about 5 minutes then plug the router back in, let it boot up completely, then turn on your PCs. 

    Also turn widdershins three times, say the sacred words, and do the dance that only Witches and Druids know. Really. if you can log in, move, and view OK, you probably don't have problems down at the network level.

    OK. First question, are you using RLV, the bondage system? Are you wearing a collar? That can prevent clothing changes. The Linden viewer doesn't have RLV, and you can turn it off in Firestorm. Try using a viewer with RLV off.

    If that clears up the problem, you need RLV support , which is available from RLV groups or in the adult forum.

    If not, go to Firestorm Help Island and ask a helper for help. They deal with clothing malfunctions all the time.

    • Confused 1
  3. 12 hours ago, Quistess Alpha said:

    The only way I could see it breaking user-content, is if the returned long-string were to overflow script-memory,

    You might be able to crash things which allow notecards to be dropped on them.

    This is why I want stack space and heap/code space counted separately in scripts. There are some events and calls which can return unexpectedly large amounts of data.

    But LL is stuck. The sim code is still 32-bit, so they have a hard memory limit at 4GB/process. This limits growth in various areas.

    • Like 2
  4. 1 minute ago, Jaylinbridges said:

    So how does a HUD attachment that increases the speed of an avatar work?  You can send a different walk or run speed to the server for an avatar?

    A script in an avatar attachment can make all the usual Linden Scripting Language calls to move an object. Most of them work on avatars. You can override the built-in walk system that way. There are "wearable vehicles" which use this to give avatars vehicle-like behavior.

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  5. 2 hours ago, Nano Siemens said:

    Is this correct?  I presume pressing a key on the keyboard generates forces, but I have no idea how the standardized maximum velocities of walking and running avatars arise from this process - what exactly happens when you press a key that makes your avatar move, and why is the standard voluntary walking speed a constant 3.2 m/s? 

    When you push a key that makes your avatar move, a message indicating a key press initiated move is sent to the server. When you press a key that makes your avatar turn, though, the avatar and camera turn in the viewer, and a message indicating the new facing direction is sent to the server. This is special for avatars; other moving objects are entirely server-controlled. The message is called an AgentUpdate and is sent over UDP.

    The server gets the AgentUpdate, and at the beginning of the next frame, computes the new position of the avatar. There's an attempt to move the avatar in the desired direction at a fixed speed for the avatar mode (walk, run, or fly). Collision detection and collision response is performed. For collision detection purposes, the avatar is a cylinder-like shape (a bit broader at the midsection, which is not well known). Arm and leg positions and attachments are ignored for collision purposes.

    Avatars are semi-physical objects - you can push them around, but can't knock them down. Unlike vehicles,  which can pitch, roll, and yaw, as well as move and turn at variable speeds. This is to make avatars controllable with arrow keys. If you want full motion control, you need full body tracking like VRchat has.

    All viewers looking at the area where the avatar is get an update message, called an ImprovedTerseObjectUpdate, which gives the object's new position and orientation. This has both position and velocity information, and the viewer moves the avatar accordingly. ImprovedTerseObjectUpdate messsages are sent only when some movement happens, and for movement in a straight line, only once every 1 or 2 seconds. When there's a sudden change in direction or speed, the viewer, which is always a little behind, has to correct the prediction it made, which can result in rubber-banding and some other undesirable effects. This is seldom much of an issue at walking speed, but is a big issue for vehicles.

    That's roughly it.

    • Like 5
  6. 13 minutes ago, Pixie Kobichenko said:

    Pretty sure that would be illegal tho since I didn’t create her, just fashioned her together likes  jigsaw puzzle from lots of shops. 

    Possibly OK. But you need to read up on copyright law. Especially the difference between "derivative work" and "transformative use". Collage makers run into this problem all the time.

    • Like 4
  7. 22 minutes ago, Jaylinbridges said:

    Still logged in and hiding.  Seems a few services in this region are not working either.  But the birds are still chirping... 

    Good. The sim servers are still running, then. Rezzing, inventory access, building, crossing region boundaries, and changing clothes all need communications with the database servers, so those things might not work and probably should be avoided until the systems are fully up.

  8. rezandriderobinloop.thumb.jpg.49ab1e3df07c22445ab12926183f332a.jpg

    Rez and Ride Donuts, Robin Loop Drivers of SL, Linden Road community, a small YavaPod station, a donut shop, a map of Robin Loop, and a big parking lot and rez zone.

    Robin Loop in Heterocera is one of my favorite places to ride. It's 13 regions around the loop, with varied scenery, and a good place to practice driving.

    Recently, there have been some improvements. There are mole-placed rez zone signs in more places. There's a long-standing Japanese community westward from Neumogen through Grote. A new museum has been added there, with classic works of art, some in 3D, and appropriate signs. There's a new combi (convenience store) with a rez zone, and a small Japanese suburb. There are now two GTFO hubs on the loop. There are several vehicle makers, most with demo rezzers, who have been there for years. There's a new cat-oriented roadside attraction. Roadside structures tend to be public, with private homes behind them.

    This is mainland, working properly as a community.

    • Like 3
  9. 9 hours ago, Mollymews said:

    Decentraland have also said that in the event that they can no longer host the virtual land which their users own  then they (Decentraland) have a contingency plan, but they can't say what it is exactly

    Decentraland is far more centralized than they admit. The servers are centralized, the servers and clients are closed source, you can't run your own server or client, and management reserves the right to kick you off. Nobody actually goes there much. They have about 200-300 concurrent users. (You can see their server stats here. 218 users connected right now.) As for their NFT art, it's unimpressive.

    The combination of Fear of Missing Out and NFTs as a vehicle for money-laundering is driving the NFT market. Also, many of the trades and are fake, made between cooperating parties to push the posted price up. The widely-publicized Beeple deal is widely considered to be one of those. But that's another discussion.

    6 hours ago, Coffee Pancake said:

    Despite all the pontificating, no one has yet managed to come up with a SINGLE use case for NFT's in SL. Not one.

    It's technically possible to build an NFT system as an SL user to move non-copy objects between grids, for objects set up for that by their creators. The effort to set all that up probably exceeds the revenue potential.

    An SL island of NFT galleries is quite possible. If you got enough "crypto influencers" to promote this (crypto influencer endorsements sell for about US$30,000 to US$40,000) you might be able to find enough suckers to make it profitable. Interest by existing SL users is likely to be very low, although some creators might go for it. Especially ones who had a gacha business with their own stuff and need a new market. Then we could all go to the galleries, admire, criticize, have gallery openings, wine and cheese, etc. SL has better artists than Decentraland does, and good NFT art would look better in SL surroundings than it does in Decentraland.

    As usual, the main headache is that new user onboarding to SL is so hard.

    • Like 1
  10. 11 hours ago, Alwin Alcott said:

    It's not the creators but the team at Battery Street, and the investment company that has the future in (their) hands.

    Yes. We can see their priorities by looking at the Linden Lab job openings. 7 jobs with Tilia, 2 customer support people for SL.

    I do not understand management's fascination with Tilia. It's been around for three years, and it has no real customers other than Second Life. Tilia's non-SL customers are Sansar, which has maybe 25 concurrent users, and Upland, which only pays out money to a few users in the "closed beta for fiat out". There was a dream that Tilia was going to be able to siphon off a few percent of in-game transactions for major game companies. "Tilia Pay enables publishers of video games and virtual worlds to create in-world economies and monetize user interaction" - Tilia web site. Didn't happen. Tilia is another money drain, like Sansar, sucking the lifeblood out of Second Life.

    You don't need a financial-services subsidiary to accept credit cards. Anybody can do that. Neither Roblox nor Epic seems to find it necessary to have a financial services subsidiary to handle their accounts payable. Tilia solves a problem that no one seems to have.

    Meanwhile, as Luca points out, multi-billion dollar companies with substantial technical competence are aiming directly at SL's market niche. They have very different ideas about how a virtual world should be run.

    We can see the future of SL by watching the job listings and new Lindens for the next month or two. If serious SL tech jobs appear, then Mojo Linden has enough clout to try to get SL out of neutral. If not, he's not going to be effective, and SL is going nowhere.

     

     

    • Like 3
  11. SL already has something comparable to NFTs - no-copy objects. There's a market in unique objects and "rares".

    If you really wanted to use a blockchain-based NFT system with Second Life, you could do it. A script in the object would make an HTTP call to a blockchain node to check if you owned the object and it was the only instance of that object. If the check fails for a few times in succession, the object deletes itself. Check on rez and once a day.

    A nice feature is that a re-delivery terminal for no copy items is possible. You could request re-delivery and get a lost object back. If you managed to get two copies in-world, one would delete itself after a while.

    This could be made to work cross-grid, so that you could delete an object on one grid (say SL) and get it re-delivered on some Open Simulator grid.Any grid with tamper-resistant LSL scripts could be allowed to participate.

    This requires coding some LSL programs and some smart contracts, and some web servers. If done right, ownership validation should continue to work as long as the blockchain involved continues to run.

    To the end user, it would look like an in-world vendor system. No Linden Lab cooperation is required.

    This is do-able technically. Interesting project for someone into NFTs. Probably not a moneymaker, but worth doing for the PR value. Make YouTube videos of nice-looking NFTs rezzed in SL. They'd look better than 90% of the NFTs out there.

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  12. This has been discussed before. There have been a few proposals.

    • Apply the Bellessaria rules on orbs and skyboxes to a few urban parts of mainland. Bay City, and maybe Kama City (the part of Zindra that has traffic lights). Those areas already have some special restrictions.
    • Prohibiting skyboxes below 1000m would be a good move. Low-altitude skyboxes can blight sims for hundreds of meters around. Have an enforcement bot that, if it finds the same object two weeks in a row at a prohibited altitude, sends warning messages. At four weeks, it returns the objects.
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  13. 19 hours ago, ChinRey said:

    What I've seen in all initiatives from Linden Lab and Facebook and other service providers is that they attempt to emulate RL events as closely as possible. With that approach we tend to end up with a situation with most of the disadvantages and few of the advantages RL has to offer and with very limited (if any) use of the possibilities a virtual world can offer and RL can't.

    A different approach is to start with the unique qualities of a virtual reality and see if they can be used to create an environment conductive to "serious" communication. There have been several private initiatives trying to do this but although many of them look very promising, they've all been hampered by lack of resources and inadequate support from the platform owners, so it's still impossible to say for sure whether this is a viable option. It's worth looking at though and it's the only option that has any potential at all.

    That's a useful comment. Can you say more?

    There seem to be people working on that, but not in SL.

    • Philip Rosedale's "High Fidelity" is now about audio, and they're trying to make group audio work better.
    • Presentation video systems have improved. Early approaches from universities showed the backs of people writing on blackboards. Today we tend to have a small picture of the user's face plus a big picture of the presentation. Here's that being done in VRchat. That's a nice effect.
    • Being able to do Zoom calls in and out of Second Life would be useful.
    • We need better display boards in SL. Text is far too hard to set up. Media on a Prim is too clunky.

    None of this is rocket science. SL should have had this fixed back in 2009, when "SL for Enterprise" was going to be a thing.

    • Haha 1
  14. Horizons architecture is all about the exteriors.

    Futuristic houses are hard.

    503484-0-cbaraja.jpg

    No. The "UFO house" on the right was a mass-produced product, and I've seen one in Marin County, CA.

     

    angledhouse.jpg.d2eab29391b8076cd1fa8ddb32d4753f.jpg

    NO!  Frank Gehry did stuff like this in the 1990s. This is by an imitator.

     

    concreteraisedhouse.jpg.cbf96abdf4e383a491bc59d9a5eb3831.jpg

    This is the house for the big boss in some crime sim. Good firing slits.

     

    House-of-Shapes-designrulz-10.webp

    This could work. It was built in 2014, in Iceland. Nice interiors.

     

    future-home-designs-australia-architectu

    It's not a houseboat, it just looks like one. This would fit well into a houseboat area.

     

    granito-house-los-angeles-Futuristic-Loo

    Tony Stark lived here? This is a concept drawing; nobody actually built this thing. It would work better in SL than RL. Note total lack of guardrails.

     

    instadome.jpg.5964cb333c03a46e81a6c5e059744f77.jpg

    Insta-Dome homeless shelters. Only $50L/week?

    None of these would make a good suburb. Futuristic suburbs are hard. Striking one-off houses are possible, but several hundred of them would not look good.

     

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