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animats

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Posts posted by animats

  1. Can you buy a region from LL yet without manual intervention from support? If not, that's probably why.

    Buying a region has to be integrated with AWS provisioning. When a user orders a region, Linden Lab has to rent another server from Amazon Web Services, load it up, and link it into the grid. That's all automated on the Amazon side, but probably not, yet, on the LL side. If that isn't working yet, selling a sim is labor intensive.

  2. 3 hours ago, Candide LeMay said:

    I'm not seeing this. I made a subdivided plane (with enough geometry so that the lod generator can do some decimating) with 8 different materials in Blender and the lowest the reducer goes to is 8 triangles. Using the latest Firestorm.

    I'll have to try. Beq Janus has been working on the Firestorm decimator and she may have fixed some of the situations in which the output disappears.

  3. On 4/18/2021 at 6:14 AM, elainewatson said:

    It's only when I introduce linked parts to the LOD that it refuses to work.

    Uploading linked parts is an absolute disaster in the uploader. The link number is random. Really random. Different from upload to upload of the same .DAE file. I looked at the uploader code once. Links are sorted by internal pointer address, so the current state of memory allocation affects the link order on upload.

    There isn't link order info in the .dae file. Sorting the links alphabetically is possible, allowing some control.

    There's a lot that could be done to improve uploading if a viewer left behind some of the LL limitations. The limitation that all materials and face numbers must appear in all LODs could be overcome. The sim side limit is that you can't have more than 8 materials per object over all LODs. The file format allows missing faces and materials at each LOD, but the uploader is more restrictive than it needs to be. (You can test this by creating an object with, say, 8 materials, and then letting the built-in mesh reducer reduce it down to four triangles for the lowest LOD. You now have a model with "No geometry" entries in some of the 8 face slots.)

    A TPV viewer that did that would differ from LL viewer semantics, of course, and LL doesn't like that.

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  4. Quote

    I have established the virtual facility of our faculty in Second Life in 2020, which serves as the classroom for our students not only during the pandemic situation as an experimental environment and space to present their outputs - 3D models on specific topics they made. Besides the exhibitions purely made by students, they are also having online lectures with Second Life creators and they attend classes on weekly basis in-world. 

    That is interesting. Forget the survey,  show us some successful education in Second Life.

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  5. 10 hours ago, Mollymews said:

    then EA comes out with Sims 4: Bust The Dust Kit. For $7.95 can clean your house as a chore, because your house fills up with dust unless you vacuum it with a actual virtual vacuum cleaner

    and my first thought being a bit nerdy was: That be quite cool!

    That's available in SL. Search for "Vacuum system" on marketplace.

    There's a whole genre of anime about virtual worlds worse than real life. Currently running: "Kyuukyoku Shinka *****a Full Dive RPG ga Genjitsu yori mo Kusoge Dattara".

     

    On 4/15/2021 at 12:09 PM, Stifftailed said:

    One of the things discussed in this thread is a lack of competitors. 

    There are more competitors each month. Just put "metaverse" into a search engine. With Epic Games (valuation US$17 billion) having just raised a billion dollars for their metaverse, and Roblox (US$46 billion IPO) getting into the area , we should see some competent competition. The "blockchain" crowd has yet to produce anything good.

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  6. At present we are:

    • Investing in our infrastructure to further improve speed and cadence of updates.
    • Overhauling the onboarding experience for the newest Residents.
    • UI cleanup.
    • Developing new marketing initiatives and entertainment partnerships to fuel growth.
    • Preparing for SL18B
    • Less glamorous but no less crucial is our ongoing and growing work to ensure compliance with multiple regulatory requirements.

    Well, at least we're hearing some management goals from LL, for the first time in a long time. Let's all check back in 3 months to see how LL does on this.

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  7. 8 hours ago, Stifftailed said:

    I actually used to play High Fidelity,  What happened to it?

    A concurrent user count well below 100 happened to it.

    High Fidelity belongs to the class of "game level loaders". Someone creates a level offline, uploads it, and then others can visit. Each level is totally isolated, and there's a long loading delay as the next level loads. It's not a single world like SL. Basically, it's a download system for simple indy games.

    Sansar and Sinespace are other examples of that category. Interest in those is very low. Concurrent user counts are around 20. If your game was any good, you'd put it on Steam, so this is kind of a bottom-feeder business.

    Fortnite Creative Mode, which is somewhat similar, is a modest success, but it's a tiny fraction of the Fortnite empire.

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  8. There's no one in charge of SL right now. Oz Linden, VP of Engineering for SL, has not been replaced. So nothing is being redesigned, just patched. Since this problem requires a partial redesign, it's not getting done.

    Here's the job ad for Oz's replacement. Much will depend on whom LL hires. If LL gets someone who's been in charge of a big, successful MMO, we might see SL get better.The going rate for someone good enough to pull SL out of the hole is above US$250K/year.

    We'll know when they hire someone. Engineering VPs don't come out of nowhere. If it's someone with an impressive public track record, there's hope. If nobody has ever heard of them, well ...

    While operating remote-only, it's hard to do new things. Work tends to be driven by the JIRA ticket system. So work has to be cut up into bite-sized chunks so that the remote team can digest it. This doesn't work well for redesign tasks.

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  9. 10 hours ago, oXCheekyXo said:

    I guess it was a very wide, vague question lol but I guess I am not sure what to even ask. I basically signed up without knowing what a virtual world is and I guess I need an idiots guide to what a virtual world is
    I can work out some basics like picking a basic avatar but now don't know what the basic idea is. I am just walking around aimlessly.
    Hmm what are some general reasons people are on second life? basic uses for second life.

    This throws a lot of new users. The two big new user questions are "What do I do now", and "How do I fix this clothing problem". (Second Life has a clothing system that can do almost anything but is very complicated.)

    Arriving in Second Life is like moving to a new city. The city is indifferent to you. Unlike MMO games, Second Life itself won't make you do anything. It won't even suggest anything. There's a lot you can do, but you have to find it. It's a big world, too, the size of a major city. Almost entirely built by the users. The purpose of an area depends on what the users of that area set it up for. Second Life itself doesn't care. Much of Second Life, like a real city, is just random buildings. You can wander around for a long time, passing castles, houses, and gas stations, and feel totally lost.

    In the viewer menus, there's a "content" section and a destination guide. Those give some hints of places you might want to visit. There's a "new user" section of the destination guide, which can help you get started.

    What's available?

    • Roleplay. Fantasy, SF, cyberpunk, western, medieval, steampunk, supernatural - there are areas for all of those. Search in the Content search.
    • Tourism. Hundreds of places to visit.
    • Fighting. SL can do first-person shooters, and there are areas for that, although it's not really a good system for combat.
    • Driving. Lots of roads, lots of vehicles.
    • Flying. Lots of planes, including helicopters so accurate you need real flight training.
    • Boating.  Boats are popular, and many people sail. There are marinas and competitions.
    • Creating things. You can build things in Second Life. Almost everything you see was built by a user. You can practice building in "sandboxes".
    • Hanging out and talking to people. Easy, and popular. London City is a good place to start and usually busy. Many places are only busy during events.
    • Events. There are lots of events going on, and a content guide in the event tab. DJs are a thing.

    Then there's stuff that costs money.

    • Your own land. You can buy land. You can rent land. You can get a house, furnished or unfurnished. You can build on land. It costs. Spend some time in SL before getting into this.
    • Shopping. Hundreds of thousands of things to buy. There's an web based marketplace, and stores in-world. This costs, but usually not much. You're buying from other users, not Second Life itself.
    • Making and selling things. This is hard, and takes serious 3D design skills, because, unlike MMOs, the tools are not dumbed down to make them easy.

    That's enough to get you started.

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  10. For those into the business end of the metaverse, there's a conference coming up, the "Real Time Conference", April 26-28.  Online, free. Search for the title.

    This is more about collaborative work than entertainment, although the usual suspects, including Epic and Disney, are presenting. Also, the NVidia people are going to talk about the roadmap for Vulkan and beyond.

    Creators and some Lindens might want to attend. It's good to be aware of what's going on outside.

    (SL ought to be able to support collaborative work. A few months back I ran into a new user who wanted to set up a co-working space in SL. I took him to some office-type spaces in SL, and we talked about how you could do things such as set up an open office where voice didn't carry from one section to another. He didn't actually do anything with his plan, though.)

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  11. That's about what I have, plus 1Gb/sec Internet in both directions. Running Linux, though.

    With everything turned on, I get about 30 FPS in my home sim.

    Hint: with a graphics card like that, go to the Hardware Settings menu in Firestorm and set the texture memory slider all the way up to 4096. That's still only half of what the card has. That can double the frame rate in texture-heavy areas.renderingspeed.thumb.png.53883b732b99797a071f47b3defec6f6.png

    With all the rendering info. This is the employee break area out back of my workshop.

  12. If you really need a privacy barrier, there are trees for that. There are some very low prim tree sets around. There's even one which is completely opaque, but just looks like dense forest and shrubbery.

    Take a look at how the Moles separate parcels in Belessaria.

  13. I suspect we will see more brand enforcement activity in this area as the "non-fungible token" crowd gets more branded "rares" sold in virtual world.

    Vogue Business reports that Gucci is getting into having a presence in games.

    Until recently, there was no money in it. So many brands didn't care. Also, there was a court decision in Europe that Ducati's trademarks for real-world bikes did not extend to video games. Ducati then came out with their own racing game, so they could hold a trademark in that category. Nike now has their shoes in Fortnite. You have to have a product in a category to have a trademark in that category.

    Someone might pitch to Gucci's and Chanel's legal departments that they should have a few items in SL stores. That meets the "use in commerce" requirement, so they can then add the computer entertainment trademark category to their trademark.

    Copyright is a separate issue.

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  14. It irks me that Linden Lab is generating fake rare items to raise revenue. Historically, Linden Lab hasn't done that. Users could make no-copy items, but, other than Linden Bears and some items from new user quests, LL rarely did.

    It's kind of sleazy. It's the sort of thing the "non-fungible token" scammers do.

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  15. 13 hours ago, Eddy Ofarrel said:

    I think they've probably stepped things up a gear since seeing someone else is doing something, and they're probably going to release the new updated/fully zoomable map tiles *just* as I finish all the bits I'm working on now, making mine mostly redundant and wasting all the hours of time I've been putting into it over the last few days lol

    Thanks for doing that.

     

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  16. I went over there in a little Larson Logistics Hydro-Hauler amphibian. I started at GTFO HQ in Bruissac, went down the seaplane elevator to the water, boated to Sirens Isle, drove up on the beach, and looked at the big boats. 17 avatars in the sim, most apparently AFK. Kind of dull; usually someone says hi if you go there. Drove back into the water, boated back to GTFO HQ, up the seaplane elevator, up the ramp to road level, and off by road to the GTFO hub in De Campion, where a GTFO Hub Loss Protection NPC greeted me.

    Siren's Isle does have a lot of big yachts, many with poor low level of detail models so they disappear at distance. That irks me. You want to be able to see boats before you get close, so you can change course. (If you buy something large, look at it with Firestorm with the LOD factor in the Firestorm bottom menu turned down to 0. That shows you the world at lowest LOD. Don't buy large things which disappear in that mode. It's OK if a teapot drops out of view at distance. It's not OK if a mega-yacht drops out.)

    Some avatars with complexity above 100,000. While not wearing much.

    The sims and viewers all seemed to be handling this fine.

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