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Mr Amore

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Everything posted by Mr Amore

  1. There's more to do than AFK'ing in my skybox? Thanks for posting those lists, clearly I need to get out more.
  2. How to meet the untapped potential of virtual learning? It's generally falling to the familiar forms of teaching as you've described, over the past years I've been to many conferences and SL classes(Blender). The attendance ranges from 20 - 50 avatars. Interestingly, women are the overwhelming majority, I've been to classes with just a couple of men and 20+ women. Is the classic structure still working in virtual worlds? Anyone can take a look around Blender Bender's exhibition area and see the mesh items and images of students' creations. These are people who probably never would have taken up Blender, who have now learned to create, texture and upload their mesh to SL. It's difficult to see how Blender could be taught in any other way in SL. But other subjects could benefit hugely from interactive experiences. Imagine being taught the medieval period at school, through a survival-style crafting game, with new chapters every week unlocking other facets of medieval life. After having immersed your students into the experience, they can write an essay. It's exposing the class to similar levels of content as a lecture, but I'm certain they'll retain more of the information. Then mathematics could be taught like this too, but in a 3D environment (It's a great channel for gaming maths):
  3. @katiapfurtscheller Everyone takes a break from SL, when you've reached that point just do it. It's causing you more stress than it's worth, so uninstall the game and spend that time on positive activities in your life. When you're feeling someone on your sim hasn't worked hard enough, then it's time to pull back. This isn't paid employment, we cannot expect anyone to commit hours of their day virtually working without compensation. People login to roleplaying sims for socializing and entertainment, the whole employment aspect is there to facilitate the former and not to become its focus. Those who take on IC roles burn out very, very quickly when it becomes all work, and no play. I know several who've been there, myself included. So take a break from SL/roleplaying, eventually you will return with a fresher perspective. With less expectations from roleplaying sims.
  4. I was watching this to explain today's SL outage.
  5. I completely missed this. Somehow. From the opening scene it's off to a promising start.
  6. A surprising comeback, these past years Freya's been out of the game recovering from sporting injuries and substance abuse. The pundits had written her off, no one saw Freya returning to the ring to reclaim her Booty Crown from the upstart Kupra. Stay tuned for this year's Battle of the Booties. No finer sport in Second Life. I for one am appreciative of Belleza being back in the game.
  7. This is a dream feature I've wanted, but we may never see. Imagine how informative and interactive HUDs could become. Along with inworld displays too.
  8. There was once the SL dream of social sandbox communities learning to build together. Would have been nice to see it without the episodes of griefing.
  9. I haven't raided in Gor for years, so far as I know 'lateral correction' hasn't been a thing since the 'AC G3' bows back in 2008. Those bows held an incredibly tight trajectory, probably the next competitor in line were the iPwn bows which flew visibly wider, absent correction. The point is, we did equally well with either bow because it's not the script making adjustments so much as the player's brain. In a raid you wanted to fight from 60+ meters, it gave you ample space to maneuver and most weren't comfortable fighting from a distance. But the caveat is you have more to mentally process: The arrows arc down over a distance, the further your target the higher you aim When you have high latency, things aren't where you see them so you compensate by aiming ahead of your target When you're moving side to side, your arrows have the effect of curling around so you aim to the side of your target Simulator performance falters during raids, along with personal latency you're constantly, constantly adjusting for sim lag too Lastly your target is also moving through evasive patterns and you're intensely tracking them to predict their position in 0.xx seconds to aim there These are calculations you make every 0.7 seconds, with an arrow in flight you're already targeting for the next. And it literally takes months of sparing until muscle memory and instinct takes over. The payoff is, you're going up against multiple opponents and whether they have lower pings, higher FPS, lateral correction on bows, none of it matters. You're going to walk through them. One European centric group I raided with around 2014 was alarmingly efficient, we all had high pings, some at 250-300ms, but, our communication and control over the battle meant 5 of us were routinely defending against 30-40 raiders. And that's the difference between SL Combat and FPS games like Counter Strike. SL Combat has a higher emphasis on prediction than directly aiming. It's why bows with minimal scripting and no correction (like the VFX) are now preferred, because the mind is compensating and not the script. None of which matters any longer since Gorean raiding scene died a grizzly death years ago. But it was a thrilling PvP experience whilst it lasted. For what it's worth, it was the casual groups who pushed for direct damage. Which I always found counter-intuitive since splash damage gave everyone a fairer chance. Splash damage = 3.5m radius around the player's feet, landing an arrow within this circle damages them Half-splash = 1.75m radius Direct damage = Hitting the avatar directly Initially a couple of GE groups switched to Half-Splash, which made for interesting raids but didn't grant them any particular advantage. Later, the LCS meter released in BTB sims and since it only supported direct damage, was seen as rebalancing combat in favor of melee weapons (this wasn't the case). Regardless, I feel a lasting legacy of LCS was all sims eventually switched to direct damage only. Believing it would balance the field between competitive and casual groups, but in reality I think those with lower latency(US residents) benefited most from the change.
  10. I'd like the Premium Plus accounts first with a second Linden home included! Then underwater, or space themes would be a winner.
  11. If a popular store upsets the status quo, then others would eventually follow. I still find SL shopping a frustrating and often confusing experience. The thing I really miss is when a store is advertising their event items without offering the demos instore, it leads to a haphazard adventure through some shambles of an event to find that one thing you're searching for. Offering demos in store would fix everything.
  12. Syntax errors are usually a missing ' ; ' from the line above, or, from seeing your code it was probably missing brackets. When your loop has a single statement, you can just write it as: do llOwnerSay("Hello"); while(--n); But when there are additional statements it must be enclosed within the curly brackets. Save yourself the headache and always use the brackets, whether for a single or multiple statements: do { llOwnerSay("Hello"); llOwnerSay("World"); }while(--n);
  13. To take some numbers from that video, Roblox has amassed over 20 million experiences/games. I'm going to assume 3000 new experiences are being uploaded daily. The majority of these will never see the light of day, they're substandard projects from new users learning the process. Perhaps 30 are playable, and just 3 of those are real projects with time and effort behind them. Once you sift through the chaff, that's still three new games entering the platform daily. The argument from the video was, the 'store front' isn't doing enough to support new developers and most games will fall through with the chaff. The counter argument is, it's difficult to process 3000+ daily additions. So the race is reduced to marketing, from what I understood Roblox operates a 'gacha' system where developers spend money, yet may or may not be featured. It's raising the bar for new developers, and supports those with the capital to invest heavily in promoting their experiences. All the better if they can bribe influencers to stream their games. Then are the games who've survived the death race. Now I'm not certain if these figures are accurate, they're based on the video. For every $100 made: Roblox takes a 75.5% cut of earnings = $24.5 When cashing out, Roblox takes a further 65% = $8.5 remaining for the developer. In SL, there're far fewer venues to compete against, maybe 50 clubs at any given time? New club owners have access to an established network of groups to notice spam, and they can host popular performers who bring their own audience too. I don't frequent SL clubs, my understanding is they usually implode from internal drama, making mentally stable staff their most valuable resource.
  14. For anyone who's been in SL for 10+ years as only the same gender/race as their RL, is missing the opportunities of a multiverse. I've used SL primarily for roleplaying, which occurred intermittently over the years. People do react differently to your avatar depending on the race. Hispanics have the best selection of slang and profanities and consequently are fun to roleplay (I know, I appropriate for all the wrong reasons.) My Mexican characters had good times. My caucasian characters had an easier time engaging with other men on the sim(who're generally white too), but less likely to find themselves intimately involved with women. Far, far less likely. An Italian character I roleplayed could immerse himself into intimate scenarios so casually, it was obscene. I was genuinely appalled at how easy everything was for him. A black character I roleplayed in the late 2000's could generally feel the distrust he encountered. On an IC, and OOC level. If I needed something diplomatic done it was just easier to take my other character. I would have roleplayed a Japanese character too, there weren't the skins and head shapes available back then. This recent attitude of vilifying those who make avatars not of their race, is a step backwards in cultural integration. It's going to lead to where you cannot be partnered, or associated with anyone outside of your race. The world's already been there and I'm not going back. And I do get the cultural appropriation argument, but this isn't it. So long as the avatars are done responsibly and not stereotyped versions of African American men in ghetto bling, and tiny Asian waifu girls. There are opportunities for promoting diversity in SL.
  15. An informative video here on that other metaverse. TLDR. Exploitative practices exploit children.
  16. The impression I have is, this was around the time Second Life's developers were sucked into Project Sansar, and subsequently laid off. A browse through SL's recruitment page shows a focus on services, but zero postings for developers. It's not encouraging for the platform's future. So far as I'm aware(I haven't gamed on these platforms), Roblox and Core Games host the games too with no additional cost to the developer. The caveat is, they take a large portion of the revenue from the developer's creation. Roblox takes 75% and Core takes 50%. To create a minigame in SL has these considerations: - Game Design : Who is actually designing the game, with an understanding of what is, and isn't possible in SL. Plenty of people make suggestions, but they aren't invested or knowledgeable enough to draw up an actionable plan. - Scripting : Who is scripting your game, how much are they charging, will your game sell well enough to meet the demands of LSL scripters? This right here is the deadend for many projects, since costs are generally quoted from $2000 USD and up. - Player registration : How are players interacting with your game? Are you holding their details. And are you storing this information in an SL Experience, or an offworld server. What is the lifetime of this server, who's managing it, is there a backup strategy in place and so on. - Mesh : Who's creating the mesh. Is the creator committed towards low poly gaming assets, or advising your audience to raise their LoD just to see a wall from 10 meters away. Will these assets play well with the scripts? - Textures : Who's creating the textures? Will you favor standard resolution tiled maps, or full on baked textures for every asset to create the least optimized scenario possible(Like most of SL) - Animations and Audio : As above, who's animating and how well will your animations work around existing AOs. And who is creating your audio. - NPCs : A whole other challenge. Who is rigging the models and scripting their AI. How well will these NPCs play with your environments and interact with your players? - HUD : Games needs HUDs, who's designing it, and scripting it and will it be packed full of 10+ scripts like I've seen many HUDs use? - Hosting - Finally, you've met the above challenges. Now who's hosting your game, consider the area and LI needed on their parcel. Upon rezzing, the script will want to figure out the parcel's dimensions and its center. These are standard calculations for a rectangular parcel but a headache for anything else. - Network : Are your games networked? Can your HUD discover active sessions and teleport you to them. Who's managing the inevitable drama and cheating accusations between players, does the game moderate, or allow for player moderation (Usually a mistake to trust people). And this is just the early planning stage, it doesn't account for the unique challenges you'll encounter along the way. I'm not posting this to put people off from creating, it's just an overview of why we haven't seen modular gaming systems in SL. And how LL themselves could assist the community by adding creation tools and dynamic scene hosting, like seen in other 'metaverses'.
  17. My account's been in the support system for a couple of weeks now with a similar issue. Apparently the case was 'escalated' yesterday so we'll see what comes of it. Meanwhile if it helps you to access Aditi from an alt, then request Aditi access and the IP terms flag at the same time. As noted in Lucia's video above at 12 minutes in.
  18. Never give up! You're doing fine with it and rotations are notoriously nightmarish. I've rezzed your script and its swinging to both sides as expected. At this stage, it helps to rez a fresh prim and test its behavior with the bare minimum script. + llSetLocalRot has a 0.2 delay, I use it sometimes where it can replace llSleep. I've left in the code for llSetLocalRot, just halve the number of iterations (x) if using it. Using llSetLinkPrimitiveParamsFast is a little more intensive but gives a smoother result. integer run; vector intSwing = <2.0, 0.0, 0.0>; // 2 degrees myFunction() { integer x; for (x = 0; x < 10; x++) { // llSetLocalRot(llGetLocalRot() * llEuler2Rot( intSwing * DEG_TO_RAD )); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, llEuler2Rot( intSwing * DEG_TO_RAD ) * llGetLocalRot()]); llSleep(0.1); } for (x = 0; x < 20; x++) { // llSetLocalRot(llGetLocalRot() * llEuler2Rot( -intSwing * DEG_TO_RAD )); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, llEuler2Rot( -intSwing * DEG_TO_RAD ) * llGetLocalRot()]); llSleep(0.1); } for (x = 0; x < 10; x++) { // llSetLocalRot(llGetLocalRot() * llEuler2Rot( intSwing * DEG_TO_RAD )); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, llEuler2Rot( intSwing * DEG_TO_RAD ) * llGetLocalRot()]); llSleep(0.1); } } default { touch_start(integer total_number) { if (llDetectedKey(0) == llGetOwner()) { if (run) { run = FALSE; llSetTimerEvent(0); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, ZERO_ROTATION]); } else { run = TRUE; llSetTimerEvent(4); } } } timer() { llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, ZERO_ROTATION]); myFunction(); } }
  19. Mine was updated earlier today too, we might speculate someone deep in the LL den is piling up the weekly requests to action them together. This'll get me by until the main account is fixed.
  20. With Roblox taking 75% and Core Games taking 50% of the revenue share sets a dangerous precedent for the future. For those who watched the big social media corporations banding together in a brutal savaging of the upstart, Parlor. It was possible because Parlor trusted Amazon as their host. In a future where SL becomes a thorn in the Megacorp Metaverses' sides, you'll see SL trashed overnight with everyone reporting on the grid's darkest, grittiest activities. The BDSM, furry, enslavement and abuse sims will be the talking points that cause concerned parent Amazon to pull the plug.
  21. I'm having the same issue with an alt account, filed a support ticket last week with no resolution yet. So you're expecting a 5+ days wait. This account can no longer login to Aditi since something is seriously 'borked'.
  22. Acquiring a LL home on Bellisseria is like playing the gacha too: Commons : The landlocked homes that everyone abandons Rares : The sweet waterfront properties with a clear horizon ahead Ultra Rares : Those rarest of homes on small private islands, 99.999% chance you'll never land one.
  23. What ever did we do before gachas? Oh yes, we paid for the goods we actually wanted, without the 95% chance of failure.
  24. The Legacy HUD uses media on a prim, it's basically a mini website and that's how it responds to the cursor. Fun fact : It's possible to display the HUD in a web browser, the options selected will affect your body in world. Not so fun fact : Media on a prim exposes the users IP address, it potentially allows for an offworld database linking IP addresses with avatars. Despite my testing I couldn't prevent this from happening and it's the only reason I don't use prim media.
  25. Last week I went to see a farming system, there was a line of wooden buckets using eleven scripts each. What is a bucket doing that it needs eleven scripts. From an ethical stand point I was always against gachas, and farming systems with ongoing charges. But the produce can be sold onwards too which creates some illusion of profitability, and maybe some individuals do but the majority are losing money. I'll not even get started on these 'Life' systems where players are paying L$ for food, water... and on the other end, toilet paper.
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