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Mr Amore

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Everything posted by Mr Amore

  1. I'd like the Premium Plus accounts first with a second Linden home included! Then underwater, or space themes would be a winner.
  2. 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.
  3. 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);
  4. 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.
  5. 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.
  6. An informative video here on that other metaverse. TLDR. Exploitative practices exploit children.
  7. 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'.
  8. 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.
  9. 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(); } }
  10. 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.
  11. 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.
  12. 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'.
  13. 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.
  14. What ever did we do before gachas? Oh yes, we paid for the goods we actually wanted, without the 95% chance of failure.
  15. 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.
  16. 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.
  17. We're basically the developing nation of virtual worlds. Our priorities are centered on the bare necessities and less so the luxuries other games can afford. Content creation groups and RP sims have resorted to using Discord since the group chat issues. It is embarrassing. I see SL as a social space with gaming features. Whilst the likes of Roblox and Fortnite are games with social features. And the community in SL is strong, when Sansar happened very few people even went to see it. Because their friends are in SL, they had no incentive to leave. LL could adopt other features from Sansar keep SL relevant in the face of Megacorp Metaverses: Create instanced regions (like Sansar's Experiences) off the grid Make these regions larger Enforce a building code for assets used on these regions(reasonable texture resolutions, low poly mesh) A reference for modular assets A 'Creation Studio' populated with these assets to help build custom scenes It'll never become a 'gaming' platform, but some controls over content optimization could make mobile and VR viable in the future.
  18. SL certainly has its performance limitations, and with those interesting perspectives you've highlighted the immersion breaking points. From what I've observed, live-action combat systems are SL's weakness, yet it's the system everyone wants to invest in. Generally because they haven't been exposed to the alternatives. Where can we go without live action combat and all its ills? I'm of the opinion SL's strength is in creating environments for roleplaying, which could also enable turn-based combat. It's happened on some sims, but they've barely scratched the surface of what's possible. The average RP sim with an SL experience will use its teleportation and HUD attachment functionality, but little else. And when it comes to turn-based PvE combat, it's still messy and done manually because the systems aren't integrated. Why aren't RP sims going all the way? Either it's an absence of vision, ignorance of SL's capabilities, lack of scripters to code it, lack of mesh creators, but probably a combination of everything. In a turn based combat system SL begins to shine, it has excellent support for communities and socialization, and all of its performance-based concerns cease to matter. When a system like this comes together, those 'story based quest driven games' won't need to be static environments always rezzed on a sim, but can be deployed as and where you want them, to be played through by you and your friends.
  19. I think it's how SL has matured with an older demographic, most of anyone I know is 30+ (It's also why I prefer SL to other games.) Whilst on these recent platforms the younger audience interact differently. From VR Chat's youtube postings it always looks lively and chaotic, far too fun for SL's stuffy residents. In SL, men engage less with other men, as women do with other women. Which I've always found unusual. Don't these people have male friends in RL? And there's the unfortunately prevalent attitude that men must be 'silent, brooding alpha males' at any location which further stifles social interaction.
  20. I absolutely agree with this, SL has so much potential to host any genre of gaming and the SL Experience adds incredible functionality... but... it's a ton of work. I know many people, with many ideas, but either they can't script it, or mesh it, or texture it, or animate it. LL provides the toolset, but there's no support or even guidance from a development environment to help them along. So I'm sorry for bringing up Roblox, it's not a game I'm interested in. I'd just like for LL to look at their(and Core's) Studio for creators and consider something similar for SL, along with 'instanced regions' we can access on demand to rez these creations. I used to game in the 2000s, but nothing compared to SL's combination of Roleplay + Gaming + Community. The last I actively 'gamed' to the point of regular sparring, was exactly 10 years ago at a Capua themed sim inspired from the Spartacus TV show. The sim hosted a large stadium, with 100 avatars present during the weekly tournaments. Around 60 spectators in the stands and 40 gladiators in the arena. I don't feel these numbers would be possible now as they were in 2011. And as one of those gladiators in the arena, I can say the combat flowed smoothly enough that I was winning a string of tournaments and holding both the arena's titles. Because when you have a hundred people on sim claiming to be the best swordsmen... there can only be one! The cost was sleeping at 5am, and going to work at 8am, but having this secret online life as a gladiator was always amusing to me. The point is, those were the last years of real combat activity in SL. Then raiding in Gor died and I think the SLMC scene was withering too. There's probably a cocktail of reasons why they never recovered, but Roleplaying+Gaming was still the pinnacle of immersion for me. It's an experience which should be open to anyone.
  21. I'd be interested in hearing your findings. I haven't needed to sync with the main grid before, but it's good to know! Not that I can even login yet, possibly issues arising from a name change during the past months.
  22. Forgive the revival of an old thread, but has there been an update on uploading 30 second sound files. Is it still on the horizon?
  23. It's not about being more like them, Evah, but giving creators more tools in SL and making it simpler to share content. So far as virtual concerts go, this will be tough to beat:
  24. This happened once with 'SL Go', but streaming games is still a niche experience. It won't become mainstream until the 2030s. I liked landscaping in SL, there's a ridiculous amount of trees, rocks and animals in my inventory. When I was actively building it could takes weeks to complete a scene, but eventually they would be deleted to make space for another. There are drastic considerations between building on the ground, or for a skybox. There's no SL water in the sky, your swimming AO and vehicles generally will not function for prim water. Then the terrain mesh may come with exotic physics models, and you are limited to those static shapes. It's clearly not the same as demonstrated in Roblox Studio where they have natural terrain and water features for a skybox. And the asset browser, the background and environment settings are all a nice touch too. Yes, you can do this in SL, it's just more expensive, less intuitive and next to impossible to distribute as the scenes you make are generally no-transfer. So the question we arrive at is, how often have you messaged a friend and said, "I've just completed this scene, rez it on your land and see." Or how often have your friends sent you some fancy environmental creation of theirs? This generally isn't possible in SL, where we travel to one another's sims to see their builds - but - we cannot share them. Every modern metaverse will capitalize on user creativity and encourage them to share(Free content!). From SL, I've learned to script and mesh and it's nice to see them functioning inworld. And yes, SL touts itself as an Educator's world, but how active are those sims? Back in March I attended the 'Virtual Worlds Best Practices in Education' conference, videos of which are available at their youtube channel. I only learned of the conference this year by someone posting in the wrong chatgroup. And the fact that many of their videos have less than 50 views is indicative of how well LL have promoted the event. I am not taking digs at LL here, but if you promote your platform as being a tool for educators you have some obligation to support them too. For anyone interested, here's one of the streams from the event:
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