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KjartanEno

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Posts posted by KjartanEno

  1. The RLV viewer by Marine Kelley is pretty basic in my opinion. The Kokua viewer also uses Marine's RLV but has a more complete feature set. Likewise, the Cool VL Viewer incorporates Marine's RLV in a viewer 1 style UI, but updated with the latest bug fixes from LL.

    I'm not one to comment on which system is 'better' for role play since I use the open source OC scripts in attachments as accessories to my outfits. I created a rigged mesh collar, put in the scripts, and figured out how to get everything working. Using an alt, I played with the system to see what the capabilities and limits (and bugs) of the system are.

    Within this context, I can use the same basic collar and accessories on any viewer whether it's Firestorm, Singularity, Marine's RLV, Kokua, or Cool VL viewer. I think the single key difference I've noticed is that outfits within the #RLV sub-folders may be handled differently between systems. You can have several viewers installed at the same time, so try them out.

  2. 20 hours ago, Shirley Marquez said:

    Kokua tracks the official viewer closely so you shouldn't have too long a wait. This update will involve merging Kokua's UI changes with LL's changes (and possibly some thought into how the combination should look) so it may take a bit longer than some, and the upcoming holiday weekend in the US could interfere, but even given those things I wouldn't expect your wait to be more than a couple of weeks.

    Kokua has been updated to 6.4.20. Release notes here: https://kokua.atlassian.net/wiki/spaces/KKA/pages/1692041217/Kokua+6.4.20+Release+Notes

    I like Kokua a lot. It's updated more often than Firestorm and pretty stable. Reported bugs get squashed in a timely and professional manner. I use the Linux version.

    Do not expect it to be a clone of the official viewer. Kokua has had its own UI and menu differences from other viewers, and the merge will be a work in progress. One advantage it has over the official viewer is the ability to use more than 512 MB of video RAM for textures. If you have a 2 GB video card, manually set the texture memory to 1552 MB per Marine Kelley's recommendation (Kokua uses Marine's RLV). Ironically, a higher setting than that causes texture thrashing.

    • Like 2
  3. On 5/14/2021 at 12:46 PM, animats said:

    Setting your own environment does not fix the problem

    I never said it did. You described a manual ambient lighting setting increase, and I described how to use the true Default day cycle. I was not disagreeing with you. The current mainland day cycle is too dark, aside from the one used in Bellisseria. However, if you insist on waiting for LL to fix the mainland day cycle, I'm sure they'll get around to it soon™.

    • Like 2
  4. Copy the "Default" day cycle from Library > Environments > Days to your Settings folder. Right-click on it and "apply only to myself", which will persist after logins for users of most third party viewers. Now, why doesn't LL simply set all mainland regions to "Default"?

    In case one is curious, "Default" daycycle is simply a set of skies that start with "A" in the Library > Environments > Skies folder: A-12AM, A-3AM, A-6AM, etc. Whatever day cycle mainland regions are currently set to, it's definitely not based on the Default.

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  5. On 5/9/2021 at 12:36 PM, rOrii Wylder said:

    NVIDIA Geforce GTX 1650 4GB GDDR5 Dedicated Video Card

    27 minutes ago, purrrkitten said:

     

    This is weak, especially for SL.

    That all depends on expectations. In one computer I use, I have a GTX 960 2 GB desktop card that runs SL well enough to have shadows enabled most of the time. It's real limitation is only having 2 GB video RAM. If anything is weak in the laptop specs, I say it's the CPU, but that's going to be the case with most laptops anyway. Laptop processors often have a relatively low frequency compared to their desktop counterparts. While they do have high boost frequencies, they can't maintain them for very long due to thermal constraints. SL is very much limited by its single core performance. 

    That being said, I think the laptop if fine. It should get great framerates with Advanced Lighting enabled and shadows off. For occasions where one wants to take nice photos, the shadows can be turned on.

  6. On 5/8/2021 at 4:57 PM, Tattooshop said:

    but it's just a skin, guys!

    I have purchased male skins from Aeros because I like the detail work on them. However, they are older skins for men that don't exactly line up with some details on the mesh body and head that I use, and no scripted appliers are included. Before BoM that meant only a system avatar could use them.

    With BOM, I can wear the Aeros skins AND fix things I don't like on them by adding system tattoo layers. I made my own face using photo references by texture painting in Blender. I fixed the navel, nipples, fingernails, and toenails. I also toned down the contrast of the skin using my own semi-transparent body textures. I purchased UA skin templates years ago. They are pretty good, but I like the body details more on the Aeros skins. I used the UA templates to create the semi-transparent tattoos that reduce some of the contrast and fix problem areas. I had to spend some L$ on texture uploads to get a good color match by a bit of trial and error.

    The result is a fully legal and custom body skin which would not have been as easy for me to create without BoM. I have the added benefit of making my own system alpha masks for clothing. I rarely use the body's HUD anymore. Perhaps this doesn't appeal so much to those who are used to fully scripted (and usually NO MOD) ways of setting up their avatars. You're welcome to continue using what you like since BoM doesn't take away that functionality.

    BOM.thumb.jpg.fa8a466b925f908b7cbc2ac88539723f.jpg

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  7. 7 hours ago, Ardy Lay said:

    Make smaller avatars and buildings and such.

     

    Now there's an idea! How about just making avatars normal human size for a change? And then making buildings and furniture to scale? Make it hard for those 3 meter giants to fit through the doorways. It would make every sim seem bigger (or smaller in a way to those who want to be giants). OK, I know this will never happen grid wide, but I haven't finished my first cup of coffee yet...

  8. 16 minutes ago, Profaitchikenz Haiku said:

    The issue is that they don't work when Advanced Lighting is enabled. You can make them work for yourself obviously by turning off ALM, but then anybody else who you also want to see the effect has to do the same.

    Both Kokua and Cool VL Viewer are capable of rendering invisiprims in ALM. It comes in handy when using Trudeau yachts, for example. 

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  9. 16 minutes ago, Naiman Broome said:

    Interesting, how big those cam be? And what is stopping SL to implement them ?

    I know of one that's 1792m square, which is the equivalent of 49 sims in area. There are probably larger ones than that. I have no technical knowledge of the issues such large sims may have.

  10. 9 minutes ago, Jenna Huntsman said:

    The alpha channel on the normal map acts as the 'specular exponent', which allows you to control how intense a highlight is. Useful for creating metal surfaces, without this they would look more like chrome.

    The alpha channel of the spec map is used as 'environment intensity', which changes how / where environment reflections are applied to an object. Think about a concrete texture with a pool of water in the middle. Only the water needs environment reflections, but nowhere else), which is why a lot of things in SL appear 'shiny' in an unrealistic manner. A great example of how this could be used is if you have a mesh body. In theory, you could create a specular map with 'drips' on a transparent background, and a script which adds environment to your skin when submerged and for a short time afterwards to create a 'wet' look, without needing to swap the material map texture entirely.

    This is the way materials should be used. I'd add that these 32 bit textures can often be much lower resolution than the diffuse map they are used with on a UV mapped object, and they will look just as good without taking too much video memory. Any creator making textures should test their creations under a wide variety of lighting conditions using ALM before calling them 'done,' not just A-12pm (Midday) or whatever their favorite preset might be.

    • Like 4
  11. 8 hours ago, Coffee Pancake said:

    Don't mess with the bandwidth slider.

    The bandwidth slider only affects incoming transitory data from the region, stuff that changes or needs updating frequently (like avatar positions). If you set this too high, SL will fire these updates at your viewer faster than it can catch them and you will have a bad time. Lower is perfectly fine. Very low is fine too. The bandwidth slider does not affect the speed things download at.

    Thank you! I learned something new. I have always conflated 'bandwidth' with total rezzing speed.

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  12. 2 minutes ago, mistrestorm said:

    CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (2208 MHz)

    A quick search reveals you have a laptop of some kind. Your video card is more than capable enough. The CPU is a bit of a bottleneck. Modern games are designed to use more cores/threads, but Second Life isn't optimized like that. It is hoped that this could change in the future.

    I'd recommend setting a draw distance no higher than 128 meters and turning off shadows (you can leave advanced lighting enabled with ambient occlusion on). If you have good internet, try increasing the viewer bandwidth to 1500 kbit/s. If others have more operating system specific recommendations, I'll leave it up to them. 

  13. Unlike most games you've played, Second Life isn't as dependent on your graphics card as much as it is on the single-threaded performance of your CPU. "Ultra" setting in Second Life viewers isn't necessarily a good thing to use. The draw distance will heavily impact your framerates. If you do start with "Ultra" then go into the advanced settings and try a draw distance of 128 meters. The second factor that impacts framerate heavily will be shadows. Granted, pretty shadows are hard to live without. You'll get more help from others in the forum if you go to the "Help" menu of your Second Life or third party viewer and click "About" to get the information on your hardware and operating system. Copy and paste it in your post like this:

    Firestorm 6.4.13 (63251) Mar  2 2021 00:42:56 (64bit / SSE2) (Firestorm-Release) 
    Release Notes

    You are at 119.5, 45.4, 21.6 in Blake Sea - Half Hitch located at simhost-082e44f1317538804.agni
    SLURL: http://maps.secondlife.com/secondlife/Blake Sea - Half Hitch/119/45/22
    (global coordinates 290,167.0, 268,845.0, 21.6)
    Second Life Server 2021-03-31.557694
    Release Notes

    CPU: AMD Ryzen 5 3600 6-Core Processor (3598.56 MHz)
    Memory: 16022 MB
    OS Version: Linux 5.4.0-70-generic #78-Ubuntu SMP Fri Mar 19 13:29:52 UTC 2021 x86_64
    Graphics Card Vendor: AMD
    Graphics Card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-70-generic, LLVM 11.0.0)
    Graphics Card Memory: 7738 MB

    OpenGL Version: 4.6 (Compatibility Profile) Mesa 21.0.1

    RestrainedLove API: RLV v3.4.3 / RLVa v2.4.0.63251
    libcurl Version: libcurl/7.54.1 OpenSSL/1.0.2l zlib/1.2.8 nghttp2/1.25.0
    J2C Decoder Version: KDU v8.0.6
    Audio Driver Version: FMOD Studio 2.01.08
    Dullahan: 1.8.0.202011061705
      CEF: 81.3.10+gb223419+chromium-81.0.4044.138
      Chromium: 81.0.4044.138
    LibVLC Version: 2.2.3
    Voice Server Version: Vivox 4.6.0017.22050

    Settings mode: Firestorm
    Viewer Skin: Vintage (Classic)
    Window size: 1920x1028 px
    Font Used: Deja Vu (96 dpi)
    Font Size Adjustment: 0 pt
    UI Scaling: 1
    Draw distance: 32 m
    Bandwidth: 1500 kbit/s
    LOD factor: 2
    Render quality: High-Ultra (6/7)
    Advanced Lighting Model: Yes
    Texture memory: 2048 MB (1)
    VFS (cache) creation time (UTC): 2021-3-16T2:8:11 
    Built with GCC version 50400
    Packets Lost: 0/10,710 (0.0%)
    April 11 2021 10:03:06 SLT

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  14. If the person you rented from won't respond to you, there isn't anything you can do about the loss. Was payment made through Caspervend? A lot of landowners use Caspervend boxes which will provide the renter information about payment, prims, and time left on the rental. Don't rent from someone who is themselves renting from a landowner unless you already trust them.

  15. How are you creating the skins? Do you use any of the freely available templates for reference?  All Bakes on Mesh skins are simply SL avatar skins, but they can now be 1024 x 1024 for the head, torso, and lower body.

  16. 4 hours ago, NiranV Dean said:

    Note that BD does not have LMR 5 yet.

    Since I was able to install Black Dragon under WINE, I went ahead and installed the LMR 5 RC viewer. It's no better with regards to water shadows than the current Second Life viewer which I have for Linux (compiled by Drakeo on a regular basis), and it's similar to the current Firestorm and other EEP viewers as well. I didn't spend much time evaluating the finer points of LMR. One difference I noticed with official viewers versus TPV is how they handle the "Refraction Scale (Above)" setting. In Firestorm and Black Dragon, using a very low setting works well for realistic looking water with subtle shadows. In the official viewer, including LMR, there is no value which brings out shadows and gives decent looking water. Keep in mind, this is just what I know from playing around with settings, trying to get something that doesn't look like TOR water gone bad.

    I really like what you've done with the more accurate specularity. Your water shadows are still similar to other TPV EEP viewers and more subtle than what we had with Windlight viewer, which Alchemy's EEP beta is emulating. However, simply getting rid of that awful and out of place sun/moon reflection in the shadows makes a huge difference in the realism of any scene including water.

    Snapshot_012.thumb.jpg.75102fe180bd31d0cd744c6ab4a869ec.jpg

  17. 2 minutes ago, NiranV Dean said:

    You... crashed? or did you just get disconnected/timed out? 

    There were Dullahan warnings from WINE, but those could be clicked through. The viewer did CTD, simply closing without warning. I don't expect you to troubleshoot this. It comes with the territory, so to speak, when using programs on unsupported operating systems. Working media isn't a prerequisite for a functional viewer since Alchemy's Linux EEP beta doesn't have a working CEF yet, and it doesn't CTD.

  18. 1 hour ago, NiranV Dean said:

    No media? Oof. Missed out on the best part then.

    I did use Black Dragon when I had Windows 10 on a drive connected to my computer, mainly to play a couple games on Steam. So, I have seen the media you posted. :)

    43 minutes ago, Profaitchikenz Haiku said:

    Yes, I found my scribbles, hdparm -i /dev/sdx gets the disk details. I believe you don't have to put the full serial number in, just enough such that there isn't an empty field.

    I presume you're on 64-bit linux?

    Ubuntu 20.04, LTS kernel with Mesa 21 and AMD OpenCL drivers. I made up a serial number for the 'drive' which has nothing to do with my actual hardware.

    I set up Black Dragon and drove through a dozen sims on Nautilus. Then I was going to teleport to another location and the viewer crashed. Attempts to log back in didn't work until I came back in a native Linux viewer. I didn't crank up settings to unrealistic levels and the performance was mostly usable. I won't be driving anymore with this viewer, however. I need parcel boundaries on mini maps for navigation. Sometimes I want to sail my Trudeau boats, so invisiprim funcionality in deferred rendering is preferred. Mini map parcel boundaries and working invisiprims = Kokua. I do look forward to trying out more of the unique features of Black Dragon for photography.

  19. 17 hours ago, Profaitchikenz Haiku said:

    ( Apply the fix @animats suggested in another thread and create a disk serial number for your Wine  "hard disk", I'll have to rustle up bits of paper to recall exactly how I did that)

    I used winecfg to set a drive serial number. For the first time now, I have Black Dragon running on Linux. There's no media, but otherwise it appears to run just fine. 

  20. 5 hours ago, RicDelMoro said:

    but what drives me crazy it's the excess of RAM that Firestorm takes : other day I was jumping around in some sims,when I noticed FS was taking 5 Gb of my RAM.I had to restart etc.The regular Linden viewer never takes this huge amount of RAM.So what "we" need ( I guess many others think like me) is a kind of intermediate viewer,not primitive as SL official,but not so heavy as Firestorm . (PS , I returned to FS 6.3.9, but they ll kill it next update...so..).

    I have noticed this too, and I have 16 GB system RAM and 8 GB RAM on my video card. In certain texture heavy locations, Firestorm will, depending on the direction of the camera, start to use more and more system RAM until it begins to stutter. [Edit: And since I use Singularity at clubs/events, it isn't due to the presence of avatars on these occasions. These are usually regions with lots of objects and textures with materials.] If I then open my System Monitor (on Linux), Firestorm is using over 12 GB RAM and going into swap space on the hard drive. I believe the problem has to do with the new 'dynamic' texture memory code. Try disabling it in Preferences > Graphics > Hardware Settings: "Enable Dynamic Texture Memory" and see if that helps.

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