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ST33LDI9ITAL

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Everything posted by ST33LDI9ITAL

  1. This should be standard. As well as the built in animator. Niran doin work!
  2. In regards to llDetectedDamage here is new FR with proposed Damage event: https://jira.secondlife.com/browse/BUG-234594
  3. Windoze does provide. This PS scriptlet will list core speeds: https://learn.microsoft.com/en-us/windows/win32/perfctrs/performance-counters-portal
  4. I don't have the answers, only lindens could tell you anything about the server pipeline in detail. But, there's certainly a reason why it exist in the first place. There's reasons why they switched parts of their pipeline to http. There's reasons why they use a CDN. Streaming services like SL are a complex thing. There's a lot of quirks with SL as we all know... Could be all sorts of issues so idk. But if you are having network issues and update packet gets lost then that person isn't gonna load completely. What I can say is that I've noticed failure to loads on pretty much all the viewers at some point but one nice feature that Kokua has is the ability to reload the entire scene which always clears it up. Or, you can just tp out and back in.
  5. Release notes still gonna be there (linked in OP) just not a forum post.. not a big deal, if you wanna talk about em then make a thread imo. I agree and think blog more suitable for most.
  6. You ever wonder why the recommended and maximum bandwidth setting in options is 3000? Yea... let's just say it's not entirely the client/viewer fault...
  7. Translates to: "Hey folks, our sales and retention of land and specifically full regions have gone down. So, now we are going to charge everyone more for lindens to make up for it!" Land prices are already robbery, so no surprise there. $210 for a region? Tell us this, how many regions run on that 1 server? How much is that server? Anyone that has a clue about online hosting and cloud services knows it's a ripoff. For every two people paying $200/mo for some virtual pixels on a server instance you are able to get another server from that. Any decent server should be able to run at minimum at least 2 to 3 regions. (Being very conservative here) Amazon's services are actually quite reasonable and I know that you should be getting more than 1 region per instance and 1 instance doesn't even cost that. So, here we are. Can you even imagine the trouble SL would be in if the land whales decided to pull out all a sudden? Is that what we are trying to do with this? Appease the land barons? Were some of them starting to get a lil finicky? This may help you in the short term.. but ultimately I believe it's a bad move. People aren't going to like this. You want to encourage land ownership? Really? Make ownership of both land and regions require membership. Slash prices in half across the board for land/regions. Increase tier plot sizes. Put in mainland ownership limits per account (say regular account can own up to half region and prem plus can go up to full sim or two size worth of land) but don't limit private regions. Then sit back and watch what happens. Yes, you will need multiple premium accounts if you want to be a land whale. Because if you cut the prices in half... people would actually be interested then! And could actually retain them long term. Imagine that... if there were actual demand for all the supply!? Supply that is literally just sitting there and wasting resources currently. Resources wasting that still cost upkeep... On the good side, it's about time people can pay for their land with lindens. That should have been a thing since day 1 of lindens and land ownership tbh. Oops! Spoke too soon.. sigh. Only pay for private region. Rip.
  8. Wait what?? Lua scripting in CVLV?? Like viewer plugins in radegast? Link to info?
  9. Linkset data is huge and nice to see! Good stuff!
  10. I tend to switch between conversation window and chat bar depending on what I'm doing. If I'm hanging out in general always use conversation window. If I need the screen real estate while building or if I'm racing I always close conversation window and use the bar. No idea which one whenever the bug bites haven't tested. Well, I'm giving it another go and sorta glad I am. So far, haven't seen the bug bite yet. But I guess I didn't give it a good chance before due to movement mechanics. Server side drag n drop AO - check. Area search - check. Copy/paste build tools - check. Voice - check. Performance - Ok so far. So really, I think yea it's got what I use and need most. RLV is a pretty major feature though to not support considering the wealth of rp systems that depend on it. If there were moonwalking/directional facing movement I could totally see myself using this primarily. Does your build project compile for Mac without much fiddling and fuss?
  11. Whatever causes the UI/chat to cause the client to slow to a crawl. That. Although, I could be wrong on that, I can't remember if it were Dayturn or Catznip... FS definitely affected though and one of the others I recently tried. I do remember there was a lack of options though on Dayturn... explicitly moonwalking. Which is a game breaker to me at this point. I've gotten too used to my avatar always facing direction moving while rummaging around. Idk, I'll try it out again, but just tried it not long ago and didn't last 10 or 15 minutes before uninstalling for one reason or another. I like Alchemy, seems to work and do what I wanna do. I switch to FS when I absolutely need to use area search or copy/paste build tools.
  12. Alchemy is also good for Mac. Firestorm latest is borderline broken with UI lag bug and Dayturn is missing many current options and features others have, also seemed to suffer from same bug as well if I remember correctly. Dayturn seems good, missing RLV and few other things noted below. But I was wrong about it. Alchemy is also a good balance that runs well on Mac.
  13. https://jira.secondlife.com/projects/BUG/issues/BUG-232445?filter=allo*****sues Take the time to read this and add a comment if you support it (which you should) because this would be monumental for SL. This is a proposal for adding the ability for linksets to have hierarchical support. Child prims for child prims essentially. Why is that a good thing? Well, because it would make building any sort of complex build, gadget, vehicle, whatever that uses rotations, hinges, pivot points, soooooo much easier and more accessible to people. It would be an amazing upgrade for building. A much needed upgrade, all around. So go on, be vocal! If you want change ya gotta make your point heard! Comments here are great, but comments on the jira ticket are much more meaningful!
  14. Yea... that was more or less what I was thinking too. I was just trying accommodate for seats that others make that may not be uploaded right and having one less prim per seat. Currently can handle the major cardinal directions by checking rotation of and adjusting assuming they were uploaded a certain off axis. Several if checks and adjustments, works for the major directions but it's not pretty. Using power seats, so seat moves with avatar and adjust sit target at same time. Having an extra prim for the seat instead of just uploading mesh the right way is meh. Like to try to make it easy to use for others though. But agree, sometimes the easiest thing is just the preparation itself rather than trying to fix something.
  15. Adding onto this.. how would you go about making SitTarget rotation relative to root regardless of rotation and regardless how the base rotation of seat is? Example, in a vehicle.. you want to be facing forward in. But the seat were uploaded at wrong axis so you had to rotate them 90deg to get them looking right... and vehicle isn't zero rot when setting sit position. llLinkSitTarget(i, <0,0,.1>, (ZERO_ROTATION / seatRot) / llGetRootRotation()); works to solve the child seat rotation or mesh being uploaded wrong axis, but not the root rotation... if seat is set while vehicle or root isn't zero'd out then it's off.
  16. So then where/how is grid survey pulling it from then? For example: https://world.secondlife.com/region/00c90ba4-8edb-400a-a106-3b7f3adb6b9f Has no current map displayed and no meta data tagged for it. Yet clearly grid survey has it.. http://gridsurvey.com/display.php?id=117890
  17. Well, first of all I love your physics lab and builds! Looks like a lot of fun! Intro vid is hilarious, lol.. I like to play with physics as well and would def like to join you sometime. As well as get ahold of whatever you smoking! To answer though... there is no RL correlation with Havok physics and unseen forces in reality. At all. It's just software glitchy jankyness at it's finest. LL's implementation of Havok isn't very good. It's outdated (like everything else) and they don't use nearly all the features that Havok provides. SL really only provides a rather small chunk of Havok.. the basics I suppose. If you'd like to see a good implementation in a sandbox environment then I would HIGHLY recommend you to go pick up Garry's Mod (it's a physics sandbox game, based on Source physics, which is based on Havok) and give it a whirl. Or, you could pick up Unity engine and play around in it, as it supports a Havok implementation as well, along with their own physics and 3rd party. A lot of physics bugs in SL, yes they are bugs and not features, are due to the constant counter energy, repulsion that is applied to physical objects, rounding errors, a physical object's "energy", and things others have mentioned already. Overall, it's just a half done implementation. Garry's Mod is just as old as SL and had way better physics simulation. Constraints, joints, soft body, and done in a way that was much more accessible and easier to use for the user. If SL had the same feature set as Garry's Mod, it would be incredible. But no, such will never be. LL doesn't have the resources, expertise, or will to do it. They will forever be smashing bugs on the broken engine and viewer they refuse to rewrite until the end. I've built and seen some amazing contraptions on GM... talking massive all physical robots, cars with actual suspension and even gearboxes or transmissions made of actual gears. Tornado simulations. All kinds of contraptions people have made over the years. Sure, GM has it's fair share of bugs as well, as most physics engines and simulators do, but I still encourage you to at least try it out so you can see how Havok's potential on here is nothing near what it could be. There is a successor to GM in the works called S&Box that's been in making for awhile now and due to be released maybe later this year or next. So looking forward to that because it will be awesome! Also, if you want better physics, use mesh instead of prims. Cause prims are kind of wonky and retarded in some aspects. Take the sphere for example. It will stop rolling on a flat surfaces and just kind of skids. But, if you make an icosphere.. it will remain rolling. It's just a shame we are limited to 256 hulls/faces. Because we could have a whole nother resolution of icospheres if they'd bump that up to 320, giving much better sphere physics.
  18. Don't buy those no-mod items then.. easy fix. If you buy them and then complain well, you're just a sucker then lol. Creators don't make no-mod items to protect their stuff, besides scripts. They do it to make more money so suckers buy fatback's just to change a color. Don't buy it, and then tell them why. If enough do the same then you will see results. That's how things work. Just how, if you're not happy with sub model for SL, then don't buy it. Really is that simple. Whenever I come across something I really like that's no-mod, I always reach out to creator and tell them how I feel about it, and sometimes they work it out. Other times, well, they don't. Is what it is. No mod, no buy.
  19. That's actually a really good point to make... I definitely see that getting abused for bulk uploading at half cost or whatever.
  20. Yea naw... no thanks. Nothing seems "plus" about it to me but the price. I do like the waiver of upload fee's.. seems like a nice motive. But it's just not enough to be appealing to me. Rather see no stipend and higher land use.. All in all I think they need to up all the land tier bases... 1024 is just pathetic imo. 2048 should be base for regular premium. Prem+ should be 4096... or even more.. They too greedy with their virtual pixel real estate. If they looking to do different sub models imo should have a "Creators" sub with ALL upload fee's waived. Putting group limit behind a paywall is just robbery. I despise that so much. I miiiight would consider $20/mo for it as is.. But at $25 I'm out. Hard nope. Already been debating not even resubbing prem cause the linden houses are too laggy or too restrictive to enjoy. 1024 mainland is even worse cause by time you build a house or shop or whatever you basically out of li. For now, only thing that I even keep prem for is groups.. and I've already made up my mind that just ain't worth it and not gonna support that any longer so, meh. One day they'll get it figured out... maybe. Doubt it though, since they haven't by now. If that's true that they limit groups for "performance reasons" then they need better infrastructure, seriously. There are plenty of messaging protocols and servers out of box and open source that support millions of messages a second. Groups shouldn't be that much of an impact attt allll. If it's cause of the client.. well, even more of a reason to thread the UI and improve client performance as should have been done years ago. With an active population of users at like 40k... I don't see how groups are even relevantly considered a performance issue. If they are, then fix it.
  21. Just curious but since you are working on improving image decoding have you considered HTJ2K?
  22. I'm not sure wtf you're going on about... but it doesn't take any time at all to setup or snag an opengl boilerplate to test. You can build native, on apple silicon, in c++, without rosetta, the performance is fine, it uses metal (as everything else that uses gpu does, so uses gpu)... If you need more extensions than ones supported natively then you could try something like MGL project which provides some conformance upwards to OGL 4.6 wrapping OpenGL > Metal, although untested. MoltenVK is fine for what it is, very performant, and will only get better with time. There is absolutely C++ access to Metal... Wrappers and translations to gpu drivers are a very common thing... it's abstraction.. Apple has Metal, Windows has DirectX, Vulkan, OpenGL, etc.. they all have abstractions to access them in various ways. Nothing wrong with user space translations or wrappers.
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