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Viktoria Dovgal

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Everything posted by Viktoria Dovgal

  1. Heh, where've you been? It's been that way since they switched the front from Xstreet to Marketplace, and it's already due to change next week.
  2. Sure can mix them now! If you just want to mess around and kick the tires, toss the blank white texture on any old object as the specular map, then play with the gloss and environment dials. Try this on a junk object, BTW. The new materials kick old prim things into using the new accounting, and some objects like hollow legacy prims have super high land impact when they go that way.
  3. It ought to be possiible. I did it with earlier 2.x versions but it got to be too much work to keep up. The price of a cheapo PC that could run SL as well as a G5 got to be less than the time cost. The LL code has become a bit x86-specific so you will need to expect some porting work, more than recompiling a pile of libraries. It will be a lot less work if you make Leopard the baseline, then there will be fewer battles with changed and missing built ins. OTOH, a PPC port that doesn't run on Tiger will still exclude an awful of of PPC Macs.
  4. Yeah, Hanson's been a problem child for years. The infohub was in trouble even before the Moles showed up. It was one of the resident built hubs, and one of the residents who built it disappeared leaving big chunks unmodifiable by the ones let behind. At least they were able to replace the missing chunks out on the front deck, opposite the NCI mini hub. The rest of the sim was scarred badly by cutting and ad farms. Over the last couple of years Lindens reclaimed and merged some of the mess in the northeast of the sim, but it doesn't look like they've done anything with it but mark it as theirs. Once upon a time Blondin mentioned that something would be happening in Hanson, but I guess bigger and better things had to come first.
  5. I had to deal with that for quite a while, glad that's out of the way! Biggest bangs when I had to deal, roughly in order: Draw distance low, really low. A lot of viewers won't go below 64 draw distance in the control panel, but you can set RenderFarClip as low as 24 before the camera glitches. Put the fully rendered avatars low, really low, RenderAvatarMaxVisible to around 5 or 6. That's in the regular graphics settings in 2.x. Some old machines work better with avatar impostors on, some with it off, try both and see. Drop particles to 256, 0 is possible but it makes stuff way too fugly. 2.x lets you turn off water transparency, do that. That's where most of the water hurt comes from, water gets rendered even if the sim's all dry land. Graphics options, hardware, try VBO on and see if your card can handle it. On old old Nvidia it can be a MAJOR win. If you're on a Mac, check if RenderTextureMemoryMultiple is less than 1. Try it at 1, even 2! Then go back to graphics hardware and slide up the graphics memory. It never made sense to me, but I got better performance on one old clunker if I set graphics mem to double what the card really had. This setting can make things worse too, just put it back to default if it doesn't help. Graphics settings again, turn flexi quality down as low as you can stand. It will probably still look OK, just less flowy. Terrain detail on low, it makes the ground textures smeary but frees up memory for other things. Media OFF, go to settings and turn it on as needed if you really want to try to see something, but this will totally kill an old machine. Streaming music isn't so bad. Make the cache smallish, the larger the cache, the more RAM is eaten up by VFS and texture cache index. OTOH, if your bandwidth is low too, the memory hit from the bigger cache could help more tha it hurts. It's always a balancing act. In Advanced or Develop, look for "Fast Alpha" or "Automatic alpha masks (non-deferred)" and try it. Soemtimes it helps a lot, sometimes it doesn't help at all. Avoid complicated attachments on your own avatar, especially majorly flexi stuff. Your own avatar is usually right in front of the camera so it's easy to lag yourself.
  6. Heh, what's best? I can tell you about a little car I adore, and it was inexpensive too. There is a little shop in Seraph City called Gorgon, due north of the landing point, http://maps.secondlife.com/secondlife/Seraph%20City/124/161/106 Demos are in the shop, you can rez one and take it around the sim. That Tango 3 wheeler is a blast, easy to drive and it has just the right engine sounds. It has a plane-like fly mode, not the hovercraft deal that most hybrid cars use. It does wheelies with PgUp, and thee's cute light and horn extras, color change, all that. You can operate it by keyboard + touch or with the HUD, but even the HUD part is fun, and the menu layout is pretty easy.
  7. For the time being it takes a skin change, but you can expect a makeup industry to pop up some time soon, following viewer 2's tattoo layer.
  8. It looks like a pinyin input thing, the interface is very much like this one.
  9. SL scripts are more or less "always on", we don't really launch them. Drag a script into a prim, open the script and make sure the running box is checked, and that is usually all there is to it. Running scripts will always be inside a prim, the system isn't set up to run them standalone. A lot of scripts are written for very specific situations. They may need to go into a prim of a certain shape, of have other items in the prim's inventory to work, or be linked some particular way. If you're using pre-written scripts that need those kinds of things, hopefully someone dropped instructions in the box too.
  10. My main issue with that sound is that it's just like the stock sound clip used in old movies, and in those movies the clicking invariably stops and is followed by a blood curdling scream. I would like the SL shoes if they included the scream.
  11. The best we have for now is a cheesy workaround. Go to the region in the map, press Copy SLurl, click on the main address bar, Ctrl-V to paste, then edit the coordinates as wanted Oh Kitty posted that while I was doofing off, sorry.
  12. How old is the libsl/libomv used in ajaxlife? Historically the library was pretty bad at handling appearance updates, but it's a lot better in the trunk (maybe the 0.7 release too, but I'm not so sure about that one). Assuming ajaxlife is happy running against the newer library, you can look in the source for TestClient's appearance command for what calls to use. (libsl based clients tend to call the appearance stuff automagically these days, but the command is still there to peek at.)
  13. Koni.Lanzius wrote: Would the instructions to rid myself of the mouse-over pop-up be the same if I'm on a Mac OS X 10.5? ToolTipDelay is cross platform and quick and relatively painless. Skinning modifications are also cross platform, the only difference is the path to the XML files. You do have to reapply your custom changes with every viewer update or different viewer you try, so it can get old really fast. (Unlike some other config files that go mostly untouched for years, the XUI stuff tends to get incompatible changes among different releases (UI elements come and go and get moved and so on), so it's mostly going to be a manual process ) Anyway, to get to the skin folders on Mac viewer versions, right-click on the Second Life app icon from a Finder window, and Show Package Contents. Go into the Contents folder, then Resources, and you'll find the skins folder in there. After that the paths are the same.
  14. To hide the UI tooltips you have to jump into the debug settings. Ctrl-Alt-D (add Shift on some systems esp. Linux desktops) to reveal the Advanced menu, then Advanced->Debug Settings. In there, you can change ToolTipDelay to some large number. There isn't a setting to totally shut them off, but if you set it to a long enough time it's close enough. This also hides the little helpers in the script editor, so if you use feqtures like that you might want not to make the delay too long.
  15. They don't make it easy In the right-hand column of each KB page, you will see Topic #: 4051-5402 - only the last four digits, 5402 in this case, are interesting to us here. Take this huge ugly URL and replace the XXXX with your wanted topic number at the end: https://support.secondlife.com/ics/support/default.asp?deptID=4417&task=knowledge&questionID=XXXX So, to link to topic 5402 (that's the KB article that explains how to do this!), use: https://support.secondlife.com/ics/support/default.asp?deptID=4417&task=knowledge&questionID=5402
  16. Sorry Marck, the eye dropper is not that cool It will only pick up tints, the color next to the texture swatch in the edit box's texture tab. Only a few things use those tints. All is not lost, there is another way! Unhide the Advanced menu, show it with Control-Alt-D, and then do Advanced, UI, Show Color Under Cursor. The RGB numbers will show at the bottom right of your screen near the sound controls in tiny white numbers. Type the first three numbers you see in the Red Green Blue spaces of the color window and you ought to have it. If you are on a Mac, you can use the regular SL Preferences, General tab, "Use default system color picker". The magnifying glass icon from that color picker will do the right thing. Turn that option back off if you really want the SL tint later.
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