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KT Kingsley

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Everything posted by KT Kingsley

  1. Less ubiquitous than at its height, but I've been having it more frequently in the last few days. Cannot teleport to destination, then TP is locked, then disconnect, or log out manually before that. On relog Last Location is a few TPs prior to the disconnect, and while my outfit is the same as when I disconnected, any recently edited scripts in my attachments and any data they had saved in object descriptions have reverted.
  2. If this is a worn object that rezzes when the avatar logs in, you can check llGetAgentSize, which will return ZERO_VECTOR for a few moments until the sim comes to terms with its existence.
  3. Re changeable link numbers: use llGetNumberOfPrims and loop through them checking their names with llGetLinkName (counter) and storing the link numbers in variables or in a list. Re moving linked prims: use llSetLinkPrimitiveParamsFast with the link number and PRIM_POS_LOCAL. You can combine all the prim position changes into one list, selecting different links with PRIM_LINK_TARGET.
  4. That looks rather like what I got when I once downloaded the wrong version of the driver. Go back to the drivers page and make sure you've chosen the correct graphics card and the correct version of Windows for your machine, and try again. From your posted specs, I think you want: Product Type: GeForce Product Series: GeForce 900M Series (Notebooks) Product: GeForce: 950M Operating System: Windows 10 64-bit Click on the question marks next to Windows Driver Type and Download Type for advice on which options to chose. The defaults are probably what you want. You can find the driver type you need in the NVIDIA Control Panel. Right click on your desktop and start the control panel from the options there. Get the system information from its Help menu. Driver Type is the second item shown. When I last tried, Game Ready Driver was the only option available for my particular graphics card. Choosing Studio Driver got me an error when I clicked on Search.
  5. There's this: https://modemworld.me/2019/06/17/sl16b-meet-the-lindens-when-and-who/
  6. It is against the rules to use bots to artificially inflate a location's traffic figures in search listings. It isn't against the rules to use bots in searchable locations if they're registered as scripted agents, and thus aren't counted in traffic figures, though they do create enticing clusters of green dots on the map. Only the Lab and the account owner can know if an avatar is registered as a scripted agent. If an abuse report is created for suspected illegal traffic-inflating bots and nothing happens, it's quite likely that the bots are properly registered as scripted agents.
  7. I'm not sure if this is relevant, but remember that the rotation numbers in the edit floater refer to the object's local rotation (its rotation about its own axes). The in-world edit tools will show the world axes unless you switch them from World to Local using the drop-down towards the top right if the edit floater.
  8. Ah ha! Now I see the light! HUD = vendor! Nevertheless, a multi-choice vendor can be done using just one prim and a lot of textures. And even slicker using a mesh model for the vendor.
  9. A worn HUD doesn't count against your LI. But even if you're asking about something that you rez it doesn't need more than a single prim unless it's a tinting thing with a couple of sliders (which I guess is unlikely as you're also talking about predefined choices), which could be done using the standard build editor floater. Provided that the object is modifiable. Overall, I'm getting the impression that you're talking about something with a load of pre-made colour textures and a HUD that uses a prim for each one. If that's the case it's really rather easy to make a HUD using a single prim and a single texture that does the same job. Please correct me if I've missed the point entirely, which I suspect I must have.
  10. One of my alts still gets these. I think if the site could sing songs, it'd be Daisy rather than Happy Birthday. You need to create an completely new account to log into VirtualVerse One (VVO - http://www.virtualverse.one). In your profile there’s a field where you can enter your old SLU post count manually. Cris hasn't got the archives up yet.
  11. llUnSitTarget (vector offset, rotation rot) An agent standing up after sitting on an object which has had this property set is immediately positioned as specified.
  12. Have you installed Firestorm more recently than the SL viewer? The most recently installed viewer usually takes control of the SLURL protocol. The program SLURL proxy (download here: https://wiki.phoenixviewer.com/slurl) lets you specify which viewer should react when you click on an SLURL in your browser. Even if your problem isn't the result of of this, maybe installing the program will fix the SLURL protocol data that seems to be broken. I have to admit I'm not sure how an SLURL would work if it's set for one viewer, but you currently have the other one open, nor what happens if you have both viewers open. ETA: Well I tried it, and it seems that if the protocol points to Firestorm and you have the SL viewer running, nothing happens. And if you have both viewers running, it's the one that has the focus (and possibly the one that most recently had it if neither does) that gets the place floater opened.
  13. You can set an experience to a group. Among the group abilities are "Experience Admin" and "Experience Contributor", so group members with these abilities should be able to maintain an experience in its entirety. But I don't know if it's possible to apply the group setting to an experience after the group owner has stopped being a premium member without LL intervention.
  14. How about letting me sell my spare group slots? A bit like fishing quotas.
  15. Note that the WAV files you import into SL must also use a specific sampling rate of 44100Hz as well as being no more than 10 seconds long.
  16. Also the suitcase icon at the bottom left of the inventory window.
  17. I can't find any links myself now, and I can't remember where I thought I'd seen it before, but the dates for some of the drivers on 3DConnexion's driver archive page do go back a few years so it might be worth trying some of the older ones.
  18. Preferences/Network & Files/Directories/Conversation logs and transcript locations/Open will open the folder you want. Then open the sub-folder with the name of the avatar you were using when you were chatting. You should find the file of your chat there, named after the person you were chatting with. Ctrl+P to open the Preferences floater. I'm not sure if the files use the display name or the username, though.
  19. I've stuck with the SpaceNavigator driver version 6.18.0, the next update to which started inserting very irritating and intrusive dialog boxes whenever I activated it. I didn't see that version available on the 3D Connexion website (I didn't look very hard) but I do see it on some driver archive sites, which I'd be very wary of without a proper health check. Maybe reverting to the driver version that came on the installation disk might work better for you. I seem to remember that worked fine for me with SL and Blender.
  20. Remember that scripts use alpha, opacity, measured 0.0 – 1.0, while in the build floater it's transparency, measured 0% – 100%. So, different scales and measured the other way around.
  21. I don't find my SpaceNavigator helpful in build mode, when I usually really don't want to spin what I'm working on around. I find it a bit meh as an avatar controller, probably because I've not practiced enough to develop the lightness of touch and the precision it seems to need. But in flycam mode it's a really nice accessory to have, whether building, photographing or touring. Where it really comes into its own is in Blender (and, presumably, any other 3D modelling program). I'd happily continue to use SL without it, but I'd find using Blender with just the keyboard and the mouse a bit of a pain.
  22. Try replacing the 0.05, 1.0, with 0.5, 0.5,. I've no idea how the parameters are supposed to work with scaling, but those numbers seem to zoom in to 2x and back to 1x.
  23. Does using the Esc key get you back to the correct angle?
  24. You've overdone the ORs. Specifically, you should separate PSYS_PART_FLAGS from the ORed flags with a comma, and also separate PSYS_SRC_PATTERN from PSYS_SRC_PATTERN_EXPLODE with a comma. llParticleSystem( [ PSYS_PART_FLAGS,PSYS_PART_EMISSIVE_MASK| PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_INTERP_SCALE_MASK, PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_EXPLODE ,PSYS_SRC_BURST_RADIUS, 2.1 ,PSYS_PART_START_COLOR, <0.0, 1.0, 0.0> ,PSYS_PART_END_COLOR, <0.0, 0.6, 0.3> ,PSYS_PART_START_ALPHA, 1.0 ,PSYS_PART_END_ALPHA, 0.0 ,PSYS_PART_START_SCALE, <0.5, 0.5, 0.0> ,PSYS_PART_END_SCALE, <0.5, 0.5, 0.0> ,PSYS_SRC_TEXTURE, "407dfddc-ede1-4fe2-92a8-0176283aed58" ,PSYS_PART_START_GLOW, 0.5 ,PSYS_PART_END_GLOW, 0.3 ,PSYS_SRC_MAX_AGE, 0.0 ,PSYS_PART_MAX_AGE, 5.5 ,PSYS_SRC_BURST_RATE, 4.0 ,PSYS_SRC_BURST_PART_COUNT, 80 ,PSYS_SRC_BURST_SPEED_MIN, 0.01 ,PSYS_SRC_BURST_SPEED_MAX, 0.03 ] );
  25. The PSYS_PART_FLAGS are bitfield values (that is they are a set if individual one bit flags in a single integer), so they need to be ORed together using the bitwise OR operator "|" to make that integer. I think what's happening here is immediately following PSYS_PART_FLAGS you have the integer PSYS_PART_EMISSIVE_MASK which is taken to be the entirety of the flags, and following this you have PSYS_PART_INTERP_COLOR_MASK which has the same value (1) as PSYS_PART_START_COLOR, so the compiler then looks for a vector but finds PSYS_PART_INTERP_SCALE_MASK which is an integer.
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