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Theresa Tennyson

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Everything posted by Theresa Tennyson

  1. Then use the sliders until they stop looking grumpy or angry. Anyone who finds that daunting probably won't do well in Second Life. That's just the way things are.
  2. There's another factor - the animations your avatar is playing. Your avatar's feet don't really know where the ground is - animations are played in space while your avatar is magically supported at a point somewhere around your hips. I'm assuming that you're setting your height using some sort of pose stand or fixed pose. The animations you're playing may position your feet at different heights above the floor. If you look closely you'll see most avatars are actually hovering slightly above the ground to prevent their feet from digging into the ground with certain animations. Since the default view is looking down this isn't that noticeable most of the time. The solution to this is... well... to not look close.
  3. I can rezz at Hollywood Airport right now despite not belonging to any directly associated groups.
  4. Wouldn't the same factors making it impossible for them to pay rent make it impossible for them to respond to a message from their landlord asking if they are having problems in RL?
  5. It's also possible that a marketplace malfunction caused someone to "buy" the same item multiple times unintentionally. There's no rational reason for anyone to buy full-permission animations more than once. It would be basically the same thing as a bank error. https://www.helpwithmybank.gov/get-answers/bank-accounts/bank-errors/faq-banking-errors-08.html
  6. The Lindex is an exchange and it will show a certain amount of fluctuation. Right now the Linden is at an unusual high against the US dollar, so you'll get fewer for your money, and the rate has been rising, meaning that the time to fill an order will unexpectedly increase. For much of last year it was at an unusual low against the US dollar, so the lather-flecked complaints on the forum were coming from those selling Lindens instead of buying them.
  7. There's a very simple explanation - you're wrong. The physics issue and the land impact issue are symptoms of the same thing, which is not channel-specific and is fixed by a restart. If objects were returned because of the issue those regions need to be rolled back. Everyone else had it figured out hours ago.
  8. Either click on it or click on the HUD that comes with it and select "Hide." That will make it invisible. Or, simpler still, just don't wear it when you're wearing pants. There's no need to keep it on all the time.
  9. Here's where I would normally say that would be the equivalent of licensing the letters "s", "p", "i" and "n" in the alphabet, but a spinning sign script is so trivially simple it would just be the letter "s." Here it is, in all its glory, straight from the SL library: default { state_entry() { llTargetOmega(<0,0,1>,PI,1.0); } } ARRR! I feel piratical just posting that...
  10. With a toaster, the reseller has a fixed number of toasters. If forced to sell at an unrealistic price they'll find themselves with unsellable items; if they anger the supplier they can't get any more toasters to sell. With software and "products" in Second Life the reseller can create infinite copies at negligible marginal cost, and (at least in Second Life) the supplier has no physical way to stop them from doing so.
  11. Assuming that you can't find hats you like that include hair, try finding a modifiable hat that comes with hair and is worn at the same angle that you want to wear your good hats. Then edit it to get rid of the hat and wear the remaining hair alone, making it easier to have the hat be a reasonable size for your head.
  12. I think the issue with things revolving is strictly with signage and was back when land cutting/obnoxious signs were particularly common. The bigger problem with your idea would be that everything in your restaurant would need to be linked together or linked into a small number of large , synchronized linked groups for it to rotate together, and I don't believe that an avatar would follow the rotation at all unless it was seated.
  13. Go to your "Current Outfit" folder in your inventory and see what's in it. It should contain only links (icon with twisted white arrow) to various wearables and possibly a link to an outfit folder. It should contain no actual items or folders. The Current Outfit folder is stored on the server and is what tells other people what you're wearing. If there are things in it that shouldn't be there it can cause all sorts of problems.
  14. Might be risky, as the same statute that bans price fixing in California also bans selling below cost/predatory pricing. Another store might smack them for selling too cheaply.
  15. A mutual agreement is a contract. It doesn't have to be written or between "businesses." As the "buyer" and "seller" are both controlled by humans an agreement is a contract, and if the seller says, "By buying this you agree to not re-sell it under a certain price," buying it creates a contract -- given, of course, that the buyer knew that stipulation when buying it. http://www.businessdictionary.com/definition/contract.html
  16. "Price fixing" is when competitors agree about pricing. A single supplier can set resale prices. https://www.ftc.gov/tips-advice/competition-guidance/guide-antitrust-laws/dealings-supply-chain/manufacturer-imposed
  17. It might have had to do with winning an auction. It would be unreasonable to expect tier to be completely covered at the instant a parcel is won in an auction because that would mean the group would need to be tiered up for land that they might never own if they didn't win the auction.
  18. You'll find that screeching in anger at things that one doesn't understand is quite common - some even develop a wide reputation for it. On a private island the renter can actually be given owner status of the land they rent - this can be taken away by the estate manager if they default on their rent. This means they can return anything on the lot, including landlord-provided items, without being able to do the same thing on any other lot.
  19. According to your profile you joined Second Life at the end of November 2016. According to your post history you started noticing issues in mid-January, 2017. What are you basing "normality" on?
  20. You're looking at things slightly backwards. The important numbers to look at are "Sim FPS" and "Physics FPS." In a perfectly running region they should always be at 45. In reality, they often are slightly slower for moments when a new load happens like a new avatar entering the region. "Time dialation" is how close the region is coming to the optimum 45 frames per second. Brief fluctuations aren't usually a problem - it's when the framerate goes below 45 and stays there that you notice perceptible lag. The way the simulation is written the framerate will never go more than 45 frames per second. (This is the actual number of times the simulator tracks objects, avatars, etc. and has nothing to do with your visual frame rate.) "Spare time" is injected into the equation when the processes run each frame would take a total of less than 1/45 of a second to run. This helps maintain a consistent simulation framerate. Scripts used to be a major cause of laggy regions but some years ago the simulation was re-written so that scripts could only use a certain amount time per frame and any scripts that couldn't run in that time would be skipped and run in the next frame. This is why there's a "Scripts Run" percentage - that's the percentage of possible scripts that get to run in each frame. When that number starts dropping the scripts themselves will run more slowly and erratically but the overall region should keep performing at the optimum framerate.
  21. For the last couple of years, textures, meshes, etc. don't arrive at your viewer directly from the main servers in Arizona. They're cached on a "content delivery network" with "nodes" in various places all over the world and you're normally sent the version cached on the nearest node. This is faster if that item is already on that particular node but can be slower if the item isn't cached yet because the node needs to fetch it before it can send it to you. You're more likely to see slow loading if you go to comparatively low-trafficked regions and/or live in an area of the world with comparatively few SL users.
  22. I remember reading an old high-end stereo magazine from the 1980's. Someone wrote an article saying that we should go to a high-definition analog television system and the government were a bunch of philistines because they hadn't pushed it through. Of course, the government didn't listen. Of course, the high-definition analog system would have been obsolete years ago if they'd done what the writer said anyway. ----------------------------------------------------- Okay, we obviously need to talk about terminology: All mesh capable of conforming to the movement of the avatar mesh is rigged mesh. It's been official and supported for as long as mesh was on the table for SL. I've seen a video from 2010 where someone was wearing a rigged mesh avatar in a Second Life testing environment. Rigged mesh is rigged to bones. The default Second Life avatar mesh has some aspects of its shape determined by bones, but others that represent "soft tissue" are determined by morphs that are hard-coded into the definition of the avatar itself. If you wear a piece of mesh in Second Life, it simply can't reliably follow the morphs of the default avatar. Morphing, for our purposes, is the equivalent of analog television. The reason for "standard sizes" of mesh clothing was to set the morphed aspects of the default avatar to predictable values so it wouldn't be obvious that mesh clothing couldn't respond to those slider values. Fitted mesh is also rigged to additional bones in the skeleton called "collision bones", most of which were already there but lying dormant, which can approximate the effects of the morph-changing sliders. The skin of the default avatar isn't rigged to these collision bones though. Mesh rigged to the collison bones can therefore respond to the sliders which make the default avatar morph, but not exactly the same way the default avatar does. This is why fitmesh clothing usually doesn't work reliably on the default avatar. Even if you added polygons to the default avatar and improved its weighting this wouldn't mean that mesh clothing would be able to respond the same way as the body does to the "soft tissue" sliders that cause the default avatar to morph. You'd need its skin rigged to some system of bones, and there's no guarantee it would still look and act the same way that the default body does at any given slider setting. However, if you attach a mesh body to the skeleton you can have mesh clothing and avatars that respond the same way to the sliders because they're both speaking the same "language."
  23. And that still wouldn't have helped make mesh clothing fit because the body would, I presume, still use morphs that mesh clothing couldn't use (unless, of course, they allowed mesh clothing makers to include all the morph data in the meshes that are uploaded to the viewers - weren't we already upset about the amount of data that needs to be sent now?) Of course, the avatar could have been changed to use bones instead of morphs when it was being updated. Then, as anyone who's tried to use "fitmesh" clothing on a system avatar could tell you, an existing avatar would very likely look substantially different - in other words, it would break existing content because it's incompatible.
  24. Linden Lab made mesh avatar bodies. They were less backward compatible than the current user-made mesh bodies. If Linden Lab did the job, they would do it in the way that any rational company would - to make things the way that would have the most benefit for them. That would be to 1) keep server load low and 2) come in on budget. If your priorities lie elsewhere, you'd be better off doing things yourself or have someone with a direct financial motive do things for you.
  25. Right now the viewer considers all "avatars" to be Ruth/Ruthboy. To the viewer, a mesh avatar is simply Ruth wearing a very fancy plywood cube. This single avatar is hardwired into the viewer and there is no messaging system to tell the viewer what "kind" of avatar any given avatar is (maleness/femaleness are encoded into the shape file.) To change the default avatar all viewers would need to be re-written to have the new avatar, and for there to be a choice an entirely new type of server message would be required.
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