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Theresa Tennyson

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Everything posted by Theresa Tennyson

  1. The title of your post is rather misleading. Most people are just fine talking about their own problems. What they dislike is LISTENING TO OTHER PEOPLE'S PROBLEMS. Especially if they don't know that person. And you said yourself, therapists get paid to listen to other people's problems. I'm sure you'll find my rates quite competitive.
  2. This is not meant to sound nasty, it's meant as a sincere question meant to help you - Why would anyone want to meet you? I'm not saying there isn't a reason; there probably is one. I'm sure you have lots of good qualities. But if you just stand around hoping for someone to start talking to you, nobody will ever know about them. And another question - Would YOU be interested in meeting someone who acts just the way you do? If you look at yourself and say, "Gee, maybe I WOULDN'T," maybe you should behave differently. Homework assignment: Watch the old Bill Murray movie, "Groundhog Day."
  3. By "Purple and black", do you mean that you see the shapes of things but everything's colored a deep hot pink? That's a common issue with SL and some graphics card/driver/viewer combinations, especially with ATI cards. Search the forums and Google about this - there's lots of information and workarounds out there. You'll get more luck if you call the mystery color pink instead of purple. Updating video drivers often helps but ATI drivers are notoriously screwy and sometimes the very most recent ones aren't the best.
  4. Spica Inventor wrote: Yes I agree, it sure would be nice if LL would get rid of most of their superfluous (and damaging) propaganda, public relations, and marketing people and instead invest in more servers so that we all might be able to enjoyably use the ultra graphics setting at times and be on the same page when it comes to the visual experience in SL which is so important to many of us. ;-) Graphics is almost entirely a viewer-side thing with the way SL is set up. You just basically said, "My supermarket should get bigger shopping carts so everyone's food would cook faster."
  5. What viewer are you using? Most recent viewers, including the current mesh version of Phoenix, offer a choice of fetching inventory by either UDP (the older way which was standard before Viewer 2) or HTTP (a newer way.) HTTP is much more reliable. Go into the "Develop" menu and see if HTTP inventory is an option and, if so, it's enabled. You can edit your initial post to let us know.
  6. The "root object" of a set of linked prims is always the last one selected and added to the set and it shows up as yellow when you highlight it instead of blue like the other ones. Your tutorial asked you to select everything, de-select the little ball inside and then re-select it so that it would be the last one selected and therefore become the root prim. The location of the "root object" is what the servers use to determine where an object is on a sim and it's also the best place to put scripts. that you want to effect the entire object. To get the hair to sit right, just select it and rotate it to the correct position. The tutorial mentions that you'll have to do that. The tutorial you're doing is interesting and would be good practice but that way of making hair is very old and the hair you're making would be quite laggy compared with more recent hair. If you're just looking for hair to wear it would be much simpler to get some nice free hair which many hair makers give away to promote their products and let people see the range of colors the hair comes in.
  7. Rihanna Irata wrote: 3. And last but not least, im thinkin of making the appartment rooms as a mesh, i already ahve finished an exemple room and such, im wondering will a mesh room that is 36 prims fat rezzes faster and couses less lag than ordinery 36 prim room? By "mesh rooms" do you mean creating them in an external program and importing them as meshes? I don't think that would be worth the trouble. The typical box prims that make up most rooms put almost no load on the server. You should look into how the new "land impact" accounting works. If you avoid unnecessary sculpted prims, change the sculpties you DO use to physics type "none" and change walls that have holes through them for windows to "convex hulls" (essentially shrink-wrapping them so you see the hole through them in your viewer but the servers don't calculate the hole as a hole) you should be able to reduce your "36 prim" rooms to a land impact of not much more than 18 without changing the actual number of pieces.
  8. For most of the time mesh as been used, the viewers used a third-party memory manager called "tcmalloc". It was a major suspect for memory problems. My understanding is that Firestorm changed to a different memory manager for this release, and that Linden Lab is currently working with a different one in part of their development plans. They mentioned in a meeting that getting rid of "tcmalloc" reduced the memory use by 20%.
  9. I haven't seen any eyes that have smaller-than-default irises but I know some places that offer "small" and "large" iris sizes, with the "small" about the same size as the typical "starter" eyes. What are you using as a reference when you say you want something smaller? The places I know of off the top of my head that offer different sizes are Amacci and MOPY.
  10. I think full regions are saved for auction. I happened to wander across a full region that had been abandoned this June and reverted back to Linden Lab control but wasn't for sale.
  11. You can't change the orientation like physically turning a camera but you can set a custom resolution in the shapshot dialog that will let you crop to a vertical orientation. Select "Save to my Computer", then instead of "Current View" select "Custom," set a size that's narrower than it is tall, make sure that "Constrain Proportions" isn't checked and then click the preview to check the size. It'll show how the image will be cropped.
  12. An AO, as you probably have figured out, is an "animation overrider" that changes how your avatar moves. A HUD is a "heads-up display", which is something you wear that puts some type of graphics or control on your screen that only you can see. Traditionally, most "AO"'s were attached as "HUD"'s and had their controls on your screen, which is why they might be associated in your mind, but it's possible for an AO to not be attached as a HUD and a HUD to not be an AO.
  13. WolfBaginski Bearsfoot wrote: For the past month or so, the servers have been afflicted by a bug which appeared to send huge amounts of unwanted data to viewers. It was finally fixed this week, rolling out to all servers. Since then I have seen a general improvement in many aspects of SL, such as texture loading and sim crossing, and I infer that the extra traffic was enough to be pushing the Linden Labs internal network to the limits, and dragging down performance. Hindsight is wonderful, but I do wonder why there was not a rollback if the extra traffic was having those effects. The whole business, I reckon, was entangled with the Pathfinding and associated new physics, and i cannot rid myself of the thought that Pointy-Haired Linden was pushing hard to get that deployed, without adequate allowance for the size of the job, compared to the routine code changes. The new shiny of the last year has had an erratic delivery. The hassles climaxed with the new Physics needed to support pathfinding, and the rather disruptive test phase. SVC-8206 was my response to that. I'll settle for a few months of peace, quiet, and bugfixes. Take the time to catch up on the backlog. And, Oskar, if any of your minions has a bright idea for something new, shut them up. Let's see how the JIRA changes work out before anyone tries to do anything too clever. You're making the assumption that big, visible, new changes automatically take more work and cause more trouble than fixing small existing problems. Often it's exactly the opposite. You can put all new furniture into a house in an afternoon, but properly fixing a small leak in a basement wall takes time, a backhoe and a major disruption in everyone's life. I hear a lot of people saying, "Stop making changes! Just fix the bugs!" Well, to fix bugs you have to make changes, often to things that have been around for years and never worked properly in the first place, and often with extremely complicated dependencies that aren't always obvious. You're also assuming the bandwidth problem was connected to pathfinding because it came out at the same time as pathfinding, when pathfinding itself was running without bandwidth issues both before and after the period of SVC-8124. There are also frequent security-related changes that tend to get sent out as quickly as possible with little publicity or public testing because they don't want the exploits to be known. The LIndens said in so many words in various server meetings that one of the reasons that the pathfnding release coudn't be rolled back was because there were also security changes in it. I believe it was a security change that caused the issues with rezzing objects on small lots earlier this year. I'm not saying the way the Lab runs server changes is perfect by any means, but I've been using computer applications for a very long time and I don't see things being worse here than with any other complicated system. I used to be heavily into the Sims games and would always eagerly go out and get each expansion pack - AFTER at least the first patch for each one was released, because I knew that the initial release would inevitably be full of small problems. If you think that games are somehow worse than "serious" applications I hope you never use anything like Autocad 13 or (shudder) Vectorworks 12.
  14. One thing to bear in mind is when your boat or other vehicle (or even your avatar) APPEARS to "sink" or "fly" or zip across eight regions of land it's not really doing it. Your viewer is drawing where your boat is using information it gets from the servers but when it doesn't get a position update when it expects one it assumes it keeps going at the same direction and speed it was when it last got an update. When you cross a border you're being handed from one server to another and for a bad crossing that may take several seconds. During that time your viewer keeps merrily drawing you going the same speed and direction and, if you were turning, rising or falling you may see yourself looping or doing a barrel roll. If you go to the "Develop" menu, select "Network" and turn off "Velocity Interpolate Objects" you'll see what actually happens - your vehicle will stop dead at the border and not start moving until it's established on the next server, where it will continue and start answering your controls again. If the handoff takes too long your viewer might log you out automatically. There are two other major problems for vehicles - if you hit ban lines of lots with restricted access your vehilcle will stop and be stuck there like a bird hitting a window and if you're trying to cross a border into a lot that doesn't have enough free prims for your vehicle SOMETIMES you'll be unseated and your vehicle will end up in your Lost and Found. That was supposed to be fixed a while ago but still happens fairly often. There's actually an ongoing project to improve region crossings but it's a very complicated procedure that has to completely change how the transfer from one region to another happens. It's being rolled out in phases - the first phase of the project was a structural one that was put in place earlier this year but wasn't meant to make a noticeable improvement. The second phase is still being worked on - I haven't heard a firm date when it'll be ready for testing though.
  15. One thing that's important to remember about the viewer is that Linden Lab doesn't make a nickel on it and doesn't really care what viewer you use as long as you're able to access the current technology they're using on the servers. They're dellighted that you found Viewer 2 and 3 to be easy to use as a new person and they're delighted that you're happy with Firestorm. They would rather you didn't use Phoenix because it uses older technology they're trying to get away from, but all they care about is that you use the service and support the world. They work a lot on the rendering and "asset" systems (which are used by basically all third-party viewers as well,) but as far as the interface that's your choice. They probably don't particularly miss getting service tickets from people who have accidentally de-rendered their partners or from newbies who've been tricked into enabling a RLV relay anyway.
  16. If you want to use the "color" option under the appearance mode for eyebrows you need to have a skin where the eyebrows were put in as an alpha instead of drawn on. This is seldom done anymore - the only modern-looking skins I know of that still have eyebrows that will work this way are Launa Fauna's older "Chai" skins, which are available in a little outlet store in Freelon.
  17. Linden Lab is updating software on about 30% of the regions today and they'll be offline briefly at some point during the day. Your home may be on one of those regions. Try going back in an hour or so.
  18. One thing you should know is that Second Life doesn't use DirectX, it uses OpenGL because it's a multi-platform application and the viewer code is open-source. Any optimizations you do specifically for DirectX may be ineffective or even harmful for Second Life. Also, have you tried running at any levels other than "Ultra"? Try backing the graphics options down, especially draw distance. Almost everything in SL was made by the residents and it isn't as optimized for performance as what you'd see in commercial software. However, it DOES sound like you're not running nearly up to the level you could be so keep looking for things. The bandwidth you're pulling sounds very low. It may be so low that it's taking a very long time for everything to load and you're never getting to a point where the world gets completely loaded into your memory, which is normally when things start to run much faster. Check the bandwidth of your laptop as a comparison.
  19. Someone75 wrote: I'm very careful with my computer, I keep my CPU temps at 30-40C when running phoenix viewer/any other high end game. (Copper heat sink) My graphic card temperature never goes above 65C when it crashes (or in any other game I play). I have very good airflow so heat isn't the problem. I start to notice the sluggish starting at around 1200K kpbs usage and when it reaches 1300+ I start to get 1 fps/second and I have to ctrl-alt-delete and force the program to close. This "sluggish" fps behavior also starts when there are a lot of people on screen and I "swing" my camera around, the viewer takes a few seconds to "think". In a lightely crowded area I can reach 40-60+FPS on max settings. Do you think the cause could be coming from my mcafee virus program? It's the only thing I can think of because years ago I had to allow a older game not to be scanned by it to run the game. Actually what you're reporting is exactly what I went through with Viewer 3 - it's a case of the viewer not releasing memory it uses for graphics processing in crowded areas. It was a problem with all the mesh viewers - it may have been partially fixed with the latest Viewer 3 and Firestorm but the mesh version of Phoenix hasn't been updated recently. Moving the camera controls around in crowded areas will cause your memory use to gradually get worse and worse until it hits a point that the viewer uses all the memory it can address and it crashes. Since most viewers are 32-bit applications they can only use about 1.5 gigabytes. I had more than enough free memory; the viewer wasn't able to use it though. I don't know if it affects all possible combinations of hardware but Linden Lab has acknowledged that it's a problem and have made various attempts to fix it. I got around it by using the brute-force approach of using viewers that have 64-bit installer versions that can address more memory (Dolphin and Exodus are two.) I don't know if that would help if you only have 4 gb total memory (I have 6 gb). One thing that worked for me with some earlier mesh viewers was turning atmospheric shaders off then on (or even vice versa), which would release a fair-sized chunk of memory and delay the crash. I also tried to avoid moving my camera any more than necessary when in crowded locations and turned down my graphics settings in crowded areas as well.
  20. You should find things much better after today's server updates. I found flying very easy today and motorcycle travel was tolerable despite my motorcycle being a notoriously bad sim-crosser. The two big problems are still are hitting full parcels when you're trying to cross a border and hitting ban lines.
  21. You should be able to now - they restart most regions on Tuesdays and Votre Paso might have been temporarily offline. I was just able to teleport there. If you still can't for some reason, go somewhere else, open the "World Map", find Votre Paso and then double-click on one of the neigboring regions. You should be able to waik to it from there.
  22. I have heard that after the introduction of pathfinding, this was when the major problems started. An admin on the estate sims can disable pathfinding I believe and this improves things a bit for sim crossing. However, since LL is the admin for Mainland sims, and since the Blake Sea sims are Mainland sims, I doubt any Linden Lab employee is going to disable pathfinding on those sims. It is a shame, but this IS Second Life, is it not? The big problem was being flooded with unnecessary messages from adjacent sims, causing bandwidth to spike and often major packet loss. The problem rolled out at the same time as pathfinding did but it wasn't directly related to it and turning pathfinding on or off didn't make a difference. It was corrected in todays' server updates.
  23. You mentioned rollbacks. It's possible that he owns legitimate transferrable tables and owns a sim. He might be able to take the tables into inventory and then request a rollback to a time when the tables were on the land instead. which would restore the copies on land and still leave him copies in his inventory that he could resell.
  24. How did you create the shape? "Bucket Linden" was the creator of the "Boy Next Door" shape from the library, which is one of the few full-perm shapes in the library. If you used it as a base or did a "Copy As" from it that's the creator name it will have. Are you the creator in the version in Tenly's inventory? The only way you can be listed as a creator of a shape is by starting from "Create New Shape."
  25. That would be a really useful concept - there are a few problems with your idea as it stands now. Unlike animations, which are only played by your viewer, most things in SL are closely tied to the server and I don't think it would be possible to have temporary elements in an in-world sim that didn't effect the server. However, it may be possible to have a "shadow" of an area you have build rights for on your computer that you could make changes to and which would only be accessible by your avatar. You could experiment and then sync to the actual grid when you're happy with it. It could run with a simplified version of the server software that wouldn't need to take into account other avatars or regions. I'd be interested in seeing a simplified building program similar to the one used in The Sims which could run on a client computer too. I think the big concern with this is security and property rights because most people are actually using elements and objects created by other people. - "copybotting" got started with a program originally meant to allow people to back up their builds on their computers. You'll probably need to keep a connection to the asset servers rather than actually having your items copied to your computer. Like I said, though, the basic CONCEPT is a reall good idea - especially for testing ideas and being able to undo changes, which is very difficult in SL right now.
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