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Davido Chrome

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Everything posted by Davido Chrome

  1. Something I really want to know if is you can move the bones in Edit mode, or if you have to move them in pose mode, and then compensate by moviing the vertex positions in the model? I would welcome the ability to move the bone joint positions in edit mode very much so that we wouldn't need to buy third party software that calculates how much you need to deform your model after the fact to get it to look right in SL.
  2. Took me a long while to log in, so something was wonky. Took me a long while to log in to the forum too.
  3. Argh, that's 2 AM for me. I cant come, because if I go to bed that late I will be late for work the next day. But I am very interested in any details!
  4. Improve mouselook function to make vehicles align to mouselook view (Because the mouselook function is pretty much unusable in its current implementation) https://jira.secondlife.com/browse/VWR-29416 Improve accuracy of avatar's visible rotation https://jira.secondlife.com/browse/VWR-1331 Allow LSL to access the entire keyboard https://jira.secondlife.com/browse/SVC-1610 Feel free to add to the list!
  5. Come and try out the game Simball, a second life high tempo team sport that can be described to be a bit like Hockey played on extremely manouvreable hoverboards. You start with getting yourself a free basic board, that is availabe on site, and experienced simball players will then show you how to control your board and how the game works. If you like it, you are welcome to join High Orbits beginners league. We hope to see you all there! Even if you don't think simball is your thing High Orbit gaming is well worth a visit. Besides three Simball arenas there are a slew of board games, card games, arcade games, assorted minigames and Dice games (including Greedy). http://maps.secondlife.com/secondlife/Isle%20of%20Shadows/171/43/2479 --||-
  6. The next introduction to Simball event will be this saturday at 15:00 (3PM) SL time. I hope to see you all there. Even if you don't think simball is your thing High Orbit gaming is well worth a visit. Besides three Simball arenas there are a slew of board games, card games, arcade games, assorted minigames and Dice games (including Greedy). High Orbit Gaming
  7. Come and try out the game Simball, a second life high tempo team sport that can be described to be a bit like Hockey played on extremely manouvreable hoverboards. You start with getting yourself a free basic board, that is availabe on site, and experienced simball players will then show you how to control your board and how the game works. If you like it, you are welcome to join High Orbits beginners league. We hope to see you all there! We are going to have a few scheduled introduction events, but you can come anytime and try it out. The Simball lounge is located just to the right of the entry point. Click any of the online status boards and message one of us if you need help! Landmark /Kind regards from the High orbit Simball management
  8. Adonis Adamski wrote: a few hours? oh no no, what am I going to do I am going outside for a walk. I really need the exercise.
  9. Take the opportunity to go outside. Marvel at the world. The graphics are amazing. You don't need silly polarized glasses for things to be in 3d and it doesn't give you a headache. (Well, maybe in the beginning, before your eyes are used to the light.) Woohooo!
  10. Shockwave Yareach wrote: The whole Linden computer system is busted. Wow. I have no idea where they will find replacement Vic20s... What computer was it John Titor was after? Maybe he was a Linden Labs employee?
  11. I am not sure when, but sooner or later creators will have access to the LR tools just as we do LSL. From what I understand it is not set in stone how open that access will be though, due to griefing concerns. You might need to have proven trustworthy in some way to get access to them, or some other control mechanism.
  12. I know scripting, sculpting with blender 2.49 (Can't afford primstar 2) and Sculpt studio, building with prims and how to optimize builds and vehicles for the physics engine. I am also quite adept at how to make mesh. Although UV-unwrapping is still a challenge for me.
  13. Don't link mesh objects with tortured prims. They have a very inneficient physics shape and your land impact will soar. But let me share this image. It shows that Mesh objects are damn cheap compared to sculpties if you do it right. You could never attain that amount of detail with 34 sculpted objects.
  14. They want us to optimize our builds. And I think they are right too, any other online game that introduces new content has hyper optimized the objects they introduce. In Second Life the users make the content. So Linden Lab is trying to do something about the lag problems by encouraging people to optimize their builds. And the thing is, with any Mesh build that is optimized correctly, you get a whole lot more detail for your Lindens than you can ever get with sculpties. Mesh IS cheaper AND has lower land impact (in relation to the amount of detail you get), when done right.
  15. There are a bunch of water textures in the library that comes with every account. An animation script is easy to whip up. Can share you some.
  16. Mind if I edit your information into the original post? Edit: Tested and it works. I will edit it in to my post.
  17. 1. When a vehicle crosses a sim all the scripts needs to be transfered. Put as many functions as you can into as few scripts as possible. Use llLinkParticleSystem and llSetlinkPrimitiveParamsfast instead of making separate scritps for functions such as spinning wheels and exhaust. While it is true that scripts don't cause lag per se, each script is still assigned a time slice in each Frame Per Second of the sim, and initiating them when you enter a sim do cause lag. This lag will be reduced by limiting the number of scripts in your vehicle and that you are wearing. 2. Optimize the physics cost of your vehicle, the less surfaces that the simulator recieving you need to take into account for when you land on it's shores the better. See this post for more information. 3. Keep the prim count low, the less objects your vehicle is made of the less moving objects the sim needs to keep track off. Thus it is smarter to make vehicles from Mesh. If you use Mesh to make your vehicle you can get a lot more details into one object. 4. Simulator side, which is kind of related to 2. Make road "bridges" to make sure that the sim crossings have as few complex surfaces as possible for the vehicle to bump into after the crossing. Lower the terrain a bit under the road at the crossings so that the collision surfaces of the terrain isn't activated and align two roads made from untortured boxes perfectly with the sim border on each side. Make sure that the boxes are also aligned perfectly with eachother. To get away from the illusion of falling into the road, and actually ending up partly inside it, link an invisble prim to the road prims on each side that overlaps four meters into the next sim. The invisible prims need to be prefectly aligned with the visible prim, and it is important that the visible prim is the root prim. And yes, this means that the invisible prims will overlap with the root prim on the other side. OBS: Do not, under any circumstance, delink the prims until you have moved both prim into one sim or the other! ( https://jira.secondlife.com/browse/SVC-7717 ) I hope you find these tidbits usefull. /David Chrome
  18. I am not sure, but maybe you need to declare the integer Total within an event if you want it to equal an function. I.e. integer total; blahblah state_entry { total = llGetListLength(a) }
  19. Or, who would have thought, there is actually a function for what you are trying to do. https://wiki.secondlife.com/wiki/LlListRandomize Run an llListRandomize and then just take out the first entry. Or last, or whichever.
  20. I think we need the whole code to see where your error is.
  21. See https://wiki.secondlife.com/wiki/LlFrand and then https://wiki.secondlife.com/wiki/LlRound Though strictly speaking, llRound might not be nesecsary.
  22. I have learned that keeping th physics cost too low means you are giving the engine too few collision events to work with. The win of having an extremely low lag vehicle is negated by that it becomes unusable. It seems that you want to keep the physics cost at minimum above 10, if not more. I will update the main post with the in depth explanation I got from andrew at the last user group when I have the energy.
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