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Acheron Gloom

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Posts posted by Acheron Gloom


  1. Avril Vallejo wrote:

    All legacy-style prims have their streaming cost capped at 1.0 (except for sculpts, which will be capped at 2.0)

     

    Does it mean that a 1 prim sculptie is gonna be 2 prims now?...and a 13 prims sculpt is gonna be 26?.... if so you are gonna break all breadbles

     

    and mostly all SL sims..

     

    Avril Vallejo

     

    No, that isn't how it works. It only changes if you set it to use convex hull or none physics type (a mesh is a convex hull). Also notice the use of the word cap. Cap doesn't mean minimum nor average, but the max. Theoretically someone who doesn't just shove a bunch of triangles together and ignore efficiency could, say, use boxes/cylinders/spheres, physics types of none, efficient meshes, and come out with a lower land impact than prim count...

    In fact, I have a scripted barricade that has 10 prims but a land cost of 5. It uses boxes for the most part.

    They specifically chose those values to actually ease up on impacts for normal prims (by a significant amount) and ease up on the impact scripts had (by a significant amount), while not causing any side effects for existing content.

    It really is a wonderful thing to be quite honest. I am quite excited for it even though it is a small change in comparison to pathfinding. I really like the idea of rewarding good content creation. 

    And to go off topic:

    Now if only we could really push the huge advantages of ray casting over physical projectiles... Physics time is negligible in comparison, script time is anywhere from 1/15th to 1/20th, network time is much less (every single physical projectile spams out ImprovedTerseObjectUpdate packets as well as object update packets on rez and kill object packets on derez), oh and it tells you who you shoot. Cool! 

  2. Yeah. You'll need to spend like 80 to 150 more to get good performance. And by good I don't mean just mediocre, you'll definitely be fine then.

     Its just the fact that your graphics card is just an integrated graphics chip that isn't really made to be too fast.

    What model of computer is it? I'll suggest a graphics card (or a couple), just need to know if the motherboard will actually support it and if the case will fit it.

  3. Why can't you port the remote access PIN through the script?

    Its just a function you run.

     

    And why do you need to update your 'hundreds' or 'thousands' of old content? Just release new content using mesh, if mesh would be the best option. I am a strong proponent of mesh, but there are still places where sculpts or prims are useful.


    And of course you can't magically turn prims/sculpts into mesh, it doesn't work like that.

  4. Well, honestly all you really had to do for those two was throw all the events together since they both used entirely seperate events and nothing else would have conflicted.

     

    Just keep in mind you can't have two of the same events, so thats when you actually have to copy paste some code between them and see if you can work stuff out.

  5. I edited my original post to not send the animation or the script with the rest of the contents.

     

    By the way, you should try out scripting yourself. It isn't too hard ;p. LSL is a decent intro into programming actually since most of the functions use common english and theres a wiki full of information to use right off the bat. Plus the developing environment is pretty easy to get used to, being Second Life and all.

  6. Here you go. I rewrote it myself since I didn't want to deal with all that copyright stuff the one guy had.

    If you attach it, it starts an animation to hold it. If you drop it, it won't. If you click it, it gives its inventory.

     

    //Original portions by SpiritWolf Chikuwa, with modification by Strife Onizuka
    //Modification by Acheron Gloom
    //Public Domain, non-commercial, leave header intact.

    string holdAnim = "Put the animation between these quotes, leave the quotes intact";

    list gInventoryList;
    list getInventoryList()
    {
        list       result = [];
        integer    n = llGetInventoryNumber(INVENTORY_ALL);
        string scriptName = llGetScriptName();
       
        do
        {
            string invName = llGetInventoryName(INVENTORY_ALL, --n);
            if(invName != holdAnim && invName != scriptName)
                result = invName + result;
        }while(n);
     
        return result;
    }
     
    default
    {
        state_entry()
        {
            gInventoryList = getInventoryList();
        }
      
        attach(key id)
        {
            if(id)
            {
                llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION);
                llStartAnimation(holdAnim);
            }
            else if(llGetPermissions() & PERMISSION_TRIGGER_ANIMATION)
                llStopAnimation(holdAnim);
        }
     
        touch_start( integer n )
        {
            string folder = llGetObjectName();
            do
            {
                llGiveInventoryList(llDetectedKey(--n), folder, gInventoryList );
            }while(n);
        }
    }

     

  7. I wish we could use a second texture for certain rendering maps, and make use of the four channels for up to four different maps. Things like parallax, bump, specular, etc would be useful.

    But that'd probably be a bit complex for most people... maybe. And there'd be extra bandwidth/performance issues, and then not all viewers/graphics cards would support it... Oh well. I can dream.

    Heres an example of basic parallax mapping one of my friends made in SL:

       
    
    • Like 1

  8. Ardy Lay wrote:

    This is gonna make the lives of scripters and land owners "interesting".

     Viewer reports script info for the wrong parcel, in some cases

     Script info reporting on discontiguous parcels is not working as expected.

    Can we get some help here please?

    Those are both from 2010, not sure how relevant they are to the thread for release candidate deploys...


  9. Latif Khalifa wrote:

    From the mesh sim release notes:

    "Child prims can be set to have no collision shape (do not contribute to collision of object)"

    Do not use this feature!
    It will
    always
     increase your prim count, sometimes as much as 10-15 times. Testing on simple 22 prim linkset it inceased prim count to 212.

    Also do not link mesh components with regular prims. It will also likely 10 double your prim usage on those objects.

    No it won't. It can, but it won't 'always' do so.

    You are basically just being sensationalist, and everything I've seen you say up to now has been as well. At least thats the best way I can describe what you've been spouting. I've used the feature to drop PE as low as half of what it was originally. And I've used it with mesh in similar ways by using a prim as the physics hull.

    Just because you don't know how to use features doesn't mean you should discourage others from using them. /post

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