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Lillani Lowell

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Posts posted by Lillani Lowell

  1. Big Brother was in SL. So was Endemol Entertainment-- I worked for them post Big Brother. Big Pond was here too-- did work for those as well.

    There were others, but meh.

    I'd rather there not be a huge, 'official' corporate presence-- because what happens then, Linden Lab gets it in their head to "wash" Second Life's content to make it advertising friendly, which does nothing but hurt the rest of us.

    As for someone talking about Twitch-- don't try streaming SL on Twitch-- it is outright banned. Streaming SL on Twitch is 100% sure fire way to get your channel axed, lol.

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  2. 2 minutes ago, Qie Niangao said:

    That's interesting. I'd mention that there's a pretty substantial and growing volume of content that uses AVpos (etc) notecards, so adoption of a different engine will probably depend on compatibility with that format. Also, as you may know, some folks have been making AVsitter read notecards using the new synchronous function, somewhat overlapping with use of LinksetData to free up memory and reduce script count. (There are also reasons not to use LinksetData for this purpose, but the synchronous notecard reading is a total win—if all the scripts consuming that data can keep up.)

    I have no intention of being compatible with AVsitter's format-- it would be anti-thetical to what I want to achieve with the LockGuard Engine... future proofing flexibility and ease of use.

    Of course, I don't expect anyone to port over their current furniture, but I think once people see what the LockGuard Engine will be capable of... and the features it supports out of the box, and how easy and seamless those features are to use... they'll be happy to on-board.

    Also, while setting up the LockGuard Engine manually will be easy... the real power of the LockGuard Engine will shine with the optional tooling that will make the life of furniture creators insanely smooth and easy. They'll wonder how they ever lived without it.

     

     

     

  3. 2 minutes ago, Qie Niangao said:

    One thing that's very messy is the LockGuard / AVsitter integration, specifically the ability to rez "rings" as temporary props, so they aren't all present all the time, consuming one Land Impact each. Some years ago I hacked up a version of the AVsitter LockGuard plugin script to support both PROP-rezzed and linked rings and to get cuffs to chain to cuffs, but it's quite hideous and nothing I'd want anybody to use in a product.

    I don't know that there's sufficient demand to delay a V4 release to try to do anything better; I may be the only AVsitter user so obsessed with Land Impact to worry about mooring to props, and it sounds that V4 will already simplify ring-to-ring chaining, but I just throw it out there in case anybody else thinks it would be valuable.

    I've never used AVsitter, so this would be an issue for whoever created the plug-in for AVsitter. I don't have any hand in third-party plug-ins. 

    With that said, I have been working on an "official" LockGuard Engine. I plan on releasing the engine for free for both personal and commercial use, but the engine itself won't be open source-- it will, however, have first class integrated LockGuard support. Not to mention other, optional and also free first-class plug-ins to do almost everything you could want your furniture to do. It is on the long timeline though, as it is a much bigger side-project.

     

  4. Hayo!

    I'm on the cusp of releasing LockGuard V4... with some new prime features that have been requested since the release of V3.

    I'm looking for people who use LockGuard who are interested in beta testing, and trying to break the new features, finding edge cases where it breaks, before I release it into the public wilds as stable/production ready.

    The new features that need thorough vetting:

    • Chain locking (disabled by default). You can lock/unlock chains with pin codes to prevent furniture/devices from accidentally unlinking chains you want to maintain.
    • Point-to-Point chaining. You can send requests through LockGuard to attach to other LockGuard points on other attachments directly in the same way you would call normal chains.
    • Command Interceptiong (disabled by default). You can have your LockGuard script forward commands to a private channel, where it will wait for you to process and return the command, before chaining. Useful for creating HUDs and/or doing your own core chain management/modifications before letting LockGuard do its thing.
    • QuickTags for even easier point configuration.
    • Easier to make compatibility with other plug-ins through custom seperators, etc.

    LockGuard V4 is now a full plug-in solution for chaining setups-- making complex attachment/chaining setups as simple and easy as basic chaining, while still allowing creators to have full control over the plug-in, should they choose, through command intercepts, etc.

    Of course, LockGuard V4, like all its predecessors, will continue to be open source and free for all creators to use however they see fit... and backwards compatiblity is 100% maintained with V3 and V2 furniture/devices. 

    I am aiming to release LockGuard V4 within the next couple weeks, so I'm making sure to give it a couple weeks of a good beating to make sure it behaves as intended. Those who help out who are hands on, find bugs, or have usable feedback I can act on to fix issues will get credit for it in the LockGuard docs. 

    If you're interested in helping out... drop me a message in-world, and I'll drop you the script and documentation.

     

     

  5. ... out of my messy, script-laden sandbox that is.

    So, drop me message in-world, say hello... send me your best pun, your worst pun, your best joke, your worst joke... or better yet a story about the funniest/dumbest thing to ever have happen to you. Or share your favorite indie music video from YouTube with me!  Are you an asocial (not anti-social, aaaaaasocial) creative type? Better yet! Tell me all about the stuff you like making! Do you like video games? How about Helldivers? Any others?

    Aaaaand just to note... I'm not into any kind of relationships except friendships. I don't date or hook up or roleplay or any of those things, so I don't mesh/relate with people who roleplay their avatars-- it isn't my thing, not even in friendships. I like to keep it real in the sense that I'm not "playing" a character... I'm just me, and look for that in those around me.

    I wanna expand my circle beyond those I would, normally, meet in-world.

    Distract me! Someone give me a reason not to finish LockGuard 4 today.....

    If any of this tickles your boxes, let's have a chat, luh!

    • Like 1
  6. I disagree with human diversity in SL, sure its higher than non-humans, but...

    Creators are starting to quit making clothes and accessories because (a) you can't make clothes to fit everything, (b) making clothes is often locked behind devkits which keeps out new creators from even trying to make unique fashions, (c) people are getting tired of their wardrobe becoming obsolete because a body maker decides to adjust a few polygons and call it a whole new body.

    Linden Lab just needs to make a decen mesh body for once and not lock it behind some weird excuses for making content for it.

    Fashion is locked under ancient monopolies and it's kind of sad.

    It is getting to the point where everybody I look at is a carbon copy of each other with different hair.

    • Like 1
  7. Just now, BilliJo Aldrin said:

    so i guess you are saying we could ditch 90% of what makes second life what it is, and very few people would know.

    Honey, it looks like the entire mainland just disappeared.

    Dont bug me, cant you see im dressing up my barbie? 😂

     

    I think you entirely misunderstand, or misintepret, what I'm saying.

    But, I hope SL does go full mobile-- I'll sell content that is optimized to be mobile friendly. 

    • Haha 2
  8. Man, the people here talking about how mobile can't run bigger games...I guess games like Alien Isolation, Assassin's Creed, Resident Evil Remake, Grand Theft Auto, PUBG, Call of Duty, Minecraft don't exist on mobile and it's just a lie.

    Just because the top games on mobile lean more casual, doesn't mean mobile is incapable-- it just means a wider array of consumers with different tastes. Mobile gaming has a much larger diversity of gamers than PC does, across way more countries.

    Second Life would actually fit right in with one of mobile's biggest demographics-- women who love to play dress up games, life simulation games, decorating games, etc. That category is huge on mobile, and if Linden Lab can tap into it, that's a huge win for Second Life. 

     

    • Like 3
  9. 25 minutes ago, Dorientje Woller said:

    It sounds like you are far out of the loop too.

    I don't want it that some nitwit at the overside of the planet knows what I am doing on SL, when I take a dump on the loo or when I am buying in a store, because Apple and Google are selling your data to databrokers who don't care to who they sell that data afterwards. 

    Second point, not all mobile devices have the same security update plan from their nor an equal OS update path which leads that a bunch of mobile devices have security vunerabilities after a year.

    @Sid Nagy Seems you have forgotten that the words "buying, selling, purchasing" have the same legal definition: "Exchange of porperty by means of payment (not defined if this has to be in a valuta)". In other words, the moment I paid for my mobile device, nor Albert Heyn, local/federal government or even the Pope has any say in what I have or have not to install on it, because that mobile device is my property.

    Then don't use the mobile client. 

    But just because you don't like mobile, doesn't mean billions of other people don't.

    This sounds like the "I don't like that the person 10 houses from me is growing flowers" kind of argument.

     

    • Like 1
  10. 5 hours ago, Zalificent Corvinus said:

    The problem here is comprehension.

    "Gen Z's use mobiles for gaming"

    Yeah but what kind of games?

    Playing some "retro" 80's style 2D side scroller, with instant drrop in drop out play, isn't the same aas playing some high CPU/GPC usage 3D game with 100 gb or more of install.

     

    If it was, the 120 Million gamers on Steam would all be playing on mobiles, instead of PC's, consoles and Steamdecks.

     

    You have it ass backwards.

    Mobile junkies are the ones claiming "nuclear powered cars" are "teh futurness", and those silly electro/diesel hybrids are "boomer technology".

    I wouldn't suggest you invest in lead lined driving overalls just yet.

     

     

    It sounds like you are far out of the loop when it comes to mobile gaming.

    120 million gamers on Steam is a small drop in the bucket compared to the world's gaming market on Mobile.

    And if you think mobilie games are just retro 2D 80s style games, you should probably trade in your old clunker phone for something more modern and more capable. Most modern phones are miniature PCs.

    Like, you realize games like Fortnite are on mobile, right? One of the most popular former PC-only titles in the world. And the same is happening with other AAA titles.

    Mobile is the future of gaming, regardless of how we feel about it.

    • Like 1
  11. Much of the world does not operate on desktop computers.

    People from Asian countries tend to lean more toward heavy mobile, so it potentially opens up Second LIfe to a whole new customer/client base.

    I've encountered this in game development where mobile is massive in other countries because they much prefer mobile over desktop. So, desktop based software has little penetration compared to mobile in entertainment.

    And personally, I would like to see LSL be deprecated. It is a terrible and esoteric language with terrible work-arounds for things that basic functions in any normal programming language. Incorporating something like C#, or even Lua (which I'm also not a fan of), would be a far better choice. Client-side is a step forward, but it would be really great if something like this eventually moves to server side.

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  12. Depends. If a product wasn't prone to break when modded, then it would usually be mod. If was something that could, potentially, break when modded-- it would be no mod.

    Another reason for no-mod... could be security. If it is a networked item and stores data in the Linkset Data... making it no mod, ensures Linkset data protection (no, the Linkset passwords are not secure and could be brute forced by someone enterprising enough). Especially if it is a system that governs games, game rules, contains sensitive data, etc.

    People can also forget for large content creators-- people are prone to breaking things, and then yelling for customer service for the thing they broke instead of having it redelivered via a terminal. Sometimes, it is just better to prevent them from breaking something entirely. When I had a few larger stores... if I had a dollar for every person who needed something 'replaced' or help modding something... just no.

    The last product I designed and released onto the market under someone else's store is no mod. It is presented as it is, I didn't want anybody messing with it, removing animations, breaking it, etc... so, it is no mod. A product's presentation is also a part of its advertising and brand... and sometimes, I just don't want someone messing with the presentation. 

    Personally, I don't really care for the pro-consumer/anti-consumer argument, I think it is a dumb argument. Creators have the freedom to sell what they want how they want, just as much as buyers have the freedom to buy or not buy. You either like freedom of choice or you don't-- you don't only get freedom on your end of the stick.

    Most of the things I've made have been mod though. It is very much a case by case basis.

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  13. I'm very interested in AI, but these LLMs which were getting better-- are now getting worse by the update.

    The Internet is being filled with AI data, much of which is hallucinated and wrong by AI... and then being incorporated into training the next AI update... it is self-poisoning well, that just keeps getting worse.

    Even the programming AIs which were 'somewhat' decent are starting to be far more error prone than they were.

    • Like 1
  14. 4 hours ago, Quistess Alpha said:

    I'm skimming a bit and didn't see it in your OP. Besides the market place, where is the up-to-date specification for the lockguard V3 protocol?

    There is no place besides the marketplace-- it is the only place I update or maintain. 

    My time is pretty limited, so one place is best place for me.

    • Like 1
  15. 5 minutes ago, Rolig Loon said:

    The process is extremely simple. You're the scripter responsible for being sure that information about LockGuard is accurate and up to date.  You don't want some staff person in LL or a scripter who knows relatively little about LockGuard -- like me -- messing with the page. As Wulfie said:

    And the person to be doing the edit of that particular page is the person who knows most about it.

    I didn't create the page, so no, I'm not responsible to make sure that information is accurate and up to date.

    So, I'm telling people where the accurate information is.

  16. Heyo, the LockGuard creator here...

    I notice that people out there are, sometimes, recommending the old Wiki for LockGuard-- and I get messages occasionally in-world for help with LockGuard V2, and once in a blue moon V1. If you're looking for LockGuard scripts/info... do not use the scripts/information on the old Second LIfe Wikipedia page. That is like a decade outdated. Yes, they will still work because LockGuard was designed with backward compatibility in mind. BUT... please use LockGuard V3 instead. LockGuard V3 is 1 script per attachment; regardless of your link point numbers, instead of 1 script per point, and it doesn't use notecards any more, along with some additional features.

    LockGuard will always be available for free, it will always continue to be open source and royalty free for both personal and commercial use, and I do keep updating it as time goes on. The kit contains everything necessary to get started; code samples, sample cuffs, oodles of documentation, etc. Even the LockGuard script, itself, is neat and tidy and thickly commented.🤓

    LockGuard V3 has been around for several years; so if you're still rockin' LGV2, I really recommend updating everything to V3 if you haven't yet, just for the script count savings, especially if you're running attachments with multiple points. And if you're using LGV1... why? 😨

    In other news, LockGuard V4 is now on the "To Do" list for release (I've been carefully considering what features would be beneficial w/o bloat over a very long period of time)... but V4 also won't be a necessary upgrade from 3. It will just have additional "nice to have" features.

    So again, if you're using any version of LockGuard below 3, I would reeeeeeeally recommend updating to 3 if you haven't, either way.

    Keep on creating! :)

    💖

     

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