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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. But gimmicky names is all I live for. "Rounded Float" is one I'm still almost wishing I would've gotten. Too expensive for my (rather poor) taste, though.
  2. You're preaching to the choir with me, I know I can (and do) detach any unnecessary things, including HUDs. But what I'm saying is that other people -- the ones we're talking about, the average SL users who doesn't even visit the forum -- don't do that and don't care to do that. Please stop, this is such a cringy boomer topic.
  3. What if you have multiple avatars with different extras? 🤔 Would be a shame if you attached the wrong one! Since a lot of things are no-modify, you can't even rename them for clarity, so you'd need folders within folders. Instead, it's easier to just save it with the outfit, which obviously means you're going to wear it every time you put on that outfit unless you take an extra step to detach it -- and most people won't, since "it has a hide feature and that's what it's for!" This thread is a blast, way better than I expected. Well, that seems to be quickly changing.
  4. You picked the wrong link, or maybe LL redirects people to a different URL based on their premium status. I'm not premium, and I get https://accounts.secondlife.com/change_name when I go to "Account > Change Name" (Note: the URL says change_name instead of choose_name)
  5. It really depends how your boat is built and scripted. There are too many answers to give you any useful advice until we know more. Is your boat a single object or multiple? Are you using the proper vehicle physics functions in your script, or are you manually scripting the movement of the object?
  6. Not possible. What are you trying to do exactly? Why couldn't you send the gestures to the user as a folder? Why gestures to begin with?
  7. Have you considered that, if a Linden does react against you, it's entirely because of the way you sling insults around and are acting extremely hostile? Like I haven't insulted you, neither directly or indirectly. Your posts on the other hand are almost nothing but direct personal insults. I don't generally appreciate the sneaky reactions some people (including Solar) leave on posts, but that absolutely doesn't justify your own toxicity. The course of this thread can be summed up as: "Hey, change your power settings, worked for me." "Actually don't do that, your computer will blow out." "Actually it's completely safe, with few exceptions." "Shut up you fat ** arrogant geek, you don't even pay me enough, how the ** dare you!"
  8. But I do pay it. If you're aware of any unpaid weeks, total them up and let me know. I don't intentionally skip out. I'll pay a full month's rent for each missed week, then I'll move out. Overclocking is dangerous and can definitely harm your hardware, of course. Nobody in this thread has denied that, even I'm too scared to overclock. What is being denied is that the power settings in Windows is not the same thing as overclocking. It does not cause your processor to speed up beyond the manufacturer's limit. I don't know how to explain this to you any clearer than that. The source you're citing to disagree with me does not disagree with me, because it's talking about a different thing than you. Processors don't work at the same speed all the time. When your computer is doing nothing, the processor will slow down. When you're doing something more intense like watching a livestream, installing programs, or playing Second Life, your processor's clock-speed will increase on its own. This is not what we call overclocking because it's a natural occurrence in computers. Overclocking means specifically to increase the processor's clock-speed over the manufacturer's standard, as explained by your article. I don't think I have to "admit" something that I think is inherently true. I haven't tried to imply anything on the contrary. Of course there are advanced settings that most people won't touch or even look at. Let's do that now. Here are the advanced settings, which is everything a power plan will change: If we expand the "Processor power management" part: (Which I think is most relevant, the others are mainly just on/off switches or timers to turn things off.) I think this is fairly self-explanatory. You can quickly compare the different modes by selecting them from the above dropdown. "High Performance" differs by increasing the minimum processor state. To circle back to what was originally suggested at the start of this thread, "Power Saver" will use "Passive" cooling policy, which means the processor will slow down first, and then the fans start if needed. ("Active" cooling means the fans will always be cooling down the computer.) I think this is bad for many reasons, but saving power is not one of them. If your power plan is already set to Balanced (like yours is), you might not even notice a difference from increasing it if your processor is already increasing itself to maximum speed. In cases where the processor is strong enough to idle even when programs are being used, increasing the minimum state should help. Otherwise it's a waste of power like you've said. Stop projecting, this is beyond childish. (I didn't see it coming though, points for that.)
  9. But is there a practical reason to separate them? Like, I completely understand it when it comes to furry/anime heads (especially when you throw in different bodies) since they don't share UVs. But what I'm imagining right now is "Tone A: body", "Tone A: head", "Tone B: body", "Tone B: head", or is there something more to it? Me too, buddy.
  10. Why the attitude? Is everything okay at home? Oh, I know. The more I hear people talk about BOM (and calling it confusing) the more apparent it becomes that LL hasn't done a good enough job at explaining what BOM is and how it works. Granted, LL can't do that without giving a practical example. (I don't know if they did.) No matter how well they explain it, people still have to log in to figure out how to wear something with BOM enabled. And for most people, that didn't happen until creators added a literal "BOM button" to their HUDs. (As unnecessary as it may have been.) Do people really buy "head skins" separately from body skins, though? Seems super weird for the human market.
  11. How is BOM not "going back to the days of simplicity?" Can you elaborate? BOM, as in avatar bakes, are literally the oldest system in SL. It existed long before mesh or even sculpts. The only difference is that it has now been extended to work with attachments as well.
  12. The boat is most likely using llOwnerSay or llRegionSayTo to send messages directly to you. These messages can only be heard by you and nobody/nothing else.
  13. There is a browser-based viewer called SpeedLight, but it's probably not something a new SL user should be using. (Last I checked, avatars aren't fully visible.)
  14. Yes, the intention of Complexity was to put a score on people so it would be easy for you to determine (and optionally not display) avatars that are causing framerate issues in your viewer. But because of how that score is calculated, it's easy to create bodies and clothing so that it has much lower complexity than intended. Everybody does it. What's worse is that even if you're just ignorant or lazy and aren't trying to do it, you'll probably do it by coincidence. I have a huge spreadsheet of different brands and products (I can link it later) that showcases how jarringly inaccurate Complexity is in relation to other metrics. It's an entirely useless number until someone changes it. Black Dragon actually has its own complexity formula and it's much more useful.
  15. It's too bad that having low complexity doesn't actually mean anything. 50K complexity can easily be much worse than 180K. That's how easy (and common) the complexity exploits are.
  16. I don't think we know exactly why they chose the system back then that we have now. There could have been any number of technical or non-technical reasons at the same time. They didn't have to have last names at all, but they wanted them, probably to "set the tone." Back then they were a small nobody, though. They probably didn't have the quantity or quality (lol) of servers as they do now. Storage space (computer memory) may have been limited, maybe not. Maybe the UUID generation part had some requirement that needed a number, who knows. Maybe they just couldn't figure out how to make two custom names work without some complication. Maybe they wanted to have control over last names so people didn't/couldn't come up with totally random names.
  17. In almost all cases (I would say all, but there can technically be exceptions), the first part (8 characters, equal to 32-bit integer) of a UUID is unique enough to identify any avatar in the region. What you can do is include that first part of the target avatar's key as the start parameter, then the rezzed object uses llGetAgentList to look for an avatar whose key matches the start parameter. Easy enough. integer param = (integer)("0x" + (string)llGetOwner()); My key (779e1d56-5500-4e22-940a-cd7b5adddbe0) produces 2006850902.
  18. This is still entirely correct. Scripts are the last in line to do anything. But since scripts are required for most interactions available to us, scripts lagging other scripts is not ideal. BOM isn't some silver-bullet to all issues relating to your body and clothes. It combines textures together, that's it. It doesn't fix clipping clothes, you'll need to use alphas for that, just like you needed alpha cuts pre-BOM.
  19. I'm aware of Genus (one of my alts has Babyface), but if Catwa has started doing that's it's news to me. In any case, I'm not bothered by what an individual person chooses to do, more power to you. I only blame the collective for the widespread issues, and the solution is to just inform and educate people. Deleting scripts from your attachments is not always viable if they rely on those scripts to actually function. If you don't care about whatever functionality it may have, go for it. I'm not just talking about texture changer scripts (I delete those whenever possible) but sometimes the attachment only has one script that does more than just change textures, and I don't want to lose the other features. A scripted HUD to change your BOM layers wouldn't affect your saved outfits at all, unless it was poorly made. The HUD should do absolutely nothing unless you interact with it, and whatever BOM layer you're currently wearing gets saved into the outfit (and thus worn as normal) anyway. Yes, simply getting rid of onion layers is a big deal. BOM is also big deal. They're both very good improvements for performance. Onion layers were bad not only because you were essentially wearing 2-3 times as many bodies as you actually needed and they were alpha-blending which is one of the worst framerate killers in SL.
  20. Avatar impostors are almost the same but slightly different from jellydolls. Avatar impostors are what people get turned into if there are more avatars in your view than your viewer's maximum amount of non-impostor avatars. Regardless of complexity. If you're talking about what @Rachel1206 said, that still involves a scripted HUD, just not necessarily in the target object itself.
  21. You said "meaning here we go again with jellydolls" and jellydolls are a direct result of the complexity score. Nothing about BOM or HUDs or scripts are going to increase the amount of jellydolls you'll encounter. Maybe I worded it poorly, so to rephrase: "Some people would wear HUDs to swap their BOM layers. The removal of onion layers far outweighs that downside."
  22. Yes it is. There are 3 main types of lag. I'll simplify for the sake of brevity: Framerate lag (what I call "performance") This is affected by what you're seeing. Affected by high resolution textures, mesh with lots of triangles, particles, etc. More "lag" = Lower framerate, your screen becomes a slideshow. Network lag (personal ping, texture/mesh/object loading) This is affected by how much you're seeing. Affected by lots of objects (regardless of what they are), textures (regardless of resolution), animations, sounds, etc. More "lag" = Unstable connection (you might disconnect), unresponsive controls (can't move/click stuff) Server lag (sim performance) This is affected by what is happening. Affected by teleports, avatar movement, physics, script count/activity, etc. More "lag" = Slower sim, everybody and everything suffers. Avatars can't move, scripts become slow (vendors/HUDs don't work), etc. Scripts, by their nature of being able to affect the world what and how much we (or our viewer) sees, can also indirectly contribute to an individual's framerate and network lag, but it's not on the same level as how much they affect the sim itself. Your framerate (the main concern) is much much much more affected by other things.
  23. You keep equating all "lag" the same and even mixing it with complexity. That's not how any of this works. BOM reduces the amount of texture memory an avatar takes up. This improves everybody's framerate and makes your body textures load faster (since there are less of them). Wearing a HUD -- or adding scripts to anything else you're wearing -- does not increase your complexity at all. Script-counts don't affect framerates, and the removal of onion layers (in almost all cases) outweighs the potential addition of a HUD on some people. It's a net positive regardless of future outcome. Your paranoia of HUDs is not completely unfounded but it's definitely exaggerated. A large inventory (no matter how large) does not affect your framerate, movement, teleports, or how you interact with anything in-world. The problem with large, flat inventories is the login process and opening your inventory for the first time. LL has told us that having tons of folders at the same level (especially the top level) will cause issues. The longer login times or inability to log in at all is one of them. Your viewer may also freeze for a second when you open the inventory window for the first time, but not after that. Most heads use the entire LL head UV anyway, so there is no difference in texture resolution between appliers and BOM. BOM has the benefit of combining an almost unlimited number of makeup options at literally zero performance/memory cost, and gets rid of alpha issues, so you only have everything to gain unless the head you're using has custom makeup UVs. (But at that point you're already in a niche product that can't even use Omega appliers, so none of this changes anything for you.)
  24. All of the laptops that are still available are over $1000. At that point you might as well spend it on a desktop and get almost double the performance. Reading back on this thread, what on earth are you people doing if your computer builds are over $2000? lol I made one in about 20 mins for less than $600, using good (even a bit overkill) gaming CPU/GPUs: https://pcpartpicker.com/list/pNTb2V 16 GB of RAM so you'll never need to close those Chrome tabs. Graphics card: GTX 1660 (6 GB video memory) Not because Second Life needs (or even can use) that much, but because it's good value. This could easily be switched to a cheaper one, especially if you don't play games beyond SL. For example, GTX 1050 Ti (4 GB video memory) would lower the cost to $500. Processor: Core i5-9400F (2.9 to 4.1 GHz speed) Fast, with enough cores to keep things running smooth with lots of programs. And again, great value. Cheaping out on the processor is generally not a good idea. The rest is just auxiliary stuff, I went for decent budget options. Upgrade if budget allows. Some of it might not even be needed if you're willing to move things like HDD/RAM from your old computer to the new one.
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