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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. I'm really failing to understand why @arabellajones makes it sound like this feature is somehow a "hack" or "very confusing" and "shouldn't be there." The first three numbers are RGB, ranging from 0 to 255. This can be easily confirmed by checking a fullbright prim with a blank-white texture. White is 255 255 255, black is 0 0 0. While doing this, you'll notice that "alpha" for white is also 255 and black is 0. 50% grey (128 128 128) has an alpha of 132, which definitely seems odd at face-value, but the alpha value can be completely disregarded because you really only care about the RGB values. (And yes, GL_UNSIGNED_BYTE switches the range from [0,1] to [0,255], as explained here) You as the user can't figure out why the alpha value is what it is. The simplest and broadest explanation is that it doesn't measure the transparency of what's on your screen, but what's in the corresponding "memory" (that you don't see). The reason for whatever the value actually is is hidden deep in the rendering code, which most won't dare to venture into. The solution for this "undocumented hack" would be to just not show that fourth value. Functionally identical, just no longer bothering some people. As for llformat (source), that's just a common string-formatting function, it allows you to replace patterns with values, %d means decimal (aka integer). LL's version just has some platform-specific lines, it doesn't alter the input/output.
  2. As someone who has a Vive HMD, what I wanna know is how the screens actually look on the glasses. The screen seems to be on one eye and you can see past it, so how do you comfortably focus on it? More so what's the resolution like, is the tiny text actually legible, and to what degree?
  3. In my country it's called literally "Friend's Day" so the whole world is my valentine for one day and you can't stop me!!!
  4. There are ways for teachers to remotely monitor what every student is doing on their computers, and close programs/windows or lock the computer if they're too distracted. Besides, if we're going to go with "what would probably actually happen," almost none of us should be saying "I'd do X" because most of us have zero experience in being the teacher. The premise supposes that we'd be in charge and capable of doing it, why wouldn't it also suppose that the kids would sorta pay attention? (I also think some people here massively underestimate the newer generations' ability to learn computer-related things like programming or navigating SL.)
  5. I don't think that's what I'm talking about. Doesn't sound like it. I don't mean exporting any assets, I'm talking about the local copy of your inventory that your viewer downloads from LL's database every time you connect, which doesn't contain any actual data but placeholders/pointers to them. You couldn't copy or edit these (not because of permissions but because the new copy/edit wouldn't have a new UUID), only move or delete them and you'd need to send updates back to LL about what you're changing so the real database/inventory is affected, just like normal viewers have to do. It would basically be a text-only viewer, minus chat, with extra tools specifically for inventory sorting. Or maybe (ideally) it wouldn't even require a login until you were done and wanted to send the updates in bulk.
  6. Did you know that your inventory is downloaded onto your computer every time you log in? You could parse and edit this file directly outside the viewer, but nobody has created any tools to do this in a user-friendly way as far as I know.
  7. If you mean the actual speed of movement, that's not related to animations. The avatar will always try to reach its maximum speed, unless you do something to slow it down. That's actually something scripts can do. They can use force to push against your avatar, causing it to move slower. I can't show how right now though.
  8. "Disguised" as in changing the way the word is written so that word filters don't notice it. Kinda like how you would type swear words like f**k, or ag3pl4y. "Loli" just refers to a little girl, but rarely in a PG way.
  9. Game development involves a very wide range of talents and has a lot of visual feedback which is perfect for "quick rewards." With that in mind, I would introduce the class to SL and let them pick what's most interesting to them, be it making assets (prims, textures, sounds, whatever) or scripting, group the students so that every group has artists and programmers, and have each group come up with some kind of simple game or other project idea that they can work together on. Second Life is a great platform for this because LSL is simple, everything "just works" unlike trying to make something in an editor + IDE (like Unity + Visual Studio). The students don't have to figure out how to implement something as boiler-plate as moving or being able to click on things.
  10. The paranoia most often comes up in the form of "you're too short, you must be a child and I should report you before anybody else gets reported:" The furry/anime community is much more accustomed to small and/or cute avatars, between 4-5 feet, even in a lewd context. Probably because it's further removed from real life and can be more easily justified (like small real life species for furries or not really resembling our idea of a real child). Friends, we're talking about the overall trends and averages, of course there are exceptions and outliers but they don't disprove anything. 😋 (Never mind that there's a thousand ways to slice the pie and we're all talking about our own limited experiences, until someone links actual statistics which nobody's probably bothered to gather.)
  11. Try adding a space between "17" and "LI".. Somebody posted a similar topic recently, and it seemed like LL's filters were picking it up as a disguised "loli."
  12. Furries tend to be shorter on average, and way less paranoid about child avatars.
  13. Unfortunately, no. The playback of animations is handled 100% by the viewer alone, so only the viewer itself can adjust the playback of animations (for your view only).
  14. Oh, sorry, I got confused by the myriad of functions that truncate strings (to 1024 usually) and forgot that larger strings can exist. 😋 And you're right, it would be a lot of work, I'm not ignorant to these things. But considering all of the other things LL has brought us, I don't think this exceeds any "viability thresholds."
  15. It is true that Mono scripts only take up as much memory as they need. (5KB used out of 64KB = 5KB) Old LSO scripts would always use a static amount (16KB) of memory. One real concern is everybody defaulting to 128KB for new scripts, where less would be more than enough. The downside of Mono's dynamic memory allocation is that during transfer (teleport) between sims, the actual amount of memory being used by the script must be calculated and reallocated by the receiving sim. This process is very slow, and it is what causes that noticeable slow-motion freeze to everything when an avatar enters a sim, especially if they have a lot of scripts (even if none of them use more than 10KB memory). Doubling the default size of a Mono script could possibly almost double that lag-time. I'm sure if LL was to actually go forward with this idea and increase the overall script memory limit, they would do extensive testing on all of the functions to ensure that they didn't break. (I know, ha-ha, LL changing something without breaking anything. Memes.) Memory limits for things like strings don't really have to change either.
  16. I know it says that, but I haven't ever seen anything saying that they wanted only 32KB.
  17. I honestly can't tell if this is a joke or not. For the benefit of those who would sincerely think like this; Income is income is income, it doesn't matter whether the thing you're selling "has no value" or not or "isn't real." (Let alone the fact that someone willing to pay for something already means it has value.) You could be selling sand from the side of the road and you'd still have to file taxes on the money you made if you got past a certain point.
  18. Only after you've sold those game tokens because the money you receive for said game tokens is taxable income. :^)
  19. You can register multiple accounts under the same email address. Or at least used to be able to.
  20. This has less to do with scripting and more to do with how you should build the sign (assuming mesh). From a scripting standpoint, all you need is llSetTextureAnim to smoothly slide a texture across the UV surface. For this to work though, you must arrange the UV map for the neon sign so that a texture will cleanly move over the mesh in the way you want (think of the UV map like a "straight road" or path). Then you would just need separate textures with color gradients on them to allow for different colors. The rest of your post makes it sound a lot like you're looking for someone to write the scripts for you, though. There's a dedicated area for posts like that here.
  21. In the words of a Linden who was tasked to write the code to remove last names: https://nwn.blogs.com/nwn/2018/03/sl-james-cook-linden-world-last-names.html
  22. The best you can do is use RLV commands from a script that will wear/switch your physics layers from your own inventory (not the object's).
  23. From what I understand, the Experience database is only accessible while the object is within land with your Experience enabled, so it's not very practical for a general-purpose storage system, yet...
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