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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. Nnno. The in-viewer inventory system is extremely primitive compared to Windows. Yes, Windows has all the same tools as the SL inventory, but the SL inventory doesn't have even a fraction of the flexibility that a full operating system (Windows or otherwise) has. Super simple example I sometimes wish I had. Let's pretend this is a snippet of my inventory: I want to rename all of these to some standard name, like "Snapshot (#)" where # is a sequential number. So, in Windows, I'll select them all and right-click rename.. And I write "Snapshot" as the name of the first file and hit Enter. Every file gets named the same and duplicates are automatically numbered. You can also just select one file to rename, and press Tab when you're done. Windows will automatically move down to the next file, ready for you to start typing a name for it. I would 100% use this to rename a lot of badly or inconsistently labeled items. Especially for clothes that have multiple versions for different bodies, for example (if these weren't no-modify): I would much rather have these items renamed to something like.. Scandalize: Senuna HUD - Waist HUD - Fur/Top/Leggings Freya - Leggings Freya - Top Freya - Top Fuzzy Freya - Top Fuzzy 50 Maitreya - Leggings Maitreya - Top Maitreya - Top Fuzzy Maitreya - Top Fuzzy 50 ... This kind of renaming (or folder creation, like by date) could even be done with a third-party app in Windows so it would become automatic. You could organize hundreds of thousands of items in seconds, or create rules so that only certain folders (and maybe or not the folders within those) would be organized. TLDR and my point: The SL inventory system is terrible compared to the utilities you could have on an OS.
  2. This is not a failure on LL's part. This is in full compliance of the law. Edit: In addition, it is often not worth taking someone to court for trying to sell your virtual items on SL because the legal and travel fees are going to far outweigh what you'll probably get out of them or the damage they're causing to your business, assuming you don't somehow fail to prove that you're the owner of that IP. And if the person getting DMCA'd (or both of you) don't live in the US, well.. It's going to be an awkward legal battle using American law & legal form. (Even though some countries outside of the US do respect the DMCA or have DMCA-like laws, but DMCA itself is American.)
  3. I acknowledge that not having visual representation would be a problem for many, but I also said "fake copy" as in, not the actual items. LL making a feature that allowed people to download the textures in their inventory onto their local machines would be a big no-no for the enforcing of permissions. Everything would have to be names-only, even textures. The only advantage would be that the utilities available on Windows would make sorting even large quantities of files very easy. I'm not saying this is ideal by a long shot.
  4. If you're gonna call someone out, at least correct them, don't just leave it at "you're wrong." Explain what a cloud is. That said, I don't know how useful this would actually be on its own. I'd rather have an extra set of tools for sorting your inventory. Maybe if we could pull some kind of a fake copy of our inventory onto our local file system, sort it within the Windows OS and then push it back..
  5. What you're talking about is symbols, not fonts. What symbols are and aren't visible (shown as boxes or some other blank symbol) depends on the font each individual user's viewer is set to display. Different fonts cover a different amount of symbols, some are very limited (only covering Aa-Zz, 0-9, and punctuation) while others cover as many symbols as they can realistically fit into a font file. You might think your proposed name doesn't work, but for some it'll be just fine. If you like it, use it. Just get used to that feeling the people around you are probably feeling.
  6. I visited your land to check for the billboard, but it was removed by the time I did. (After I made my post.) That said, if your screenshot shows a floating sign (billboard-like or otherwise), people will take that at face value, like Elles and I did, because you're the one who posted it. There's no way for us to figure out your graphic settings and it's your responsibility to make things look presentable. As general advice, I'd recommend increasing your graphic settings to take a screenshot and then go back to your normal settings. Not just to avoid "misinterpretations," but to make your land look more appealing for your advert.
  7. As a responsible landlord, you should comply with the rules set by Linden Lab instead of arguing about the semantics of your floating billboard ad..
  8. I knew rigged mesh was correctly placed on the avatar even as a HUD attachment, but I didn't occur to me that they'd still be hidden.. Now I'm getting all kinds of bad ideas.
  9. I understand what you mean and again, the shine can be applied onto the same mesh that has your skin on it. No need for extra mesh just for shine. There are legitimate use-cases for an additional layer on the mesh body even post-BoM, but it's for skin-tight clothing that realistically covers small gaps between the breasts, buttocks, and crotch bits.. Or potentially some niche effects like emissive (glow in the dark) neon paint or animated textures, but that should be an alternative version of the same body (or the extra layer itself should be separate!!), not something put in the default that most are going to wear without making full use of.
  10. Your skin layer can have the materials on it, right? You don't need an extra layer just for that. Unrelated, but you could put material textures into the BoM auxillary slots and then apply the aux texture as a material. Combined / dynamic materials!
  11. Post your script, otherwise we can't really help you beyond writing the whole script from scratch.
  12. Maybe I'm just tired, but this makes little sense as far as describing the problem. What is the relation between S and SpannerP? Does S stand for Spanner or something else? What about the other letters? Why isn't this okay? (Sorry, posting from mobile and can't use the code block) If( llList2String(gOrder, 0) == "S" ) { string gTool1 = "SpannerP"; } If I'm understanding correctly and you want to convert the single letters into full names or commands, you would end up with a lot of IF statements this way..
  13. The states you are talking about are proprietary to OpenCollar, not RLV itself. OC doesn't document how its scripts work internally, so you'll have to find the bits you're interested in yourself. What RLV does have is the "permissive" rule. Allow/deny permissive exceptions : "@permissive=<y/n>" Get the list of restrictions the avatar is currently submitted to : @getstatus[:<part_of_rule>[;<custom_separator>]]=<channel>
  14. I don't. Edit: Wait, I missed that part about Omega. If the Omega appliers can apply textures asymmetrically, it can do the same with the BoM textures, applying the separate arm section on one arm. In that case yes of course BoM tattoos are already possible with no updates required to the body. What made you think that they aren't possible?
  15. The BoM functionality comes in the form of simple texture UUIDs. Omega Solutions has already made an "applier" that sets any Omega-compatible body to use BoM textures, and it worked fine with the project viewer. You can get it from their in-world store as a freebie. There's no need for creators to make a new body, they only need to provide their textures as the new Universal Layer inventory item (which will allow 1024x1024 resolution layers for BoM).
  16. If you use appliers, you'll only be able to have that one specific texture on at a time. (on the same surface, anyway..) With BoM, you can wear as many clothing layers as you want, and they will all be combined into a single texture for your BoM body. Skin, multiple different tattoos, clothing layers (underwear, top layer), and everything else will be compatible. We will see how many creators adopt this new feature.
  17. If after 7 years you've only spent 10% of your relatively small HDD, there's no reason to go for 1TB. If you're absolutely terrified of opening your computer and plugging a cable in, you could go for a new 500GB one very safely. If you're even a little courageous or know someone who can do it for you, you can use your old 500GB HDD and put that into your new computer after it arrives. Free extra space! 16 GB of RAM is probably for the best, some everyday programs like Chrome will eat up memory like there's no tomorrow. You don't want your RAM to be running out, that'll cause lots of horrible lag on your entire computer. My SSD (which has Windows, all the temp files, and SL cache on it) only has 91.7GB of files in it, so I would guess the smaller SSD should be enough for you. Liquid coolers are absolutely not needed either. Those are intended for gaming with intense graphics and/or with an overclocked processor (CPU), which you have absolutely no need for. As with cores, I would actually recommend one with 4 cores instead of 6 or 8 if you can find one for cheaper. The thing about CPU speeds is that in the real world, they're all limited by the "weakest link" or whichever core happens to be the slowest. The more cores you have, the lower speeds you can expect from a single core. This is important for programs like SL or gaming in general, because they rarely make use of more than 1-2 cores. A 4-core CPU at 3.6GHz will be better for games(/SL) than an 8-core CPU at 3.6GHz. I personally have a GTX 1060 (3GB) as my graphics card and it works perfectly* fine for SL and games, even with max graphics, advanced lighting and projector shadows. You would probably be fine with even the 900-series. * You can't expect to run SL with 30-60 FPS in crowded areas with everybody visible, sometimes not even in places with few people, because the objects around you are poorly optimized by creators.
  18. In the state_entry event.. 1. Get the number of prims in the linkset with llGetNumberOfPrims. 2. Start a loop that repeats for each prim. 3. During each loop, use llSetLinkAlpha to make a prim visible. Also make sure that the object is invisible before you rez it.
  19. You cannot sit on worn attachments. You cannot disable collisions between avatars. You can create an object (vehicle) that allows two avatars to sit on it, then move one avatar inside the other. If you want the avatars to be able to move, you must script the movement.
  20. I wouldn't generally go for space-separated values either, but that is why I mentioned llCSV2List. It parses very cleanly and doesn't break things like vectors, which have commas in them. My example was limited to spaces because OP's code used it and it let me use llParseString2List like you did. It was the most familiar way to give the example. My examples are not limited to only two values either, everything is stored into a list. I believe the best way to give an example is to give the simplest solution, as in only what is needed. It can then be expanded from there. Putting global variables or a loop in your example (especially without any comments or explanation) is confusing and might make someone think that it's necessary. Also, even in your example, the code would be functionally identical if you removed all references to EMPTY_STR because llParseString2List doesn't need it it work properly. There's also a typo in your code so it doesn't even compile. All given examples should be tested to make sure they can be tested by others. list params = llParseString2List(llList2String(pairs, x), [DATA_SEP], {EMPTY_STR]));
  21. CHANGED_SCALE? Works even if the script is in the root of a linkset and a link changes scale. PRIM_POINT_LIGHT is the prim parameter scripts can use.
  22. These are very recent new songs for League of Legends. (PC game, also an e-sport) This is basically a reveal for 4 new "skins" (alternative costumes) for 4 already existing characters in the game: And this is this year's "theme song" for the international League of Legends e-sport event "Worlds 2018." The people you see throughout the video are the top players attending the event, the weapons they carry belong to the in-game characters they've played in the past events.
  23. Even I have a little trouble following the logic in that listen event. Why the loop? Why two lists? (I know functionally why, but why.) Assuming this was your sending script: key texture_A = "3d80799c-de95-11e8-9f32-f2801f1b9fd1"; key texture_B = "3d807c12-de95-11e8-9f32-f2801f1b9fd1"; integer channel = 0; default { touch_start(integer total_number) { // The keys will be separated by a single space. llWhisper(channel, (string)texture_A + " " + (string)texture_B); } } Your receiver script could be much simpler: integer channel = 0; default { state_entry() { llListen(channel, "", "", ""); } listen(integer channel, string name, key id, string message) { // Make sure the message is coming from something with the same owner. if(llGetOwnerKey(id) == llGetOwner()) { // Parse the message by separating it by spaces. // (The spaces will not be in the list.) list textures = llParseString2List(message, [" "], []); // This is how you access the textures. // You don't need to save them into a variable. key texture_A = llList2Key(textures, 0); key texture_B = llList2Key(textures, 1); // llSetLinkTexture // ... } } } Even if your original message still had the tex_1 and tex_2 parts: // message: "tex_1 uuid tex_2 uuid" list textures = llParseString2List(message, [" "], []); // list: ["tex_1", "uuid", "tex_2", "uuid"] // This is how you access the textures. key texture_A = llList2Key(textures, 1); key texture_B = llList2Key(textures, 3); // ..because lists start from 0. // 0 is "tex_1", 2 is "tex_2"
  24. Then I'm not talking about you, don't worry about what I think or take it personally. I don't either. ?
  25. I assume you know how and where to actually set the textures, but don't know how to get those UUIDs out of the string you receive. There are a couple easy ways to do this, namely: http://wiki.secondlife.com/wiki/LlParseString2List http://wiki.secondlife.com/wiki/LlCSV2List These allow you to easily convert your string message to a list and from there you csn get the key by index. You could also shorten your message/list by only having the keys in there, you don't need the "tex_" names since you know they will be there in that order. Alternatively, you could also use this to get the very specific part of the message you want, since you know the message will always be the same length: http://wiki.secondlife.com/wiki/LlGetSubString
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