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Wulfie Reanimator

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Everything posted by Wulfie Reanimator

  1. Basically: Go to a place on account A and identify yourself. Go to the same place on account B and identify yourself. A and B both get banned. Go to a new place on either account and identify yourself. Get banned immediately, because this system has already flagged you. And let's not forget: Go to a place and identify yourself. Change the URL you're given to associate your IP with someone else's account. Yours and that someone else's account gets banned.
  2. While selling through a distributor (Amazon/Ebay/Etsy/B2B) might have some practical differences, individual businesses are absolutely able (and willing) to ban individual customers in real life. It would be crazy if that wasn't the case; some customers are simply not worth the money they might bring in, and it's very easy to find stories of people getting barred as customers, especially in the US.
  3. You could ask the same thing about literally any feature that opens a path to an external service. Doesn't matter if it's a music stream, parcel media, Media On A Prim, or any links in chat. Anything short of having LL work as a middle-man (as with voice chat) will potentially expose your IP to another resident, because that's how the internet works by design. The problem is that it's not really viable for LL to be the middle-man for every external service. It costs them on many levels to do that, never mind the complications of actually having to design and implement those features. Music streams might be relatively simple but it would cost them bandwidth (and maintenance) to re-stream the music stream to every user, instead of having the user connect directly to the stream. This would also cause a delay in the stream (several seconds or worse), or even prevent streaming altogether if LL's music re-streaming service was down. Parcel media / MOAP would be much more complicated, as they would have to make web-requests on your behalf and render/stream the result back to you. They'd have to implement mouse/keyboard simulation, etc. Basically a remote desktop, but a browser. This alt detector could be done without any scripts/media/stream at all. If they have access to a web server, they could manually IM a link for you to click. When you do, and the link opens in your browser outside of the viewer, your IP address will show up on the server. Heck, they could do it right here on the forum. Basically what you're saying is that these features should not exist unless LL would spend a lot more time on creating and maintaining much more complicated (and futile) systems which are prone to fail and costly to fix. (And it's not like LL has enough time or people to work on existing issues or new features.)
  4. There was a time where you could age-verify yourself by filing some personal information -- this didn't require you to make a payment and still allowed you to enter Adult-rated areas. Now I'm not saying that I might've borrowed Elvis Presley's details on a hypothetical alt account back in the day, but it definitely could've been possible.
  5. Nothing is assigned since '==' is a comparison, not an assignment. The line "light == TRUE;" will return a value (1 or 0) which is immediately discarded since there's nothing to consume it. As a result, the touch_start event doesn't actually change the value of Light at all. That happens in the timer event. The whole script is pretty confused about what it's doing. Assuming I've interpreted the script correctly, this is what the intended effect was. The light is off when the script starts. When clicked, the light will turn on after 0.5 seconds. Then, the light changes color every 3 seconds until it's clicked again to turn the light off. I added one extra variable into the script, so that the light's on/off state can be tracked separately from which color should be used. The light's on/off state is toggled when touched, and the light's color is toggled in the timer event. I also removed the script restart since that's really not needed, the PrimitiveParams before that already do the work of turning the light off. The code should also be much easier to read now. integer Light = FALSE; vector Blue = <0.041, 0.959, 0.959>; vector Green = <0.000, 1.000, 0.500>; integer Color = 0; default { state_entry() { llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, Blue, 1.0, 5.0, 1.0, PRIM_GLOW, ALL_SIDES, 0.0, PRIM_COLOR, ALL_SIDES, <0.169, 0.169, 0.169>, 1.0]); } touch_start(integer total_number) { Light = !Light; if(Light == TRUE) { llSetTimerEvent(0.5); } else { llSetTimerEvent(0); llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, Blue, 1.0, 5.0, 1.0, PRIM_GLOW, ALL_SIDES, 0.0, PRIM_COLOR, ALL_SIDES, <0.169, 0.169, 0.169>, 1.0]); } } timer() { Color = !Color; if (Color == 0) { llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, Blue, 1.0, 5.0, 1.0, PRIM_GLOW, ALL_SIDES, 0.6, PRIM_COLOR, ALL_SIDES, Blue, 0.6]); } else if (Color == 1) { llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, Green, 1.0, 5.0, 1.0, PRIM_GLOW, ALL_SIDES, 0.6, PRIM_COLOR, ALL_SIDES, Green, 0.6]); } llSetTimerEvent(3); } }
  6. I suspect Wulfie is allowing the boat to roll from side to side (possibly the X axis) and rock from stem to stern (possibly the Y axis), which is OK for a coracle or multi-hull but not for a classic displacement hull. My feeling is that the stem-to-stern motion when the boat is not underway should be much less than the side to side rolling , perhaps a fifth (if that).of the side to side. try reducing the amount of tilt in one of the two axes ( use tilt * 0.2) and seeing what the effect is. My goal was to show a simple approximation of a floating object bobbing in the waves. The most basic thing to do is to oscillate the object up and down according to a simple wave-function. To add a little more complexity, you can also approximate how the object might tilt in the waves, but this is highly dependent on the mass and shape of the object, so I did not make any assumptions. Instead, I only calculated one value and applied it equally on the world's X and Y axes, which makes the object always tilt back and forth diagonally (relative to the world, not the object's own orientation). If you wanted higher waves, change the multiplier: float height = llCos(t) * 0.1; If you want greater tilt, change the multiplier and/or the height of the vector: Or if you want a faster rate of tilt, increase the value given to llCos. float tilt = llCos(t/2) * 0.15; vector normal = llVecNorm(<tilt, tilt, 2>);
  7. It isn't a complete script, you will have to put that into a loop or a timer. If you only ran that code once, it would change the object's position/rotation once.
  8. You gotta contact support if you want Wiki editing access. That's what I did. P.S. The status page isn't that interesting, here's a time machine.
  9. Nothing a couple sine-waves can't solve. It's a little leaky, but I did my best. float t = llGetTime(); // Direction pointing upwards (2 meters), // including with some arbitrary horizontal offset (tilt). float tilt = llCos(t/2) * 0.15; vector normal = llVecNorm(<tilt, tilt, 2>); rotation r = llRotBetween(<0,0,1>, normal); // Gentle waves float height = llCos(t) * 0.1; llSetLinkPrimitiveParamsFast(LINK_THIS, [ PRIM_ROTATION, r, PRIM_POSITION, pos + <0,0,height> ]);
  10. Local textures are only visible to you. Everybody else will see the same grey texture you'll see after relogging. To permanently add your textures to SL so that everybody can use/see them, you have to pay 10 lindens per asset. Any textures/assets that have been uploaded to SL can't be edited, so if you have to make any changes, you'll have to pay 10 lindens to upload again. You were smart to use local textures first. More info here:
  11. I kinda get what you mean but "work in RL" kinda doesn't apply in this age of the internet. For example, sitting at home making videos for Youtube, or livestreaming on Twitch/Youtube, can be a decent way to make a living and the income isn't really limited to what you would make at a traditional job regardless of your field or education. Especially livestreamers have a lot of parallels with SL DJs, you can just put on a game and let people come in and watch; it can be relatively no-effort work. The livestramers I'm speaking of technically live on tips/donations, especially on Youtube where it's much easier to get started, but livestreamers also make money from ad-revenue which is a common way to monetize your audience without requiring direct payment from them. A lot of Twitch streamers show 3 minutes of ads every hour so they can take a break and to prevent any more ads from being shown to viewers. Second Life on the other hand is a very small, niche platform. There's no way to really make decent money as an entertainer because you're never going to reach big audiences, especially when the sim you're on is limited to 20-100 people. You'd pretty much have to either charge an entry fee or have the establishment itself fund you, or host yourself somewhere outside of SL. You could do your DJing on Youtube and stream the audio into SL, for example, so that you could have a bigger audience while also entertaining those in front of you. Not only that, but the SL economy is one of small transactions. People are used to spending only small amounts of money at a time (whether they're tipping or buying products) and they don't think of value in terms of real money. There are some exceptions, like mesh body parts or clothing fatpacks, but just looking at the Marketplace price ranges, the vast majority of products are under 1000L and most of those are 500L or less regardless of category.
  12. At the end of the day, tipping/donating is voluntary. Advocating for better support for entertainers is valid, but you shouldn't force/pressure/guilt people into tipping or tipping more.
  13. Yeah, that's how I got it as well, but it was at a Halloween event so I wasn't sure what happened to it afterwards. It does include an AO, and is fully modifiable. Timber Wilds Industries is another well-supported brand of feral avatars, most of their stuff is in-world though.
  14. There's currently no LSL functionality to change the projector light texture. The best you can do is have multiple prims with different projectors at the same position, and switch between each of them.
  15. A lot of special characters like the ones you used will be rejected as a display name after a delay.
  16. I'm not sure where to get one now (probably inworld store), but the Hellhund by Zexen Alecto is pretty well supported with mods. It's totally usable by both realistic and fantasy avatars.
  17. "Show muted chat" is a viewer setting that you should turn off. Avatars can also be derendered entirely if you right-click their nametag, regardless of if you mute them first. You can derender avatars and still hear chat from them if you like. And if you are truly universally disliked, you'll find that you won't have access to places because people still have the ability to ban you. There's no "two-way block" in real life either (short of a legal restraining order), if you are being harassed by another person in the same location as you, you won't be able to become invisible and force them to shut up, instead you'd have to physically leave yourself (similar to teleporting or logging off in SL) or call the police (moderators/staff) to come deal with the situation. SL communities are literally self-governing because we do have the tools to do so.
  18. Kind of a shot in the dark (ha, get it?) but what objects are behind your camera, to the right? It seems like some object(s) are being unloaded since it's outside of your view, which allows more light to shine through. When you turn your camera, the object is loaded into existence again which casts a shadow. You could try rotating the sun so that it shines from a different direction.
  19. llGetObjectDetails with OBJECT_TOTAL_INVENTORY_COUNT It should return the inventory count for the specific UUID you provide, though it might work differently for root objects. Edit: Or not, it really does return the linkset count regardless of which link you check.
  20. A delay/timer is your only option for sequences. Animations will play concurrently, with the highest priority (or most recent) animation controlling the respective bones. (Though, sometimes for reasons I don't understand, the animation order will change if synchronized locally by the viewer.)
  21. PSYS_SRC_OMEGA is an incremental change between each burst of particles. It does not allow you to make individual particles move in a circle, such as following a path around an avatar. What I was trying to say is that you can't create particles like these with LSL, which are what I think OP would want. But yes, you could combine other things like PRIM_OMEGA or Keyframed Motion or other scripted movement to move the emitter around for a similar effect.
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