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Qie Niangao

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Everything posted by Qie Niangao

  1. Note that it's the shape that was supposed to be mod, not the mesh itself. That's easier for users than replacing the supplied no-mod shape, so that's an improvement (I think). Had the mesh been mod, there'd be that whole new industry of "skins 'n' stuff" for these avatars. That would have been okay, too (and what I'd originally expected, somehow) but I'm not sure these models are really good enough to be worth the effort. I mean, the skins certainly could be much improved, but consider those feet: no skin can cover up that mess.
  2. Hoshi Kenin wrote: Poitical correctness has formed it's own poison within society, in general, not just SL. Some recent RL "child porn" paranoia at Instagram raises a pretty high bar for kneejerk reactions. Don't you think the OP feeling "uncomfortable" is perfectly rational, surrounded by hysterics seeking witches to burn?
  3. Assuming you're looking at the object I think you're describing, it's actually in the Wards sim, and if you brave the dopey security system, you may see the creator and owner. But I wonder if maybe you're using a different non-Linden viewer that's sort of "trying too hard" to get details about those. Both the creator ("Gene Replacement" -- a common creator of old-school megaprims) and owner ("Meeka Sihtu") show as "This name is unavailable" in their profiles, although of course they're fully available using other viewers. That part is often a side-effect of inherited default hyper-restrictive "privacy" settings -- but doesn't prevent the names from being populated at least in normal viewers.
  4. Pussycat Catnap wrote: I believe the service is only $9.95/month - quite reasonable. That's my understanding, too, and if it produces satisfactory results (as I understand it does), then that price is fairly reasonable compared to the depreciation on a decent graphics card that will be pretty much obsolete in three years. I think that's a viable market for the service, in fact, for those who have no other desktop with good graphics. Those who do have high-performance desktop graphics, however, might want to use Splashtop to remote SL to their (local) tablet. And yeah, for remote, Lumiya seems closer to practical under bandwidth constraints such as those faced by those of us in Canada, the corrupt backwaters of broadband.
  5. I do remember that thread and all the fun you and others had, spreading the brokenness. If we found a new way to break Mainland now, I wonder if anybody could be bothered to fix it.
  6. Personally, I'd prefer if they simply made all those settings be script-controllable. Then the estate owner could revert a setting by an individual parcel renter, warn them by IM or whatever, and make it a general covenant-enforcement matter, however the estate wanted to handle it. The thinking is that having scripts able to set these things could be very useful anyway, even for parcel owners, even on Mainland. For example, I could imagine wanting to turn on access lists occasionally while I'm actually on the parcel, and have it revert to open access when I leave... but there's no sure way of doing that unless scripts can control that parcel setting. And it's just laziness that the setting isn't script-controllable, inasmuch as the named banlist is.
  7. You may have better luck if you make sure your avatar is in the same region as the object for which you're trying to get information.
  8. I think the highest point in SL is on the Heterocera Atoll.
  9. llGetLinkPrimitiveParams deals in lists of parameters. That makes it handy when you want to get a bunch of different information about a linked prim with a single function call. In the event that you only want the one parameter, you still need to supply it in a list, and extract the value from the list returned by the function. So you may want something like linksize = llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_SIZE]), 0);
  10. I'm not sure how auto-return would help this because it only effects what others have rezzed, not the parcels owners objects. In my experience, the vast majority of sky junk is not the parcel owner's. Yeah, there are intentional sky builds and they're often pretty dismal content, but what I see most often when flying around the Mainland are little bits of left-behind junk that clearly simply escaped from somebody's Build tool, slid across the sim, and are now stranded above some unwitting landowner's parcel forever -- or until they enable auto-return.
  11. How long did you see them? I saw some very briefly a day ago or so, but I wasn't rigorous about checking to see exactly how long after I noticed them that they disappeared. I have an idea that the removal is now automated without need for reader reports. If so, it's interesting that they're removing the spam after posting, rather than filtering it and sending the spam posts directly to the bit-bucket. I'd be especially impressed if the spam posts continued to appear as if successful when the forums are accessed from the same IP addresses as those from which the posts are made. That wouldn't mean anything, though, if the spammers are posting through botnets.
  12. At Abbots Airport users can buy jet fighters etc; but where to fly them safely, if the sky is full oif old floating junk? It's a bit like asteroids: You think there's so many that you're bound to collide with them, but actually they're spread over a huge space so it's not as hopeless as it seems. They are ugly, though, especially on Mainland and other lax estates, as I'm reminded every time I expand my draw distance. The bad part is that most of it is not anything desired by the landowner, and very often the landowners themselves haven't been around and no tier has been paid on the land for years. (I'm not talking about the lifetime members specifically, although they're often a problem, too.) Most often it's just bits and pieces of detritus that "escaped" a novice's Build tool while trying to edit something into place. This is why auto-return is so valuable. Honestly, Mainland should have two different tier system, where land without auto-return would cost at least twice as much as land with it enabled. Admittedly, some of the junk escaped the landowner's own editing. It would be nice to have some better tools for finding all those stranded items -- and free-up the prims they consume, without having to clear the parcel and start again from scratch.
  13. Is there posted source code somewhere that causes this problem? (I can't replicate it with Whirly's script on the latest Linden viewer on Linux, but that's just me. As already mentioned, there have been big server-side changes in how this works over the past few months, so it would be important to know what's happening if those have different effects on different viewers. Especially if "eXperience Permissions" are just around the corner as it seems.) ETA: Did anybody who experiences the problem when using your HUD also test using Whirly's script and get the same problem? If so, then we have source to reproduce the problem (for some) and we're back to trying to find what combinations of viewer, account, and configuration will reproduce the problem. If not, then we still need such source code.
  14. phaedra Exonar wrote: Besides the privacy issues when your flying over some ones land in a vehicle your all so using their prim count, if the parcel dose not have enough prims left for you to cross you all so get stopped, there nothing requiring people to leave extra free prims to allow other people to fly through their land. That's not quite how it works, though. Objects that are sat-upon (such as vehicles) come from a separate allotment of prims (or "land impact") that's not part of the 15,000 allocated across all land in a region. These objects are treated more like attachments -- another category of prims that the sim must manage but aren't allocated to particular parcels. There was a longstanding bug (maybe fixed now?) where the special treatment for sat-upon objects would fail if the object crossed a region boundary into a parcel with insufficient prims. Those would get returned, but only because of that bug, not by design. Of course, all bets are off if the landowner ejects the avatar sitting on the vehicle. Then it's not a vehicle anymore -- nobody's sitting on it -- so it becomes debris as if somebody moved the object onto the parcel. It's likely to get auto-returned or otherwise removed, or just add to the prim count of the parcel. (Similarly, in the case of land that doesn't allow avatar entry, ridden vehicles bumping into those restrictions below 50m AGL will become debris in the neighbor's parcel -- another reason those banlines are so aggressively hostile to neighbors.)
  15. Why do you think it's taking up prims on your parcel? The Land Impact listed in the Pathfinding linksets window is for any parcel, and it includes objects you can move from anywhere in the region.
  16. I'm pretty sure the Pathfinding list will include all objects you can move, only some of which you'll also be able to return. (Others of which will be those set so anyone can move them, or shared with a group to which you're a member, etc.) (Hint: Things you can move might find themselves somewhere they won't last long.)
  17. most of them will be of clothes & body stores. Yeah, you need to complain to those stores. They're doing it wrong. (If they're also charging for group membership, they're doing you wrong!) The odd thing is, groups are just so very, very crippled, which makes it baffling that so many merchants insist on using the things even though they're totally opaque to scripts.
  18. The discrepancy is largely historical: For years and years and years, the viewer would routinely corrupt its cache. Like, all the time. That happens much less often now. It still does happen, however, and the "never ever clear cache" religion is just as superstitious as the old cult of clearing cache at the drop of a hat. Also, there's a popular bit of wishful thinking that what's in cache is of tremendous value to viewer performance. It helps some, sometimes, but if you move around the grid much, the cache's utility is pretty fleeting.
  19. Yeah, if it's triggered by SL and not heat related it's most likely a fault either with the power supply or with memory. LinX sounds like a good thing to try, but I'd probably start with memtest86 to check all that quad-channel memory in the OP's machine. Assuming both power supply and memory check out, and just because the OP describes some fairly new hardware, I might suggest checking the motherboard manufacturer's site for critical updates to BIOS or drivers (besides any new graphics card drivers, as already suggested).
  20. phaedra Exonar wrote: May be I just need to learn to use the short cuts OMFG yes! The best thing I ever did to improve my SL quality of life was to forever close that cam control window (as a newbie, back when Viewer 1 was cutting-edge) and force myself to use only Alt-zoom and Control-Alt-swivel. The second-best thing was at the start of Viewer 3, getting rid of all the toolbar buttons and learning the control-key equivalents for everything I actually use. (The third-best was replacing all HUDs with self-scripted ones that use the barest minimum of screen space only when necessary -- but that's a much bigger step, and an ongoing battle.) Oh, about this viewer: I've been using it for a long time, while still in RCs, and it's definitely a big win for the way I use SL: moving a lot, camming a lot, but with relatively short draw distance. I'd be interested to see if it's as much an advance for those who use SL differently, and therefore maybe don't have such constantly and rapidly changing scene contents.
  21. It does seem much better, and that's genuinely encouraging. Coincidentally, I was just looking at Jeff Atwood's discourse.org (as BoingBoing is using for their "BBS", replacing Disqus) and wondering if it might be better than conventional forums for Second Life. Or maybe, if SL ever gets hot again, a third party might be motivated to launch a Discourse-based site (assuming they haven't already).
  22. And here is something unusual: an auction that's set for a $2.50 / sq.m. opening bid. It's large and it's waterfront, true, but rather unremarkable Jeogeot waterfront that doesn't border on a Linden water parcel or anything, and is weirdly shaped. One thing about this location: I very vaguely recall that this may have been where Scope Cleaver's house used to be -- it was around here somewhere. (If you don't know who Scope Cleaver was, then never mind.) I'm guessing this is just a mistake.
  23. Yeah, you'd want to use some scripting language to scrape the html source returned by the search.secondlife.com query, and PHP is as good as any for something like this I suppose. I'm pretty sure you can't do it directly with LSL in-world scripts because, as I recall, you can't access the search URL from inside a script. You can probably still get around that using an external "reflector" service that simply relays queries and responses to sidestep the address restriction, but while you're at it there's not a lot more effort involved in scraping the results than just relaying them.
  24. Instead of Collada88, I'm guessing you may mean Collabor88, but they appear to be between events or something. I'd definitely second the suggestion to check out Trompe Loeil and, particularly for houses, I'd add Barnesworth Anubis (in the theme of extreme oldbies who keep advancing the art). Also (a bit in the mode of FaMESHed), most every creator from whom I've bought recently can be found in the cluster of sims starting at "The Nest" and heading south to "TMD" (for "The Men's Department"). Pretty much everybody who was showing at the recent "Home Show 2014" seems to have a shop in or near The Nest. Of course, if one is seeking something period-specific, it may be good to visit regions that cater to that period. Bay City for Art Deco, for example.
  25. She needs to have editing and building rights. Those are two different things -- at least. The thing you can change in your profile affects her ability to edit objects you've already created (and is frustratingly unpredictable as to what it actually permits her to do. The thing you'd do by having a common group affects what's permitted on the land itself, which may include the permission to "build" -- rez new objects on the parcel from the Build tool or from Inventory. Group membership may also include editing the terrain itself (along with a host of other parcel settings), so maybe that's what you meant by "edit." Incidentally, I quite agree that deeding the land to a group is almost always better than any alternative, but technically it's possible to get what you're probably wanting, for now, by just setting the land to a group shared by you and your alt, and adjusting parcel permissions as necessary, while still retaining individual ownership of the land.
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