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Qie Niangao

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Posts posted by Qie Niangao

  1. 12 minutes ago, Scylla Rhiadra said:

    An object is going to need to be about 5 or 6 before you seem an actual reduction.

    Not always, though. I mean, a 15% reduction can push a 1.7 weight down to 1.445, so a 2 LI item drops to 1. And that's a 50% drop!

    I think that's pretty rare in practice because creators and buyers will "nudge" sizes and other factors to avoid such borderline rounding-up conditions.

    But I can't quite convince myself one way or another whether a uniform distribution of fractional weights (not nudge-biased) would end up saving 15% on average. I guess I could run a simulation and find out, but I bet some forums reader knows without even needing to think about it. And also I'm lazy.

    • Like 3
  2. 3 minutes ago, Zambe Boo said:

    It used to be possible to grab someone's IP address via Voice Chat servers and we used to have scripted items that would check someone's IP when they entered the region. Those things are very much illegal on SL these days and no longer work. I would not trust that Sim Owner. It's impossible to grab someone's IP address via SL tools now.

    There remain ways to get IP addresses easier and more reliably than Vivox ever was, but as amply explained above, only idiots would rely on an IP match to identify alts with any kind of confidence. IP address-based "alt" detection, as laughably flawed as it was, nonetheless made for stupendous drama—and helped send a creep back to jail so it wasn't all for naught.

    Even after that fiasco, it's never been against the ToS  to merely get the IP address of an SL connection. Rather, the violation is in identifying and revealing alt accounts by any means, reliably or not. Most third party viewers changed to make it easier to avoid certain forms of IP address leakage that are especially simple to grab by alt-obsessed creeps.

    • Like 9
    • Thanks 1
  3. I really haven't seen much difference, but I tend to have a comfortable cushion of spare Land Impact (except on my little Bellisseria hovelboat), so I might not notice even if it were a big deal.

    There might be math to better guide expectations here, but I'm not mathematician enough to know how to start. Some considerations that seem as if they'd matter:

    • It only affects the Download weight of Land Impact, which is only sometimes larger than the other two weights (Server and Physics), and when Download isn't larger than the others it can't matter if it's reduced.
    • Download weight only matters for objects that use "mesh accounting" to determine Land Impact. These days that's practically everything, but very old prim and sculpt builds use the old non-mesh accounting iff they never adjusted "Physics Type" from "Prim", nor applied any Materials texture tricks (not even Alpha Mode "Masked" for efficient or sane alpha rendering).
    • Assuming the 15% applies to the floating point value of Download weight, it only matters at all if it pushes the value below rounding threshold. For example, suppose I have an object that started with a Download Weight of 4.2. Fifteen percent of that is 0.63, and 4.2-0.63 = 3.57. That may look like a reduction, but the LI calculation will round it up to 4, just as it used to round 4.2 down to 4.
    • This suggests to me (where's a math major when you need one?) that assemblies of stuff with large total Download weights (like whole builds linked together) will be more apt to see some benefit than separate little things with only a few links and low total LI.

    I think my eccentric LI-reduction practices make me particularly unlikely to see benefit: I tend to unlink stuff as much as scripts will allow, and then re-link them to balance the weights and take advantage of rounding-down when possible.

    • Like 4
    • Thanks 3
  4. Yeah, it was mentioned at the Simulator User Group on Tuesday as a problem in the latest server roll (which otherwise has some good features). Should go away with the next roll, probably next week.

    There was a request to just keep it this way—which on reflection would have some advantages—but imagine the complaints!

    • Thanks 4
  5. 11 hours ago, Bagnu said:

    This isn't really necessary, and very encumbering on a day to day basis in using an SL viewer, unless someone is recording video constantly. It's like playing twister on the keyboard. At least for me it is. I can't type.

    I wonder if we can be talking about the same thing. Granted, I avoid recording video (or even taking photos) so my needs are simple, but I cannot imagine navigating SL without using just the two alt-LMB and ctrl-alt-LMB drag gestures to position the cam, essentially instantly. No doubt, that "instantly" would be a problem for recording, though.

    • Like 2
  6. Unless you're already familiar with what Wulfie and Amelia were explaining, maybe try the description in the Knowledge Base, specifically the section "Keyboard controls". This needs to be so over-practiced it's automatic—no temptation to "cheat" with on-screen controls—before even starting to think about screen recording and the more advanced techniques Jackson described.

    • Like 1
  7. Just now, Love Zhaoying said:

    it may have been hard to tell I was actually serious

    I did steal the idea, but I refuse to abandon a good April Fool's joke just because I'm late to the thread—nor just because everybody else is pretending to take it seriously.

    • Like 3
    • Thanks 1
    • Haha 1
  8. If it's a good idea to take the exchange rate from 250:1 down to 100:1, surely it's a better idea to make it 1:1, or let's make it 1:4.

    But nobody wants to spend a minimum of US$4 for uploads, etc, so the NewL$ will need fractional units, . As long as we're going to have 2K textures, we should have high-resolution currency, too, so let's give three decimal places to NewL$.

    Oh. What a coincidence! 0.001 NewL$ = 1 L$.

    See what fun the central bankers have in Argentina?

    • Like 4
    • Thanks 1
  9. One can edit one's profile on the web, but I don't think it's possible anymore to replace the photos without logging in and doing it in-world. Maybe there's still a back door for that, too. (I'm not sure the "copied" profile had the photos anyway, given that the OP specified "literally the same words" so maybe that's not a problem needing to be solved.)

    Anyway, aside from the photos, I think all the rest could be a trivial bit of LSL telling a web bot to scrape the text of a new arrival's profile and paste it into the mystery avatar's profile; could be done in a few milliseconds and might stay there until the next new arrival in the region, in hopes of freaking out the faint of heart (or something).

    Technically, I suppose it is a copyright violation. Hard to prove damages, but a cease and desist letter could be some lulz. Now where did I put that contact card from Dewey, Cheatham & Howe?

    • Like 2
  10. 2 hours ago, Count Burks said:

    now this is turning into a recurring issue where the textures seem to flip every couple of days so it needs to get fixed.

    Now that I think about it, I was surprised to see this again a month or so ago, not having seen it for at least a year, on items only I can modify. Also, I use only recent viewers, so if a fix involved a protocol change that needed viewers to update to new messaging to prevent them corrupting rezzed content, I'd surely have that in any viewer I use. Trying to read through what remains of the old jira archive, I think they tried such a fix in 2021. One of the original 2015 bug reports survives in "[BUG-8715] [MAINT-RC] Material enabled objects with a diffuse texture set to alpha blending mode randomly (but often) change to alpha mode none locally. If the avatar that sees this breakage has modify rights over the objects, ALL observers see this change."

    But a couple other things:

    • This frequency of flipping every couple of days is very much different from anything I ever saw or heard of before, so I wonder if this could somehow be something new going wrong. Or something about this particular situation (content, object owners' viewers or networks, something) could increase its occurrence it might be a clue for preventing the problem. In any case I'd definitely suggest letting Support know that it's happening with that kind of frequency. 
    • Weirdly enough, the region where I saw this happen recently (Tussock) is also running RC Ferrari. That sounds like a coincidence, except… how many regions could be running that RC?
  11. 12 minutes ago, Count Burks said:

    after almost a year now?

    Way longer than a year. But it's not that there haven't been attempts to fix it. Apparently what happens is that textured surfaces are actually set to the wrong alpha mode by viewers visiting the region attached to avatars with permission to change the affected objects (usually their owners). As it was explained to me it's not exactly a bug so much as an unfortunate design of the messaging protocol that makes it possible for a network error to actually flip the bits controlling alpha mode on those objects. I imagine that locking them would reduce the likelihood of that happening, although that's just a guess based on that explanation.

    • Like 1
  12. Do the HUDs necessarily respond to random objects chatting at them or something? I ask because scripts can't see HUDs just by using llGetAttachedList, but could see the other attachments, but really, who wants to look inside a vampire's mouth?

    What might work is to hammer the Search interface to the Bloodlines page with the avatar name, but I suspect that database includes everybody who ever mistakenly accepted a bite request and didn't know to get themselves removed from the database. (Actually… IIRC, they used to keep a record of people who rejected or had themselves cured or whatever it takex to un-vamp one's virtual self, so god knows what Search returns for recovered bite victims.)

    But with the OP's reply, I realize it's not necessary to find all vamps, only detect when they bite, which seems as if it should be impossible unless the system goes out of its way to make that detectable. Right?

    • Like 1
  13. 1 hour ago, Ceka Cianci said:

    I haven't had mine copy themselves back into the main outfit folder.

    Oh, sorry, I didn't mean they copied themselves back. I could drag and drop them from "My Outfits" into another parent folder and they'd move there, so then I was testing whether I could just drag them back from that other parent folder into the "My Outfits" folder, and instead of moving there, they copied, also leaving the copy where I'd put them in the other parent folder. It's fine, just unexpected. (This in Linden viewer 7.1.4.8149792635 )

    While wearing an outfit from outside "My Outfits", if I use "Save as…" from the "My Outfits" tab of the Avatar window, it saves it into the "My Outfits" folder (which seems reasonable I guess) and "Save Changes" saves it to whichever outfit folder I wore, so that's fine too.

    I too don't see where the outfit title changes but I'm also not sure I'm looking the the right place to see that.
     

  14. 20 hours ago, Ceka Cianci said:

    Outfit folders work anywhere that you put them.

    Hmm, yeah, and I did this for a while and then stopped and I have no idea why. Maybe I just got lazy. Before I sweep all the ancient outfits in the main folder into regular folders, I just wonder if I'd be causing myself future grief somehow.

    The moved-out folders seem to copy back into the Outfits folder (copy, not move, which is okay but slightly weird) in case that's something I'd want to do for some reason.

    I can't imagine trying to get along without outfits. Too many dependencies among items, so when I'm dressing "from scratch" I still need to use sub-assemblies of stuff that saved together in one outfit or another. Also, without outfits, how do all the BoM layers know in what order to stack? I don't want to have to solve that puzzle again each time I'm wearing a particular combination of "tattoo" layer stuff.

    • Like 1
  15. Here's a slightly different switcher:

    switcher()
    {
        if ( on )
        {
            list parms;
            integer link = llGetNumberOfPrims();
            do
            {
                parms += [PRIM_LINK_TARGET, link];
                integer side = llGetLinkNumberOfSides(link);
                while (0 <= --side)
                    parms += [PRIM_COLOR, side, <llFrand(1),llFrand(1),llFrand(1)>, 1];
            } while (0 < --link);   // use 1 to skip root
            llSetLinkPrimitiveParamsFast(1, parms);
        }
        else
            llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_COLOR, ALL_SIDES, <1,1,1>, 1]);
        on = !on;
    }

    Mostly, this squanders memory to construct a big parameter list to be used in a single function call, instead of one call per link; if memory is a problem, make all those calls instead. But I'm allergic to making a call in every loop conditional so I just count down the loop control variable from a single call to llGetNumberOfPrims and llGetLinkNumberOfSides. (It's also handy to count down in any loop that deletes some list elements along the way.)

    Reading the initial script, it seemed to want to skip the root prim, but I wasn't sure that was intentional. If it was, then use 1 instead of 0 as the terminal test of the link do loop. But maybe it meant to worry about the case with only a root prim, that doesn't loop over links. For simplicity, the above code just assumes there will always be multiple links.

    I also worried about "at startup switch on automatically" which might have wanted it to paint the colors initially, without a touch. If so, I'd move the "on = !on" assignment inside that initial conditional test, so it reads "if (on = !on)".

    [ETA: Oh, heh, forgot to mention the main difference, which is to paint each side randomly, not have all sides of a link share the same random color which would use ALL_SIDES instead of the nested while loop over side.]

    • Like 2
  16. I don't see a problem, just need to decide what triggers activation and deactivation. the blood spread would be in a timer event (not a sleep loop) so a deactivation can abort it mid-spread. Assuming the puddle's coordinate system is sensible, should be fine.

    • Like 2
  17. If the Land Use Fees table shows 0 monthly tier is authorized, you shouldn't get charged, however that billing is a full month in arrears, so you will be charged if you owned land or donated tier to a group at any point during the 30 days* before that billing date.

    Incidentally, you shouldn't be able to set that tier limit to 0 if you still have tier donated to group or own land, and it's not supposed to matter where that table is set in determining what you're actually charged. That is, if you don't own land and don't donate tier, after a full month of that being the case you should stop getting charged, regardless of where the table is set. The value set there is still useful, though, in making sure you get a warning if you try to acquire land exceeding that setting. (Nonetheless, call it superstition, I'd always set it to the correct value anyway, just to make sure.)

    _______________
    * I think it really was 30 days at one time, but it now seems to be based on day of month, so the bill on March 11th, say, should correspond to the 28 days since February 11th, and the one on April 11th should be for the 31 days since March 11th. Or something like that.

    • Like 3
    • Thanks 1
  18. First I just want to say that I'm easily confused, so don't assume you were confusing in anything you said. Anyway, I think I now understand what you're trying to do, and it is absolutely possible. Now we just have to figure out a reasonable way to make it happen.

    It seems this pose stand already handles both avatars and already comes with a multi-sitter script (the "[zED] MPS" system). Now that makes me suspect that the pose stand consists of more than one link, and that both links are scripted with that system. There's no real requirement that a multi-sitter script be present in both prims, but the few items I have that use MPS all seem to do that, with separate "Settings" notecards in each, and I'm lazy enough to guess that's how the pose stand works. If that's right, maybe start by simply duplicating that configuration and seeing if you can get both avatars seated and animated together on a fresh, similarly scripted linkset.

    Once that's working, I'd try simply dropping the rotation script into the root prim and seeing if it's close to what you want. (I agree with Quistess that a more general solution would use three prims, the root doing the rotating and the child prims being the sit targets for the avatars, but maybe we can get close enough by imitating this pose stand as closely as possible.)

    • Like 1
  19. 11 minutes ago, artifactsofmars Omegaman said:

    my Frightville Studios sim, Ichoen, is not even on SL maps!

    I'm standing on it. Got there by searching Maps and teleporting.

    My script says: Region restarted at Wed 2024-03-27 08:13 PDT, 0 days, 23:32:27 ago
    Sim channel = Second Life RC LeTigre, Version 2024-03-18.8333615376, Agent limit 44

    So yeah, it wasn't a restart. I wonder if there could be some very weird network problem between your part of the world and AWS

    • Like 1
  20. Hmm. I think we may need to understand what's supposed to be spinning here, with "a new technique with the camera and a spinning object." But I'm also unsure what this couples pose product consists of, with a pose stand containing a few single poses. Unless that "pose stand" was really a multi-sitter for both avatars in the couple, I'm inclined to agree that whatever scripts are inside, they won't be useful for setting up your pose(s). If it were me, I'd probably just start with AVsitter because it's in wide use, free/open source, and has tools for moving  around posed avatars, saving configurations, etc. It's not magic or anything and one could certainly work with scripts from scratch, too.

    But however you get these avatars posed together, there's something that's supposed to be set spinning, and I'm not sure if that's the cam spinning around the avatars or the avatars spinning around with the cam watching, or the cam and the avatars spinning around with the world whizzing by behind them, or something else entirely. However that's supposed to work is going to determine what gets linked to what, with what as root, and where that rotation script belongs.

    • Like 1
  21. 22 minutes ago, Kit Young said:

    The PBR viewer is consistently too dark when I login. I fix it by going to World>Environment>Personal Lighting and changing the Ambient color from black to medium grey

    That's kinda the hard way to do it and defeats environments that have optimized for PBR. Maybe try cranking up Preferences / Graphics / "Brightness (exposure)" so you don't have to use personal lighting.

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