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Nova Convair

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Everything posted by Nova Convair

  1. Scripts can't trigger gestures.
  2. Irrelevant. I killed plenty of other players in some games and in SL. You know what? It's no problem. 😎 Comparisons with RL are completely useless. If you are at the wrong place due to lag then you get kicked out indirectly by lag - it's nobody elses problem but yours. Just try again or get a coffee - unlike RL thats possible since it's only a kind of online game.
  3. It would be easier to remove the whole page and install a lottery. Everybody draws a lottery ticket once and thats it. 😎
  4. You can add a prepaid CC to paypal and determine that payments for sl only use this card. That limits payments to the funds on that card. Paypal will not overpay. Well - at least not for me. 😎 I only use prepaid cards for LL and tested the paypal method in case something will stop working one day. There is no sufficient security for SL payments since it is all bound to the SL password.
  5. If you are no estate manager it's pointless for you. You can have a look at the settings though. (Alt-R)
  6. When the script is finished I'd do some profiling to see how many entries the script savely holds. Once the script reaches that limit I add new entries at the beginning of the list and remove one entry from the end of the list. The list will keep it's size then and I don't need a timestamp since the oldest entry is always at the end of the list. So if I hold 250 entries I always have the newest 250 in the list. No need to think about a time for purging. Happens all automatic. For higher capacity storage you should look into Rolig's script and if you need many many 1000 entries you can combine that with additional storage scripts but that's a point where the complexity reaches the level of external server usage.
  7. If I TP into a club full of avatars my texture buffer holds 2 GB and that's not all that's loaded. It can take seconds until you get a clear view or several minutes depending on your speed and how good the CDN endpoint works for your location. This is a worst case scenario of course - but you can never have enough speed. 😎 Rough approximation: a 10 Mbit connection will need 2000 seconds to load 2 GB and 100 Mbit will do it in about 3 mins You can easily live with less speed of course - you just need to wait longer - and if you mostly visit the same places - most of the data will be cached. (that is if you have set a sufficient size for the cache) (note: cache on SSD gives a major boost compared to cache on HD) However - if you get into masses of avatars you have to load masses of textures! You need some quality for the connection or SL will kick you out all the time. So it's not as easy as just comparing speed/pricing.
  8. When it is ok? When I do it of course. I usually don't tell them. Why? Because I'm evil! Most will send messages to a wall for quite a while b4 they get the idea. I must say though that 95% of my blocks are just spammers.
  9. I switched to the new login a while ago and Firefox works fine for me. So does Opera and Edge - I don't have Chrome. But since it works now for you ignoring that problem is an option. 😁
  10. I just logged in to check. Upload icon is there as always. I see you have 896 foto's - some space left - maybe there are some I don't see? Any kind of blocker working? Tried a different browser?
  11. If you add a 3rd prim O3 as the root and make it invisible you can easily move O1 and O2 independently and it will look like what you have in mind. Not a scripted solution but something to take into consideration. 😎
  12. It is even safe to delete folders with stuff you are wearing - because it will just not work. 😁
  13. If someone closes the door manually the timer will keep it open.
  14. The state_entry event triggers only once - the 1st time the object is rezzed or worn. If you need it again you can reset the script to do so. On the other hand attachments/huds often use the attach event. That is not triggered by a reset. So you see if you have multiple events in use - things need to be thought through sometimes.
  15. If you want to read that info with llGetObjectDetails you need the uuid of the child prim. Only a script in the object can tell you the uuids of the child prims though.
  16. I don't see/hear attached lights (facelights) / particles / sound (gestures) so I didn't see or hear any annoying things for years now. So just plaster yourself with that stuff - I'll never know. 😁 It shows that the Mole that made the hud's has no clue of SL though. Every experienced SL'er knows what to do not in overloaded laggy sims. 😎 @Sunbleachedit's good to know when and under what conditions an event fires. http://wiki.secondlife.com/wiki/Category:LSL_Events
  17. Yes you can use mklink to make the viewer use a specific file. The batch should do what it's supposed to do. There is a debug setting in FS: PerAccountSettingsFile that points to the settings_per_account.xml Changing that should do the job too. I didn't try it out so I don't know for sure if it will work.
  18. Delete bin_conf.dat to get rid of the message. Always delete if you change the network or windows version. Do I really need to mention that you can always move or rename the file instead of deleting it, which gives you the option to restore it? Did you see the setup backup and restore option of FS? In case of a restore it will restore bin_conf.dat as well. If that makes no sense for you, just delete the file or live with the message 😎
  19. - view range: in a club it needs to cover the distance to the walls, when you admire the landscape while sailing you will need more. View Range has a major effect on your fps. - avatars: set the number of impostors. How many depends on your hardware. I personally don't render hi-arc-avatars avatars over 200k. So this avatars already fall out of the calculation then. The # of Impostors have a major effect on your fps - well - in a crowded area - if you are alone ... not 😎 - shadows: add alot of geometry and they cost quite some fps. I reduced the shadow resolution to 0.5 - that reduces the shadow quality but increases the fps significantly. Reduced shadows are much better than no shadows. 😎 - fog: in some scenes fog can noticeable reduce fps. If you need all you can get activate a fog free windlight. All other settings are not worth to mention - minimal or no effect. Tweaking 20 little things may sum up to a few fps though. May be different on different hardware of course. For me catznip is not faster than FS (in high load areas and under 60 fps). I see same fps if I apply same settings. There is no setting for all situations - so make a few setups and switch depending on where you are and what you are doing.
  20. If you want to level the boat ... 1st switch off physics then you can use setrot llSetStatus(STATUS_PHYSICS,FALSE); vector actrot = llRot2Euler(llGetRot()); llSetRot(llEuler2Rot(<0,0,actrot.z>));
  21. @Elvina just block your alt and try it out
  22. I made some tests - full estate sim - I'm not the owner but a manager - 2 low scripted avatars on the sim (including me) 1st column - momentary sim status 2nd column - after adding 1000 idle scripts 3rd column - after adding 3000 idle scripts I linked groups of 100 prims = 1000 scripts and clicked one block - that didn't make any noticable impact clicked all 3 blocks quickly - I noticed a small disturbance of the force for a few seconds but barely noticeable. 😎 So 3000 empty touch events are obviously nothing - I didn't count the 3000 "touched" messages I got though, they are cut anyways. 4th column - sim after I removed the idle scripts script time idle load is the script time of the block of idle scripts (1000 and 3000 scripts) taken from the management console. According to that an idle script uses 0.0005 script time in this scenario.
  23. Ah interesting, but that was an empty sandbox. For the 7300 scripts in my home sim that means 32.85 ms - 80 to 90% running - lets say 80% - that's 26,28 ms. There are quite some scripts that use more resources though. 1300 events per second. That does not fit in the 20ms script time and shows a huge difference to your research. On top of that the management console still sums it up to 7 ms script time - don't see that matching either - I wonder how that is meant. What does that thing add or is it just buggy? Maybe I add 1 or 2000 scripts on top of that pile and see how the numbers change. Looks like the script time an idle script consumes has a range depending on the circumstances and no fixed value.
  24. How do you know this 0.004 is true? In the management console most scripted objects in the sim are shown with 0.001 and even that is probably just a placeholder for a time below that value. The script time under ctrl-shift-1 is a totally different number than the summary shown in the management console. Like 20ms to 7ms. So I will not speculate about numbers when I don't have more informations. True is that the the script execution is back to 80-90% in my home sim (over scripted environment) The problem I don't see in the low impact (0.001/0.002) scripts - but in the many 100s of beds, furniture, dance balls, plants and garbage that idle 24/7 with 0.005 to 0.050. All that stuff belongs into the 0.001 to 0.004 group when idling. PS: what I really wonder is why an idling script has a cpu time at all - what's the problem for the script scheduler to jump over scripts that have nothing to do and no events? Most be a weird engine here.
  25. 2 things: Checking for the owner of a hud in a touch event makes no sense - nobody else can touch here - but of course it will work if the hud is rezzed on ground. Thats what it's meant for I assume and it shouldn't have any influence here. What happens if you click the detach/close button? if(llGetAttached()) { llRequestPermissions(llGetOwner(), PERMISSION_ATTACH); llDetachFromAvatar(); } It will put an entry into the event queue for a run_time_permission event then it will detach Now the event queue will be processed and the run_time_event will try to attach the hud - but we detached so there is not enough time end that process On next attach we have this unfinished attach to be worked at and I can imagine that this will confuse the expected order of events. Not sure about this, this is something that needs to be tested. So make a test and remove the llRequestPermissions line which is obsolete here anyways.
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