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Pussycat Catnap

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Everything posted by Pussycat Catnap

  1. Honestly this is a great topic for one of those many philosophy clubs in SL, but an extremely poor topic for the general discussion forum...
  2. Ok that's good then. She should be safe. That said I had a mesh wall I liked that a neighbor managed to repeatedly return on me despite my measuring it as inside my plot. Something in the bounding box or whatever must have been larger than it appeared on screen - a problem that used to be common with sculpty but that I had never seen in mesh before that one wall. Oh and, they can't return the offsim, only a linden can do that. Some people use that fact to purposefully grief people if they think the lindens might take forever to respond to an AR... though that's super rare. But... if the offsim vanishes, don't put it back. However lindens almost never zap offsim stuff unless it's violating some other rule... (as in... I've actually never seen or heard of them zapping offsim stuff, but I can imagine reasons why they might). Oh and I think I'll check your blog. Thanks. It really is an amazing example of making lemonade when somebody else tries to toss you lemons.
  3. The memory of the scripts is not all that important, but the script time is. You need your own script to measure that, using http://wiki.secondlife.com/wiki/LlGetObjectDetails The important variable is OBJECT_SCRIPT_TIME I've got a blog on this, from my plans to put out a meter for it that I never completed because of the LOD of the prim I was using to display the results... https://catnapkitty.wordpress.com/2017/12/21/almost-done-wip-script-lag-monitor/ - But my script measured avatars. You'd need to use that function differently to measure rezzed objects. Your viewer should be able to report overall sim script time, I think (I actually haven't checked in a very long time), but that won't tell you what to blame. It can be surprising... a single very low memory script can be the cause of most of it if it just has a few bad looping functions, and a massive high memory script can be a non-issue if it's written well.
  4. Hmmm... I still hold my opinion on builds on water BUT that is impressive dealing with the situation AND I like that house... I may sneak by and find out where to buy all the pieces there... Much better than my canal idea... I should have read the rest of the thread before posting. Lola got some skillz. The only thing I will say is that if I were the neighbor, and I had their attitude, it is possible I could ruin your day here. Some of that looks like it might overlap some fragments of their build - if so, they could return it. If that happens, then wait till they're not onlin - put it back, and carefully measure pieces to move them to positions they cannot return... and if they return again... just repeat quietly and without drama until either you find the sweet spot or they give up.
  5. I personally get annoyed anytime somebody puts a house on water land. But I would never get annoyed like this. I just /sigh and realize some people like paying a LOT more for the land they have than they needed to... That house could have been on land-land... Water land... build a skybox and put a boat down there, or a house boat, or something fitting. But instead of the palm trees, I would get some nice brick walls and build them up higher than her prims, or high enough that you don't see past them, and build a 'canal' theme inside since you're stuck with walls anyway... - which is another theme I do NOT like, but given the circumstances... it would at least fit in with that you have to deal with, and block out the sight of the surrounds for you and your visitors. You can also rile folks like this up by right clicking on everything on their land and hitting return. The other person's walls are sloppily positioned which tells me they don't know how to line stuff up... and it is very likely some of that stuff is actually on your land... - Just note that as soon as you do that, they will likely do it back. So only do it if you are sure your own build is 103% within the bounds of your land (including any invisible bits). - But that is also the pathway towards drama. Otherwise you just have to wait them out and build something that takes advantage of their junk... which is why I suggested the canal theme.
  6. I feel like you're using the word budget in reference to time and folks are reading it as money. Time... is not actually money. I don't really budget my SL either way within SL, but in terms of SL itself yeah - I will purposefully stay away to reset perspective. And often I go into SL just to give my self some solo goofing around time... SL basically becomes a respite from other things in my life.
  7. Do we work in the same office? All day long it's a couple people sending me "hi" I'm like... what? It doesn't help that in person I'm a chatter box... if somebody starts a conversation with me they just took a 30-minute break...
  8. I found an old instructional video on how to play in the RP sims of this game:
  9. While Omega may not be perfect... you have to do what you have to do sometimes when it comes to demos. But I recommend getting one 'decent skin' from somewhere that comes with all kinds of appliers. At the least the major brands plus omega. And if you're serious a skin with some contrast - so not too pale or too dark. The added contrast will give you dimensionality to spot how things look on the head. An alt is also handy... and an install of SL that lets you log in two avatars at the same time... - What I do, is hand my shape to the alt, and put myself and my alt on a side by side posestands. I then put the test head or body on, and try to get myself to look like I do over on the alt, only better... because if it's not better why buy it? And as a last step, get on some furniture that has expressions. About half of modern XXX-beds have this. Not sure what G rated stuff does... but it is a very handy way to see how well the face animates. This script can also be used to get your avatar to make all the expressions and thus test how well a head animated: http://wiki.secondlife.com/wiki/User:Dora_Gustafson/JSON_structure_facial_expression - Simply put that in a prim and then sit on the prim and use the menu for it (should pop up automatically, if not click the prim after you're on it), to pick expressions. My personal recommendation in heads is Mayreal. That said Mayreal heads don't have expressions built in... you need a HUD for them... But otherwise I like the brand. But the size of the lips and mouth of any brand should be a matter of your shape dials. Any brand should be able to give you small or large by adjusting your shape right.
  10. I can't stand it in SL, or RL when people just use one single word like that and then... nothing... I'm all like... what? get to it? say something? Hello what? Hello who? Hello when? Even a bad line is better than giving me absolutely NOTHING to work with... I'm a TS:DR person... Too Short; Didn't Read... EDIT: Stupid page break. This is my second post and the one before it was the single word... Hello... but it ended up as the last post of the prior page of the thread...
  11. A Furry is worth 3 points A blond avatar with a bad shape and mesh body is worth 7 points A classic avatar is only worth 1 points A tiny inflicts a penalty on you of 2 points because they're an allied race. EVERYBODY likes tinies, no matter what faction they join. A child avatar is 0 points because the drama police are still in PvP over the score. A femboy is, I think 4 points or was it 69 points? A griefer nets you 10 points. But panicking about a griefer costs 11 points Getting Prok is worth 30 million points, but that's the end boss of the game, and last I checked that was a 50,000-man raid boss. 18 or so years in and I think that raid boss remains undefeated, so good luck. Every level you gain gives you 1 'drama passcard'. You figure out what the action on each of these types is that gains you the point... There are multiple quests around the game in places with very dramatic and often misspelled names that provide the answer(s). Many of them have a penchant for writing it in all-caps.
  12. If you have Firestorm instead of buying a dance HUD, just buy the dances you want and put them into a Firestorm AO under the 'standing' category. - lag free, and works even in no script areas.
  13. So... my own script lag meter works differently than a lot of these. Most of them count the number of scripts, or the 'ALLOCATED' script memory (and if you don't use a simple function, the allocation is always in blocks of 64kbs). I use script time. A few others use it as well in addition to or instead of number and memory. Number of scripts and memory and pointless measures... Memory is "slightly useful" but you're saying "reserve this memory for me" and it's reserved even if you don't use it... but that's not going to impact sim performance all that often. Script time is an actual measure of a script's impact on... other scripts in the sim... so it is useful, and it's actually exactly what people worried about scripts are trying to measure... - That is a form of lag, but it's not the form that will cause you to get 1fps... rather it's the kind that will cause your AO to fail or your furniture to fail or your RLV collar to fail and so on... Basically I look at OBJECT_SCRIPT_TIME inside of llGetObjectDetails - it's the ONLY metric that's really reliable if you're going to hassle people over scripts. https://catnapkitty.wordpress.com/2017/12/21/almost-done-wip-script-lag-monitor/ The function for this can be used to grab all of the less useful metrics as well: list details = llGetObjectDetails(thisID, ([ OBJECT_RUNNING_SCRIPT_COUNT, OBJECT_SCRIPT_TIME, OBJECT_SCRIPT_MEMORY, OBJECT_RENDER_WEIGHT, OBJECT_STREAMING_COST, OBJECT_NAME ])); - Which I have in a meter for the sake of "you want drama, here's your drama". But it only bugs people if the TIME value is high. Oh, and here is how any script maker can reduce the 'ALLOCATION' of their scripts, which makes it easy to 'fly under the radar' of almost all other brands of script meters even if your script is actually laggy: testMemory() { llScriptProfiler(PROFILE_SCRIPT_MEMORY); integer usedMemory = llGetUsedMemory(); llSetMemoryLimit( (usedMemory + 500) ); llScriptProfiler(PROFILE_NONE); } state_entry() { ... testMemory(); ... Tweak the '500' until your script doesn't break as it expands and contracts - which it will only do if it's using things that grab up more memory from time to time like generated lists (such as something that records names of visitors). With this trick you can have your scripts report allocated memory closer to what they actually used, and you can sneak in laggy scripts that use a lot of 'script time' because most meters don't measure that... allowing you to sit there on a sim and kill everyone with lag while they blame somebody else. (and I am intentionally telling people this, because those meters that cause drama over memory or number of scripts or arc, aka RENDER)WEIGHT, are useless... so giving griefers a tool to point out how useless they are is... useful...) My own meter is NOT out to the public as I never could solve an issue with the LOD of the mesh I used to display the results...
  14. https://catnapkitty.wordpress.com/getting-started-in-second-life/#ScriptMemory To see what's using up memory among the things you have on, look at About Land... Linden Lab put it there because... why put avatar script memory somewhere related to the avatar when you can put it somewhere nobody would normally ever thing to look... You can see how, in this very old image, I was using one HUD that had an insanely high size... Now what this fails to tell you is that I actually had three super laggy items on, and none of them were that HUD... They ARE on that list, but they weren't the HUD. To know which items they were, one needs to actually learn about script TIME and Avatar Complexity... both of which those meters on people's land do NOT measure (I have one that measures time, and many claim to measure complexity but are actually measuring 'ARC' which was an old system that Linden Lab 'retired' as incorrect). It was another year or two after I took this screenshot that I learned which of these items was actually a lag beast and why... A -LOT- of people measure the wrong stats and police places based on it...
  15. Or you could try right clicking anyone on your own land and doing it... I had the name off a bit, but not the effect. I've seen it referred to as orbiting someone so often - and it's even called that if you search google or the lsl wiki. But if you right click someone you can orbit them - sending them flying into the sky, with eject. Phil just likes to be an idiot and troll people, knowing full well the concept I described exists.
  16. This also sounds like the location you're visiting is owned by that person, and rather than ban you from it, they're using the function to 'orbit' someone off of the land. The whole ting about being sent flying into the air... is oddly a feature built into SL as something they decided to give as a power to people who have control over a spot of land. It's not commonly used. Most people just ban someone they don't want around. But it is there, and it's an officially supported feature of 'land ownership'... so it's not griefing. (orbit = eject, and yes, it will send you flying into the sky) I suggest not going to that place. EDIT: Checked on the map and yes, that is private land. Here's the location of a public linden owned sandbox: http://maps.secondlife.com/secondlife/Sandbox Goguen/158/119/2 If you need a sandbox on 'adult' land, there are some linden owned ones for people with Premium accounts: http://maps.secondlife.com/secondlife/Sandbox Goyer/120/128/2 - but it's pretty easy to just use one of the 'g rated' ones instead for most things.
  17. You're paying a subscription fee and assorted microtransaction fees to gain access to added DLC content on a free-2-play video game. Pretty much any free-2-play video game is going to have fees like this to use services beyond the basic package.
  18. I'm not 100% on that, more like 73.52%... For example, just the other day I bought a magical staff prop off MP that was a gatcha I already had... no-copy/mod, the person selling it was selling it for I think less than 50L. I needed to make one that would be for wearing in a harness and one held in the hand... two different attachment points and the second needed a little animation and script to keep that animation going... - Point being... this was a cheap item at a throwaway price, and basically a small single object unscripted (before I went messing with it) thing... But it's also an example of the kind of scenario where I usually will NOT buy a no-copy item... logically I need multiples of that object, and need the ability to tamper with them. It's just that in this case I could go get 7 of them for the price of a non-gatcha, and they were common enough that plenty of people have old ones up for sale on MP for cheap prices... A skybox would be a non-starter though. I strongly recommend against every buying something on that order of complexity if it's no-copy - mod or not. In my case and many other folks these days, a second reason: I am at 1:1 scale, and builders of homes and furniture have no scale consistency... I always have to shrink every building or furniture item I buy down to anywhere from 80% to 40% of it's original size to have it's size actually match the dimensions an object of it's name should have... everytime I buy rezzed objects, it's a trip to google for something like "standard counter height", then I compare the number there to the number for the object, and use a linkset resizer script I have to scale it to exact 1:1 scale... That invariably breaks something half the time... and I have to get out a copy and do it again more carefully.
  19. I'd never buy a home item as a gatcha. For anything major I always need both copy AND mod permission. I tamper with them too much. Usually toss out most of the original textures, link and unlink things in and out, and often break the stuff. I need the ability to pull out a new copy when things go amiss 30 steps into it all.
  20. That's actually NOT a rule to not name and shame. If I say a business or product sucks - that's not at all the same as posting an interpersonal dispute. If I say a product is broken, that is not personal negative commentary. It's a logic fallacy to presume criticizing a business is criticizing a person, and criticizing a product is making a dispute. Granted so many people these days cannot make a critique without attaching a slander or other form of ad hominem to it these days, so it doesn't surprise me that they also don't understand the very difference. I've made negative comments about businesses or products her many times, and never been sanctioned for it - because at least in those posts I properly limit the scope of what I'm saying to the nature of the issue with the business or the product - and NOT to the people behind it. (I've had my arguments on these forums, but those are in other topic areas.)
  21. We can start with the lack of actual arrays. The limits of 'list' make it very hard to deal with even small blocks of data with only a few hundred entries - whereas any normal scripting language I could pass around objects with tens of thousands with a structure like that of JSON. The lack of some very basic things you find in a modern language, like a switch statement. The failure to properly handle memory allocation and reporting The fact that I can perform operations in the declaration of something that is global. The fact that I often even have to declare globals... That I can't wrap an entire body of code into a single object and . reference it from somewhere else. For example, I can pull in jQuery in javascript with a simple: $.( object ).( object or function).(etc) anonymous functions: $.( object ).( object or function).({ do some stuff}); I lack inheritance - so I can't really bring in something like a library kept on a CDC somewhere. - That's a simplistic list of complaints. You could basically run down the list of things one can do in JavaScript, JQuery, with ajax calls, JSON, node.js, React, and so on and so forth and find things that are just missing... Or if present, overly complex to work with... like how people have to hack list to resemble arrays.
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