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Domitan Redenblack

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Everything posted by Domitan Redenblack

  1. Sorry, should have said: They don't work for scripted pose balls etc. And yes, I have hit ESC a few times etc. For flying and walking, the keyboard works fine, just Animations / Pose balls.
  2. The PgUp, PgDn and other keyboard commands on Macintosh rarely work. Why is this, and when I write code, how can I overcome this?
  3. Rolig, thanks. As always, clear and lucid help. Even having been in SL two years, I find the effect of contents' permissions on objects to be confusing, so do 95% of the "advanced residents" I speak with. Even those with Vendors for years struggle. To me, it seems like a perfect opportunity to build a little "Perm-o-matic" machine where you tick the boxes of what permissions you want next owner to have, and it tells you how to set the perms of the object and it's contents. Sound good? Possible to do? Rolig Loon wrote: Almost forgot ... my gut says that you ought to set the script and the notecard to no-mod, no-copy while they are in your inventory, then transfer them to your rezzed object and set it to full perm. I can't get in world to test that, though. "my gut says" - *lol* This only emphasizes the need for such a Perm-o-matic!
  4. Parasite Palen wrote: Would there happen to be a No Copy script or object inside it by any chance? There is a script inside, plus two full perm textures, plus a notecard. For the Next Owner: 1. The script I want "no view" and "no copy into inventory" etc. That script is to stay put, and not be viewable. 2. The textures are full perm, don't mind about them. 3. The notecard is the agent's name, and this notecard should not be viewable or changeable. - I want to give the object to people. - They may make as many copies as they like, and - they can give the object to others as well, - but they may Not Modify the object or remove/view the script or notecard. So: A) What permissions for the object's next owner in my inventory, before I pass it on to next owner? B) What permissions for the object's next owner when I have it rezzed on the ground? C) What permissions for the object script's next owner when rezzed on the ground? D) What permissions for the object notecard's next owner when rezzed on the ground? E) Also, "Allow Anyone to Copy" - does this have the same results as the current owner giving a copy to someone? It's very confusing about copy for an object and no-copy for contents, where the object *can* be copied, etc etc. Also having the contents be viewable or not, etc. What we need is a matrix of all possible combinations of perms for Object and Contents items, which explains the end results for the next owner. *(I believe this would be 7 x 7, since no permissions is not allowed by LL) Thanks
  5. Grrrr... I have a COPY + TRANSFER object. Each time I take it back into inventory, LL turn off the COPY permission!! Why? This is getting to be a real pain. Is there any solution?
  6. PeterCanessa Oh wrote: I know what you mean, but at the same time all those people are rushing out to buy 'pretty' electronics in order to look cool, so this isn't a question of money. ... As long as options are de-selected like that, is the minimum requirement for SL really increasing? I'm not sure it is, I think this is just about bugs. Thanks, but I disagree 100%. I talk to people all the time who are delighted that their new machine runs Phoenix so much better than their old machines. They did not buy a shiny new PC to look cool - none of them did. They just had old machines that did not work well, and had no money. Surprise. <rant>I could get all political here about the wealth of the top 1% of Americans doubling in 20 years, "but I won't".</rant> :matte-motes-tongue: For me, it was painful to find the budget to get almost the smallest of Apple's machines. Plus I had to move from G5 (IBM) to MacMini (Intel) which means also 100% of my software needed to be replaced. I was careful and bought the MacMini with the AMD 6630M, and not just the Intel HD3000 built in graphics. The AMD has approx twice the power of the HD3000, but still has a small Graphics memory, only 384MB if I remember correctly. If you want to set up a fund for people who cannot afford better machines, I will donate $20 :matte-motes-big-grin: I have spent time talking to Phoenix/Firestorm engineers, and they have repeatedly told me FS2 and FS3 both place "significantly more demand on the graphics" than Phoenix.
  7. PeterCanessa Oh wrote: Viewer 3 doesn't work for anyone does it? All sorts of buggy horror stories. What's that got to do with Mesh and integrated graphics though? Mesh does not require more graphics power, mesh is exactly the way prims are communicated to your PC now. Being able to import your own meshes is the new feature, that's all. (Yes, I know that isn't quite technically accurate but it's a good enough simplification) Your main point, that people are buying ever worse machines is true though. At some point even the most stupid of them has to realise that something made of foam and an elastic band isn't concorde. Until then the brainless electronics-as-fashio-accessory will favour those of use who remember having to program 'computers' dumber than your watch from a generation ago. Yes, "meshes do not require more power", true. However, regarding the phasing out of V1's.... A) People don't know what they have bought, you know that. Just ask. Half don't even know what memory they have. They buy what the salesman or a friend tells them is good, and those people might know nothing about SL or online Gaming needs. About half of people I meet in SL do not do online gaming, just SL and "normal non-3D" stuff. B) I had an 8 yr old Mac, with a 9 yr old video card. I got a new MacMini a few weeks ago (1/20th the size of the old Mac and more than twice as fast), and Phoenix runs like a bat out hell - truly amazing. Before, I got speeds of 3-15 fps, usually around 10. Now I get speeds from 15-70 fps, usually around 30 fps. And rezzing is 20x faster or more. So I am pretty happy. FS2 and FS3 though are dogs on this machine *in many, but not all sims*; probably due to non-optimized code in FS *and* more features (and maybe drivers; see nVidia. Luckily I have AMD 6630M which runs flawlessly in Phoenix) I find that FS3 runs about half the fps of phoenix, even when HTTP and VBO and all the buttons are set right. And rezzing is about 1/4 the speed of Phoenix. Some sims do not work right at all, and some work pretty well. I will try FS again in a month or two. C) Most people in SL today do not have the money to get an FS2-3 spec PC in the crappo economy these days. Most of the people I know in SL are out of work, or only have crappo part time jobs. Why do you think they are on SL so much? (I work from home, so can leave it running in the background, etc. Even then, work is very very slow these days, so food and rent come first etc etc) If we limit SL to those who fit your criteria, then we lose another 75% of current residents, and most of future ones. We have to be realistic, and dropping V1's is guaranteed to kill traffic like never before. Let's wait and see how the wizards at FS do with upcoming versions. They are *keenly* aware of the limits of the new machines, and they *DO* care about us. :matte-motes-big-grin:
  8. Qie Niangao wrote: Domitan Redenblack wrote: Will all of these issues go away when we can display web pages on a prim *(to all users and viewers authorized by LL) ? No, because MoaP is such a privacy horrorshow that it eventually gets turned off by everybody anyway, either altogether or through destination-specific filters (in some TPVs, but maybe not effectively for MoaP). Incidentally, for the "face the same way" maximum, you can have 8 sides (materials) in a Mesh, whatever shape you want them. (I think I commented on that here recently, so I won't repeat my usual bitching about scripts and Prim Equivalence.) Also, for the five opaque rectangular sides facing the same way: a prism is one solution, but a cube works just as well (and leaves two faces pointed backwards). How to do that is left as a puzzle for the desperately bored. <soapbox> More and more people are buying new, inexpensive PCs (and Macs*) which have built in Intel HD 3000 graphics, or similar. My experience is that most of these will not reliably run Viewer 2-3, or Firestorm 2-3. So, mesh is likely to be LESS useful in the future than it is now, at least until Intel HD 4000 or whatever comes along... Just a thought. (note: you must include amazing resale value of Macs in their list price, imho) </soapbox> RE: cube - you mean a Cube-cube, where all sides are the same? Then no, there is no way to present this to a camera so that only two sides are not visible.
  9. Kaluura Boa wrote: If it is to preload textures, the faces really don't need to face anywhere. They can even be fully transparent. All that matters is that the objects and their textures to preload are some place within the draw distance of the audience. For that cubes are the shape with the highest number of faces. 6 for a default cube plus 2 when you cut it (a little only), plus 1 for the hollow = 9. As for showing the most faces in one direction, use a cut prism. If the textures have no alpha channel, you can go up to 5, otherwise 4. But all this doesn't change the fact that a text display that requires 70+ textures to be preloaded is --pardon my bluntness-- pure crap. Instead of that, a single texture with all the needed symbols on a grid is a much better idea. This way, the script only needs to play with offset and repeat to display one symbol on a face. (Don't forget to include the blank space in the grid.) Besides, when the single texture is rezzed, the whole board becomes readable at once and it's much easier to hide this single texture on some existing building. Yes, my original question was for pre-rezzing only, so that info boards do not have text that flickers in and out of rezz so very obnoxiously... Kaluura and others: Do you find that some textures do not rezz if "the prim is too small or too far away" but within draw distance? I do. However, this approach offers two great advantages: 1. The whole font can be rendered pretty well into a 1024^2 texture 2. If sufficient gaps are left between characters of the font, then "font display sizes" and kerning can be implemented as well. Will all of these issues go away when we can display web pages on a prim *(to all users and viewers authorized by LL) ?
  10. Rolig Loon wrote: It all depends on how you stretch and cut the prim. A cube has 7 faces, of which one is the inside face. So you can show up to 5 faces total. Try it. Make a cube, taper it in X and Y, and slice the top off the resulting pyramid. Then flatten it on Z. You'll have four trapezoidal faces surrounding one square. The inside face (#6) and the bottom (#5) won't be seen. Thanks, Rolig. I have done this one... Can anyone do better? Shapes of the visible faces don't matter.
  11. Looks like 7 faces on a prim? Can't quite figure out if 6 of those can be facing same direction or not. Text is so crap for this kind of stuff; the wiki could use some pics :matte-motes-big-grin-wink: This is to pre-rezz an alphanumeric font: a-z, A-Z, 0-9, punctuation (say 8 chars) = total 70 faces needed showing to audience at all times.
  12. What is the Maximum number of faces on single prim? and the maximum number that can face in same direction? (for a titling board with pre-rezzed alphabet)
  13. Nefertiti Nefarious wrote: Check the permissions on everything in that product box. It sounds like you havew something there that is no-copy or no-transfer. Yes, turns out the texture on the box was no-transfer! LOL! Thanks for your help.
  14. Zanara Zenovka wrote: http://community.secondlife.com/t5/English-Knowledge-Base/Selling-in-the-Marketplace/ta-p/700193 Right-click the Magic Box and choose Edit. In the Build window, click the Content tab. Drag the object you want to sell from your inventory into the Content area. You should see it appear. Wait for the Magic Box to finish uploading the new inventory.  Step 4 does not finish.
  15. I have a product in a box which I cannot get to sync with Marketplace via a Magic Box. 1. Product contents includes scripts, notecards and textures: all perms are Copy, no mod, no trans 2. Product is placed in a box with full perms. Only contents of box is Product itself. 3. Box with product is placed into Magic Box contents, but it will not sync this. Other products placed into Magic Box do sync. I am owner of product and box, but not creator of product or box. Any ideas what might be wrong?
  16. Thanks! I will stick with the L$2 as this is split 50/50 between myself and the parcel owner.
  17. if (sItemPriceMod == "0.1.2") { // L$0, L$n and L$2n at user's option llSetPayPrice(PAY_HIDE, [0, iItemPrice , iItemPrice * 2, PAY_HIDE]); iItemPriceMax = iItemPrice * 2; // in case of hacks, try to prevent paying more than this } else if (sItemPriceMod == "1.2.3") { // L$n, L$2n and L$3n at user's option llSetPayPrice(PAY_HIDE, [iItemPrice , iItemPrice * 2, iItemPrice * 3, PAY_HIDE]); iItemPriceMax = iItemPrice * 3; } else { llSetPayPrice(PAY_HIDE, [iItemPrice ,PAY_HIDE, PAY_HIDE, PAY_HIDE]); // L$n only iItemPriceMax = iItemPrice; } for option "sItemPriceMod == 0.1.2" the L$0 button does not appear. Is there a way to allow one option to be "free" ? I also tried L$2 as an approximation of L$0, but on the first try, I got error "Payment Mismatch" when I choose that in the pay dialogue box... Subsequent tries seem to work. Anyone have any ideas about that?
  18. Void Singer wrote: I see YMD on profiles, and MDY on the forums... where are YOU looking at? http://world.secondlife.com/resident/<avatar-key>
  19. How about making the lid prim "cut" so that it shows two faces on one side. Make one of these faces your lid texture, and the other transparent. Then when you rotate it, it rotate around the "hinge" so that the visible face looks like a lid, and the transparent face sticks out the back unseen.
  20. Wow, a script that starts when razzed: "You are an really feeble script, you know" ... *script starts* :smileytongue:
  21. Anyone notice that resident "birth dates" secondlife.com are Year-day-month? e.g. 2010-22-09 Confused, eh? What would you think 2010-05-09 might be if you saw it? Just sayin' LL really are careless.
  22. Void Singer wrote:... except the part where pitch roll and yaw are subject to gimbal lock.... Pitch, roll and yaw are not subject to "gimbal lock" if they are not moving. i spoke to a friend at Cambridge University this afternoon, who is getting a PhD in math. He agreed with me 100% "as long as you are not using deltas (motion from one orientation to another)" Since I am not animating, and am only interested in the end position, and LL do not offer this via LSL (only through the edit window) then I am fine with setting ZERO_ROTATION first, then the desired orientation second: // This DOES work: llSetPrimitiveParams( [ PRIM_ROTATION, ZERO_ROTATION, PRIM_ROTATION, llEuler2Rot( x, y, z ) ] );
  23. Dora Gustafson wrote: ... You are assuming something just like llRotLookAt() assumes what is up and down for the prim... Yes, I assume the sim coordinate system in place. All actual end positions and orientations in SL 3-space are relative to an origin, in this case, the sim's, and can be defined by (x, y, z) position and (a, b, c) angle within that system. How you animate/move to that position from a starting position requires quaternions - not my problem; see my previous post above.
  24. Nice animation and explanation, but irrelevant to the end condition of the object. This is about motion from one orientation to another, a process. Without consideration of the starting orientation, or any kind of animation, the end position can always be defined by 3 coordinates. And you need six degrees to place an object in any orientation, anywhere in the universe (except inside black holes - you are on your own there! :matte-motes-evil-invert: ) Note in the video where the narrators says "this can cause problems in animations" which is not my concern. I agree, if we are animating, then yes, we need a way to overcome gimble-lock and quaternions fix that. For the rest of us, three values will suffice.
  25. Void Singer wrote: that only give you a plane.... the face could be rotated any amount around that facing ^.- No, if the face is perpendicular to the vector from the origin, then the 360-around-vector rotation does that. As long as the face remains at the origin, 3 polar coords are sufficient. Just think of the Globe: Latitude, Longitude = vector. Plus rotation around that vector = all I need. Once you move off-origin (add position in space), then you have six-degrees of freedom X, Y, Z, pitch, roll, yaw. (plus Time if you like :matte-motes-tongue: ) Try it. Look at that animation: only 3 moves. Pitch, Roll, Yaw is 100% sufficient for what I want.
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