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Inara Pey

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About Inara Pey

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  1. So I decided to play with the Barnacle houseboat design, and after initially not being a fan of the curved wall, actually came up with something that actually might look cosy.
  2. Re: rez zones, etc. Folks who are interested might want to check out a free clickable map by Yasmin (YouAintSeenMe). Can be used as a HUD or in-world as a map. On the Marketplace: https://marketplace.secondlife.com/p/Bellisseria-Linden-Rez-zones-map/17166108 My review: https://modemworld.me/2019/05/02/finding-rez-zones-in-bellisseria-yasmins-free-hud/
  3. I tend to blog more than forum post, but here are some of my houseboat with additions. External stairways for "balcony" and roof from the moorings, and an interior shot with the new fireplace (and "working" mirror! - the magic of projectors ).
  4. I'm running late on this, as awaiting further bug fixes on the EEP viewer before suggesting people play with it.
  5. With the EEP viewer controls (once fully available) you can have a "fixed" environment wherever you go, simply by applying an EEP sky asset to your avatar. This automatically disables the "Use Region Settings" control for the duration of your current session, wherever you go. I'll have a full EEP tutorial available this week that covers the apply options (and the majority of EEP functions).
  6. Yep.. that was the point I was making; it's a pain point, and one people have given up on because the response from the Lab about the ability to update has been to kick it down the road.
  7. I'm going on the level of feedback also given at PMs as well, where outside of script upsets, complaints appear to be relatively low. Although granted, that could be because other creators have accepted breakage is a fact of life for now. Of course, there is the need to re-work scenes as a result of things like DD being introduced - but that's more a case of capabilities maturing rather than "breakage" per se; and again to be expected in a beta product, if frustrating when it happens. Actually, this goes back far longer than six months (it was a topic of conversation right back in the days of the closed beta), and I agree it is a PITA when wanting to offer updates as a result of revised / updated capabilities. But again, it seems to be a topic that has lessened in terms of PM feedback, possibly out of resignation to the fact that the response from that Lab has tended to be "it's on the roadmap for .... some where down the road" - which understandably doesn't inspire confidence in wanting to create for the store (which then obviously has the knock-on of lack of enthusiasm for creating in general).
  8. For those still reading this post - notes on forthcoming R31 release (due end of March(ish) 2019, taken from the March 14th Product Meeting. https://modemworld.me/2019/03/15/sansar-product-meetings-week-11-r31-and-avatars/
  9. Actually, they are. It's something frequently raised at Product Meetings as being both a concern and something that the Lab tries to use in guiding their hand with updates and changes. Problem is, with elements of the platform still maturing (like the scripting engine) there have been a small number of updates that have caused frustrating breakages; but all things considered, these have tended to be rarer than might have been expected.
  10. The best place to look in my blog for SL tech news (summaries of user group meetings) is at: Simulator + scripting news: https://modemworld.me/tag/simulator-user-group/ - this is all things SL simulator related, and updates on the SL viewer. Covers simulator deployments, major issues / outages / simultor-side projects. These are generally weekly reports. Viewer and TPV-related updates: https://modemworld.me/tag/tpv-developer-meetings/ - these primarily covers LL projects as they impact TPVs - so general viewer projects, simulator changes that require viewer updates, projects like ARCTan (the updates to the rendering complexity calculations, which is currently on hold, but due to resume "pretty soon now (TM)". These reports are generally fortnightly (as is the meeting). Content Creation UG meetings: https://modemworld.me/tag/content-creation/ - current content creation related projects. These reports are generally weekly. Due to the nature of some discussions / projects, there can be a certain amount of cross-posting between categories. Hope that helps.
  11. Yup, hence why I commented " once such vehicle capabilities are available in Sansar!" in my post 😉 In terms of optimising for large areas, obviously, that is up to creators of existing experiences to go back and look into, as you say. Some have, and are already using the new draw distance options - the Scurry builds, for example. But I suspect many are awaiting the implementation of the LOD system, which is on the Soon (TM) list, in the hope of killing two birds with one stone in terms of re-working their scenes.
  12. On Thursday, March 7th, 2019, Bagman Linden (LL's CTO Jeff Petersen), Landon Linden (LL's CPO Landon MacDowell) and Sansar's Chief Architect (and long-serving Lab employee, having been there almost from the start 20 years ago), Richard Linden, discussed why the Lab opted to build its own engine for Sansar, as opposed for opting for Unity or Unreal or something. A summary of the core presentation with 22 minutes of bite-sized audio extracts is here: https://modemworld.me/2019/03/09/sansar-why-ll-are-building-their-own-engine-w-audio/
  13. I covered this in a blog post WAY back, pointing out that this size is roughly equivalent to the entire Blake Sea area (excluding surrounding estates & the Mainland to the west). Such an area is pretty huge for sailing / flying (once such vehicle capabilities are available in Sansar!) and Blake Sea is the kind of "low complexity" (i.e. a few islands and island facilities) that shouldn't place a massive load on the server running the environment. Of course, there is the question about script loads from avatars and vehicle,s the complexity of the vehicles, etc, but that's still an impressive amount of space - and one in which vehicles are not rubber banding and camera are slewing every 256 metres...
  14. "Inter-region" travel is supported. Individual experiences can be linked one to another via teleport portals, which have been around for a good while. Portals can also be spawned to allow movement to any public experience from the one currently occupied (and can be used by the person spawning it, or anyone else up until the point it times-out). If you're talking more advanced inter-region travel of a kindred nature to region crossings with vehicles in SL, that's a more dubious capability (once vehicles are truly available in Sansar).
  15. For those here interested - notes from the Feb 28th PM meeting with a couple of audio extracts and a bullet-point summary of the upcoming quest system. https://modemworld.me/2019/03/01/sansar-february-release-and-product-meeting-week-9-w-audio/
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