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Jenni Darkwatch

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  1. I know it should, and does under some circumstances. In the test circumstances, it doesn't... that's the problem. I'm aware of physics alignment. Spin is fine - but it just gets stuck, without ever leaving the prim it's on. At this point I am fairly sure something fishy is going on with the physics between ball and anything else. Your post gave me an idea though. I hadn't tried this with a tilted floor prim... and it triggers too, making the ball slide reaaaaaallly slow-mo down that slope. Again, not expected behavior, though funny to watch. If need be, I can record a video of the different behaviors.
  2. I thought about this and replicated it with friends on different continents and different viewers. As I am on Linux without access to Windows that's usually the first thing I test, as Linux is essentially unsupported, has no Havok and Linux clients are going the way of the Dodo.
  3. With the help of some friends the issue has become a little clearer - and more repeatable, though also more mysterious. Easy steps to reproduce: * Rez a cube, make it big enough to roll a ball around (I just did a 64x64 but we also confirmed this on a 10x5) * For repeatability, rez the Beach Ball from the library (it's scripted to bounce on touch which makes it easier to trigger the issue) * Touch the ball (just tap it, it'll bounce and get stuck) From this point on, the ball will act really strangely, not rolling anymore. If you run into it, it'll just skip weirdly. Definitely not expected behavior. To switch back to expected behavior: * Edit the cube (floor) and toggle its physics to "Convex Hull" and back to "Prim" * Toss the ball with your mouse (pushing it with walk/run should also work at this point) As soon as you tap it, triggering the scripted bounce, it'll get stuck again. Please note that "scripted" isn't a necessity to trigger the bug, it just makes triggering it more consistent. You can also trigger it by tossing it, or by running into it, just less consistent. The key to triggering it seems to be the "bouncing" part. From here on out it gets weird. Rez another cube (or anything else actually) and link it to the floor cube. Et voila. Problem gone for good. As soon as you link anything to the floor the issue disappears. It doesn't even matter which order you link it. The ball will roll just fine on the previously problematic cube prim.
  4. Edit the object, set the correct group, check "Share" then click "Deed". You can only do this if you have deed rights in the group.
  5. The basics: * Rez a box, make it big enough to roll a ball around (10x10m maybe) * Rez a sphere, make it physical (no other changes) Simple enough set-up. What I cannot for the life of me figure out: In some cases, the ball will roll just fine if you walk into it. In other cases... it slows, suddenly stops and spins in place. I see no rhyme or reason to its behavior? What am I missing? Size of the ball doesn't seem to make a difference, size of the prim doesn't seem to make a difference, neither does mesh or prim or physics shape. No scripting involved. The behavior is consistent per instance though. If I rez said ball on a surface where it'll roll fine, it'll ALWAYS roll fine. If I take the EXACT SAME prims to inventory and rez them elsewhere, the ball may or may not fail, spinning in place after rolling a short distance. I even have a stretch of road where it works fine one one segment... and fail and spin as soon as it crosses over to the next segment. Help? Please? De-mystify?
  6. You won't find parcels any cheaper anywhere! Each parcel is only L$ 512 for 1024m²! 7 parcels, connected, so you can: * buy two (at a total cost of only L$1024) and combine them to get 2048m² * buy four (at a total cost of L$2048) and combine them to get 4096m² http://maps.secondlife.com/secondlife/Dudintsev/123/143/66 http://maps.secondlife.com/secondlife/Dudintsev/151/173/66 http://maps.secondlife.com/secondlife/Dudintsev/122/173/66 http://maps.secondlife.com/secondlife/Dudintsev/121/208/66 http://maps.secondlife.com/secondlife/Dudintsev/121/208/66 http://maps.secondlife.com/secondlife/Dudintsev/148/237/66 http://maps.secondlife.com/secondlife/Dudintsev/120/239/66 grab as many as you like. Contact me, Jenni Darkwatch, in-world if you have any questions.
  7. Hi selling 7 parcels (all connected to each other so you can combine them), all 1024m², flat, on Dudintsev, priced at a dirt cheap L$1/m²: http://maps.secondlife.com/secondlife/Dudintsev/123/143/66 http://maps.secondlife.com/secondlife/Dudintsev/151/173/66 http://maps.secondlife.com/secondlife/Dudintsev/122/173/66 http://maps.secondlife.com/secondlife/Dudintsev/121/208/66 http://maps.secondlife.com/secondlife/Dudintsev/121/208/66 http://maps.secondlife.com/secondlife/Dudintsev/148/237/66 http://maps.secondlife.com/secondlife/Dudintsev/120/239/66 grab as many as you like. Contact me, Jenni Darkwatch, in-world if you have any questions.
  8. If you can filter by content... create a mail filter that tosses those? If they have common words. Just make sure it ONLY triggers on those... in Sieve I know it can be done, but I am not sure if your mail provider supports those.
  9. Seems to be an issue with the auth server? I can't log in either, not to the dashboard and not into SL.
  10. System layer is a lot safer than appliers. Getting the UUIDs of applier textures is utterly trivial without even using a specialized viewer, as is getting ANY texture UUID for ANY texture you see in SL. The exception is system layers, because as Theresa correctly said, those get baked into one composite texture. I don't know if bake-on-mesh does the same texture combining, but I would presume it probably does. Which would again make it safer than appliers.
  11. That is actually quite good news. That it's packaged as .deb does make sense insofar as it's likely going to install on the majority of Linux systems that way. For other systems it sucks, of course. I don't know how well deb2rpm tools work with dependencies... though personally .deb is nice, if it has a PPA I wouldn't ever have to worry about updates again either. Neat.
  12. Practically speaking I use two loops. One that loops through the inventory and either appends to a list for llGiveInventoryList() or sends the item directly with llGiveInventory(), depending on permissions. Then I sleep 5s. That might actually be a bit excessive... still not entirely sure why I even need to sleep, but it seems to solve the issue of missing items on delivery. It's one of those problems I can't reproduce and have to trust users' reports that some deliveries are incomplete. And then I loop through the list created for llGiveInventoryList (since that's the copy items, i.e. the ones remaining in inventory, the others are already gone) and delete them by name, with llRemoveInventory(). The actual list doesn't get modified during that process. Oh and Rolig, yes I've done that mistake before ~grins~. Specifically not realizing that looping through llGetInventoryName() and then running a llRemoveInventory() against it... doesn't delete all items. LOL. That was a "duh" moment for sure. Thanks for the answers. I'm glad I didn't miss anything obvious. Goddess knows that's happened often enough before. -Jenni
  13. Simple question and I am sure it's been asked before but I can't seem to find anything about it when searching: I have a prim with a list of inventory items, some transfer, some copy. Basically, I'll need to give the items to someone (no problem) and then delete the inventory. It occurred to me that I really don't know what the proper approach there is. Right now, in pseudocode I have: * Fetch list of inventory items * Give no-copy/transfer items individually * Give copy/no-transfer items in a folder * Delete inventory I've had reports of items not being delivered, which I attributed to the inventory delete happening too soon. I added a 5s sleep, that seems to have fixed the delivery issue. However... is there a way to know whether the inventory has been delivered? I don't even care if the person has accepted the inventory, all I want to know is if the prim has sent the items so I can delete the inventory. Thanks folks -Jenni
  14. Hi what I need is another layer for Maitreya. I've tried finding fullperm clothing that would lay close to the skin, but none is close enough. UV map doesn't matter, though ideal would be the default body UV. Ideally if anyone knows of a way to do this, let me know. If it requires a custom rig, also let me know including the price - it doesn't have to be an exclusive mesh. Here is why: I need to be able to apply scrapes, cuts and bruises automatically, without a dialog, and be able to fade those over time via script. I know there's at least two systems out there, but neither fit all that well and both are proprietary which does me no good. Thank you kindly - Jenni Darkwatch
  15. The ability to actually run on an average PC? A far better new user experience? A miracle?
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