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Jenni Darkwatch

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Everything posted by Jenni Darkwatch

  1. I'd read it as "simplify physics shapes as much as possible" which makes sense... whether it's mesh or not is probably irrelevant.
  2. Hi Cryss... there's really not much you can do. I've tried a few things, maybe one of those help you: * Adjusting the transparency of that monstrous UI: ActiveFloaterTransparency and InactiveFloaterTransparency in debug settings. * Detach chat windows as needed and collapse the remaining empty window to a small slider (i just stack IM windows on top of each other if/when needed) I'm a bit baffled they released it as is, buggy and with all the early adopters' complaints unresolved.
  3. Probier's mal spasseshalber mit einem anderen Viewer.
  4. True, with those new additions they might have enough reason to use mesh even if it's higher LI.
  5. If in doubt you can also switch back to one of the starter avis, that should get your shape back to something more normal. "Me->Avatar" I think has the selection.
  6. Keep caches separate between grids. One way to do it is by creating a startup shortcut for each grid, i.e. add this to each call: --grid some.grid.name --login firstname lastname password --set CacheLocation "C:\SomeFolder\Gridname.Cache" Leave out the login part if you don't want auto-logins.
  7. Just sit down (ALT+SHIFT+S), no more pushing. If you want to _appear_ standing, run a stand animation afterwards. This also works fine with most dance animations in clubs.
  8. True. I'm just guessing, but I'm almost betting they didn't want to hobble mesh too much compared to the old content. There's still cases where using a (costly to render) sculpt beats mesh hands-down. 64x64 artificial landscaping for example... often done with mesh physics but sculpted shape. Bad for viewer performance, but rewarded by sculpts being always 1LI (unless linked to mesh or opted into mesh accounting)
  9. LL has a simple problem: If they'd raise LI even higher, everyone would scream bloody murder. They can't raise it for old content without causing mayhem on sims full of old content. Regarding materials: I think those will raise GPU requirements, not lower them. It adds additional "texture" downloads to surfaces that previously didn't have them: Box prims and so on.
  10. IMO it's a normal process for many reasons. Selling entry-level things and making a profit is a non-starter. Nowadays a creator of any kind needs excellent skills to break even, outstanding skills to make a profit. Look at animations as an example: Who would buy anything other than professional, possibly mocap, animations today? Then there's market saturation. The market is flush with crap, junk, trash. People who thought SL would be easy money probably have given up by now. The level of entry has gotten much, much higher. Too high for most hobbyists. With mesh it has now gotten even higher, and materials support will raise that even more. Last but not least SL is past it's hype. There's things LL could do to freshen up the product, maybe they plan on it, but I don't see that happening. For most people SL is not an option for numerous reasons and it will in its current state never be an option either.
  11. Apologies for the english reply SL does not have dutch as a language choice. You can see the offered languaged by clicking on: Me->Preferences then go to the General tab and click on the language drop-down. Auto-translation by Google: SL heeft geen Nederlands als taalkeuze. U kunt zien dat de aangeboden taal werden door te klikken op: Me->Preferences ga dan naar het tabblad General en klik op de vervolgkeuzelijst "Language".
  12. Niamh Suisei wrote: EG if every user has the ability to make things out of lego-block prims, SL will always look like 2004 poo. If you want SL to look like Battlefield 4 - and no reason it can't, more or less - people need to get serious about content creation. Whether textures, learning Blender/Maya, using the forthcoming normal maps etc. Battlefield 4 doesn't look like that because they asked a team of random people to make it, but because they had professionals using professional tools and tecniques making it. If you want SL to look like that, you need to get professional And I don't mean charge L$10,000 for a model of an armchair, I just mean professional in your approaches to creation. Stop with the "ah thats good enough" if obviously its not. (But then, it's our fault for not demanding excellence at the checkout) That's a bit simplistic. SL has plenty of users who have truly old, ancient hardware and that won't change. Content in SL cannot be as optimized as game content. In games, designers use every trick in the book to make sure content looks good: Don't use too many different textures Use all kinds of techniques to perfectly control how many polys are on screen at any given time Use low-res textures/low poly models for stuff players are unlikely to notice anyway In SL, you buy maybe a skin from creator A - that's one big texture. Then a jacket, maybe even mesh. But you'll expect yours to be detailed, so it's a high poly mesh and large texture. Same for pants, shoes, hair, jewelry etc.pp. - for one avi that works fine. Now go to a venue. Everyone wants to look different. Different skin, different outfit, different accessories. Very soon even the best gaming rig will just drop to really low frame rates. The very same thing that makes SL so attactive (user generated content) is also its bane. Take user generated content away and you'll get nice FPS and all. But you lose the very thing that makes SL what it is. Leave user generated content in and there's no way at all you'll ever see great performance except in sims designed specifically for performance.
  13. It probably is a script to alter physics shapes for prims... works well with prim builds, doesn't work well with sculpts and does nothing for mesh.
  14. Compared to video game characters... my RL character is pretty crap!
  15. Oh. My.... PERRIE! Now co-workers are asking why I am laughing hysterically. You fiend.
  16. One way to go would be to introduce a 2nd more modern avi mesh to SL while leaving the old one in place. That way people wouldn't be all pissed... oh... nevermind. Change anything at all and people will be pissed. Nevermind.
  17. They mean media-on-a-prim, which is a functionality most modern viewers have. To enable it go to Preferences->Sound & Media and make sure "Media" is checked. "Play media attached to other avatars" should always remain unchecked. Auto-play is, if I recall correctly, not necessary. Depending on your viewer/OS you may have to install Flash and/or Quicktime, but again - that should be unneccessary.
  18. Anything that you can see on your screen can easily be stolen. Anything you hear through your speakers can easily be stolen. Things that never get transmitted to the viewer cannot (usually) be stolen. That's about the bottom line and it has been that way since before the Interwebz. People have blown a lot of money on bogus copy protection schemes as far back as audio tapes. All of them failed. To fix the issue would probably require fixing human society and all its members itself - that's never going to happen.
  19. On mainland: World->About Land->Script Info (button) This only gives you an idea which objects are scripted or not, it doesn't tell you how many sim ressources an object uses. Script memory is a largely bogus value right now since all it does is tell you how much a script can use AT MOST. It doesn't say anything about the real mem use unless it's old LSL2 scripts - they always use 16kB. In theory, scripts shouldn't cause lag per se. Scripts are the first things that get throttled when a sim needs more CPU cycles. At that point, all scripts are running slow. So in a sense, the only lag scripts _should_ cause is to other scripts. In practice, scripted objects can cause lag because a script can modify object properties. Some of those property changes will be sent to the viewer causing network traffic. Others can and will impact the physics engine. So in a sense, scripts can cause lag by their actions. Your question is more complex than you might think... understanding lag and how to avoid it when creating things is something quite a few people in SL spend a lot of time on.
  20. I use profile and picks as immediate, non-repudiable reasons to mute people. Such disclaimers typically cause insta-mute
  21. Might be a safeguard? Don't know. In game engines it's sometimes done to avoid chars from going "offworld" and becoming corrupted. Though I'd think a simple "if you're below 0m, move to 0m" would fix that.
  22. I wonder if there's ANY way to skin those title bars to be one heck of a lot smaller. Other than that: I like. Glad to see it evolve
  23. Actually, on a busy sim it's extremely rude to be a total script hog. Collars are notoriously badly scripted as it is - just look at the mess that's OpenCollar. An example... I just came from a sim, the sim has nearly no scripts on it (large parts of it are simply landscaped). Some dick chick with about 600 scripts, using ungodly amounts of sim time for running some RP junk, weapons and some "meter"... Wasn't my sim so I didn't say anything, but people like her do make life miserable. Predictably her scripts starved the vehicle demoed of script time and it was lagged despite excellent scripting in it. Residents have a responsibility to use ressources with reason. Wearing junk that's irrelevant and useless on that sim... it's akin to idiots talking on cellphones during movies. Both should be ejected from the premises and banned for life if they don't take polite pointers to please reduce their impact. I think I understand why LL is unwilling to impose limits, but I'd be all for stalling worn scripts if the sim needs time. That includes AOs (LL should put that in the viewer anyway - at least for human avis).
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