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Jenni Darkwatch

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Everything posted by Jenni Darkwatch

  1. I noticed the version... the current viewer is 3.7.2 - does that one also crash? Beyond that I can't offer better advice, sorry. I'm not on Windows.
  2. Einfach mal aufm MP nach "Kajaera" suchen da kommt schon ne menge, eventuell als referenz brauchbar.
  3. There's not really much you can do if the alpha mode on the tat layer on the breasts is set to alpha masking - you'll have to tell your customers to toggle it to alpha blending I guess. I do not know what side effects this would have, might be worth testing beforehand. When you give it 1% transparency I guess it does also switch back to alpha blending. though I've never tried it that way.
  4. I'd be surprised if that laptop can run SL at all. It's not nearly powerful enough.
  5. This looks to me like the tat layer on those things has alpha masking enabled, meaning there's no soft transitions: It's either transparent or it is not. No idea if you can examine the layer, but might be worth a look if you can.
  6. Amethyst Jetaime wrote: Here are the Official Mainland Policies. As long as you don't violate those you are free to do as you please there. However to be a good neighbor and for your own enjoyment, you of course don't want to lag out your sim either. You can use your land tools to see what scripts are running on your parcel and how much script memory they are using, which counts more than the number of scripts. If you see any that seem high compared to the other scripts then eliminate those. Just go the General tab and click the script info button. There is no way to determine script memory use. Not even estate tools provide an accurate number for that. Old LSL scripts will always count at 16kB per script. That's correct, they DO always use 16kB. New Mono scripts will always count as 64kB per script. That's bogus, they only use however much they need. And they're better for a sim than LSL scripts. Therefore script mem count is not a good or even useful indicator for anything at all. Jenni
  7. World->About Land->General(tab)->Script Info(button)
  8. In SL einfach mal "Englischkurs" eingeben. Oder besser: Bei deiner naechstgelegenen VHS in RL anmelden.
  9. A suggestion as far as TOS goes? If an avi enters a region that's linked, send them a message informing them about the feature. Give either opt-in or opt-out options, and a way to see who is participating and on what grid/sim. IANAL, but I'd think opt-in should be safe in regards to TOS.
  10. They've been working on that since mesh came out. Here's a blog post summing up the current status: http://community.secondlife.com/t5/Featured-News/Making-Mesh-Garments-Fit-Better/ba-p/2336599 There's a project viewer for the new liquid mesh, and I have a set of clothes that are liquid mesh and it works. However since the entire process is still in flux I wouldn't necessarily expect clothing to really use this until the official release viewer has the code.
  11. Since I ran an ISP for a decade I can answer that Regardless of Cable or DSL, IP addresses get assigned via DHCP or a variation of PPP. The length of a DHCP assignment can be more or less freely set. If an ISP has a fairly limited set of IPs to hand out, they often set short DHCP times. This creates a bit of traffic overhead but it's negligible. This was a common practice during dialup days. With DSL, cable and other persistent connections it makes sense to just assign the IP for a day. PPP typically keeps the IP for the duration of the connection, but it doesn't always re-use the same IP on reconnect. There are also some other mechanisms at play, but that's pretty much the more common ones at least in the US and Europe.
  12. I have no idea why a static IP would be better for gaming. Dynamic IPs can provide a bit more privacy, beyond that it should be irrelevant whether you have a static or dynamic IP. Static IPs are common if/when you run your own services, otherwise they're fairly uncommon.
  13. You can puppetteer your avi already, though it's a pain in the hiney. There's a few scripted solutions out there for this, but it should really be possible to pose an avi using LSL functions. Whether that's ever going to happen... I'd say my crystal ball says "doubtful at best". Even more so if it'd impinge on Rosedale's new baby.
  14. From a shoppers perspective: I tend to shop on MP to find what might be interesting. Then hop to the inworld store to get a look. Unfortunately, nearly no store has any models rezzed out to look at. All they have is the same pics they have on MP. Which, in the long run, means I go to inworld stores less and less. Why bother hopping around inworld when it's just pics with no useful search ability? This is especially true in huge stores, where in the worst case hundreds of items are in some vendor with some kind of unbearably slow page flipping. Worse: Inworld I have to hope the image has all the pertinent info, or see if I can get some kind of product notecard. On MP I hopefully have all that info, very quickly. I wouldn't say hangouts increase sales. The place I hang out at has a mall. I've never even looked at it.
  15. Should not, but it conceivably could if your GPU overheats and all safety mechanisms fail.
  16. Not that I know of, no. Sorry. You may want to approach Slink or any of the other makers and see if they are willing to do it.
  17. Most of the furry avis where the hands/fingers can be controlled do so via gesture and/or HUD. It works pretty well actually.
  18. Yep my bad. 4 positions, the fingernails need flipping too. So, 8 faces = 4 finger positions (or mesh it differently and get however many positions you like). It does work though, I did for the hell of it create a dummy mesh for just that.
  19. Also, sims come and go, hangouts come and go. A sim that was busy a year ago can very well be dead now. One way to find out places to be is to check peoples picks, they might give a hint. Music venues are typically only busy during live events and dead otherwise. If you use the LL viewer, the login page will also give you some direct links to sims that are currently busy. TPVs may or may not have that.
  20. Funny you mention that. That was one of my major pet peeves with mesh hands when I looked for them a few days ago. As a previous poster said, there are no bones to animate. However... it's in principle piss easy to create the illusion of moving fingers, even though it's from a technical perspective a bit more work. Here's now: Make the hand the "root" of the linkset, add each finger as a separate mesh. Since we have 8 faces per mesh, add 7 differently bent positions (we need one texture for nails). Do that for all 5 fingers. Done. Now you can animate each finger by flipping the 7 texture alphas and create almost any hand pose you care to use. Unless the scripter is totally daft it doesn't introduce any more lag, unless you constantly wiggle your fingers. Btw I did not invent that technique, it's been around forever for some sculpted furry avi hands. There they flip the sculpt texture - same idea. With one of my old furry avis I can create almost any pose, easily. Including triggering them from a gesture via chat command, it even moves my arm into any desired position... to flip people off, make the "victory" sign, thumbs up/down, "hold" things properly, coyly cover my mouth with my hand etc.pp. I've just been too lazy to approach Slink about it. It'd be quite possible to create updated mesh hands with the same UV mapping, meaning all existing appliers would work fine with more useful hands.
  21. You can always have people "call" the script via linked message, returning the result with another linked message. Easy enough.
  22. Mesh clothing is a polarizing topic as this thread shows. I'd like to add a few considerations though: System clothing doesn't support materials. Right now not all that many people can see those, but the number will increase. Mesh is still in its infancy. A few days ago I finally updated my human avi which still had the same look as it did 4 years ago. What a difference! And what a huge, HUGE pain in the hiney. My normal shape is non-humanoid btw. When sculpts came out, people complained and swore they'd never use it. When mesh came out people complained and swore they'd never use it. Same with just about anything SL added: Voice, windlight, you name it. But in the end, the majority adapted as creators skills improved. I'd keep that in mind. Stagnant creators perish. Innovative creators flourish. Learning new skills is never bad. Not in RL, not in SL. There's still plenty of room for improvement. Current mesh clothing is by and large horribly made. Too many vertices, no LOD consideration, lousy fit... the list goes on. Go ahead. Learn. Blow people away with creativity.
  23. To make your viewer responsive and more easily deal with griefer crud, lower your graphics. LL - if you're lucky - will remove all the objects from that griefer within the next week or so after reporting the objects. LL has no real way to ban anyone, not as long as they allow free2play people to do everything paying customers do. Changing an IP requires only unplugging and replugging the modem/router, making IP bans useless. The client can in theory "identify" a machine, in practice that's impossible, so a machine ban is only effective against the least dedicated griefers. And so on and so forth. For LL to deal with griefers effectively would require drastic policy changes. That probably won't happen, not in my lifetime.
  24. Prims are just too limited in their abilities. Mesh as it is still isn't as useful as it should be, until LL releases their new system in a decade or two. Eventually however... you'll have to adapt and learn. SL's tech is still more or less ancient, and so is rigged mesh with its current incarnation. It'll only get more complex as time goes by, not less complex.
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