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Imnotgoing Sideways

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Everything posted by Imnotgoing Sideways

  1. If anything, it should be anyone on the Sansar Hype Train who should be offended. Much like many other MMOs, it sounds like he's targeting an effective "dumbing down" of the experience to attract a more casual market. () Second Life does genuinely have a steep learning curve that the Lab has long since failed to address. They've tried a mentorship program, introductory locations, supporting volunteer communities (to a limit), and pretty much fell flat on their faces every step of the way. Therefore placing the userbase of SL deeply in the realm of brainy-oddballs-who-can-actually-sort-this-mess-out-for-themselves. () What it does really say is that Sansar is going to put limits on SL's historicaly unfettered creativity. Which just makes this geek leaning toward sticking with SL. ()
  2. SL is very intolerant of network faults. If you're on wireless and/or DSL, there are likely issues with dropped and latent data throwing your connection with the server off. (._.) While inworld, press Ctrl+Shift+1 to bring up the statistics window. Check out the stats for Packet Loss and Ping Sim. An optimal connection should have 0% packet loss and roughly 50ms or less ping times. If packet loss exceeds 10% or Ping Sim goes beyond 200ms, you're bound to have issues. (>_<) One method for softening the blow is to dial down your maximum bandwidth. In Preferences >> Setup, there is a slider for it. I reccomend 1400kbps for DSL, 2000kbps for cable over wireless, and 4000+ for cable over Ethernet. ()y I strongly reccomend against DSL over wireless. It's not impossible, but when supporting the worst connectivity issues, it's practically always that configuration. (>_<)
  3. Black Dragon is from a person modding his SL for better graphics. He just shares it with everyone else and does a fine job at it. ()y
  4. By all means, no. The client is open source and visual modifications are somewhat common in the Third Party Viewer community. Particularly the Black Dragon viewer. () That said, is what you're referring to an actual ENB from Boris V. or graphical enhancements which resemble his work? () As for "ENB" being an acronym for anything... Even Boris himself hasn't made any statements to clear up the topic. So, ENB is ENB without any given words attatched to the letters. ()y More information here: http://enbdev.com/
  5. Just to quell some early morning boredom, I whipped up a script which will do the maths accordingly. Just set the description to the values separated by commas. So, 4x6 at 50% of the screen will have a description of "4,6,0.5". ()y default{ state_entry() { string descContent = llList2String(llGetObjectDetails(llGetKey(),[OBJECT_DESC]),0); list eachItem = llParseString2List(descContent,[","],[]); integer itemQuan = llGetListLength(eachItem); if(itemQuan < 2) { llOwnerSay("Description Err"); return; } float hudVertical = 0.5; //Default Height float imgVertical = llList2Float(eachItem,0); float imgHorizontal = llList2Float(eachItem,1); if(itemQuan >= 3) hudVertical = llList2Float(eachItem,2); float hudHorizontal = hudVertical * (imgVertical / imgHorizontal); vector primSize = <0.01,hudHorizontal,hudVertical>; llSetLinkPrimitiveParamsFast(LINK_THIS,[ PRIM_ROTATION,ZERO_ROTATION, PRIM_SIZE,primSize ]); } on_rez(integer StartParameter) { llResetScript(); }} ***Not saying this is a good or right way. Just bored and had some time to fill. =^-^=
  6. Uploads will always be powers of 2 and most clients will set the aspect ratio accordingly. So 512x512 will default to 1:1 and 256x512 will default to 1:2. Your mileage may vary depending on the viewer they're using. If you want to achieve any aspect ratio by 'force' you'll need to apply the texture to the face of a prim. A HUD attached cube can work well. () When scaling a HUD, the size in meters becomes a percentage of the vertical in-world window. So, say you're after a 4x6 portrait to fill half the screen. Set vertical to 0.5 and horizontal to 0.33 (Vertical and horizontal can be any combination of X, Y, or Z depending on rotation). ()y
  7. ATI/AMD has had a long history of what I'll call "Microsofting" OpenGL implementations. That is, getting most of the open standard right and applying their own ideas which often break from said standard. Older issues such as the black-star-sky were a matter of LL following OpenGL as a set standard and ATI's drivers dictating skewed functionality. Mind you, that's becoming less of a problem lately. But, more thanks to the Lab and others scrutinizing configurations and following the skew accordingly. So, while all GPUs have their issues, AMD remains guilty of intentionally breaking content. (>_<)
  8. Land is allocated using a grid of 4M squares on a 2D plane, 16M2 at a time. As such, a land allotment of 512 will require 32 4x4 squares. The 2D layout of these squares can be anything from a 4x8 rectangle to a 1x32 strip or anything in between. () You can view this arrangement both by opening World >> About Land, World >> Show >> Property Lines, and World >> Show >> Land Owners. All will provide a measurable representation of the land you have alloted to you. ()y
  9. I primarily stick with the default LL viewer and only resort to TPVs of the current update introduces any crashyness. Firestorm is popular because it's bloated with feature upon feature. But, given I rarely if not never use any of those additions, they're nothing more than extra fluff to me. (>_<) So, unless you genuinely NEED the lists upon lists of 'features' like tools to stalk people who have unfriended you or flashy particle selection beams, consider something lighter like the default LL or Alchemy client. () List of other alternative viewers here >> http://wiki.secondlife.com/wiki/Third_Party_Viewer_Directory
  10. *Update: I just uploaded a 'jaw move' anim and found that the default avatar face doesn't follow. Rigged and attached items will move, but, the bone and the avatar's actual jaw aren't connected. (>_<) So, a rigged chin can move, the default avatar chin can move, but ne'er the two shall meet. (._.)
  11. Yes and no. (._.) From what I'm seeing so far, if the chin is moved by an uploaded animation, the jaw bone follows. But, if it's being moved by an in-client deformer (Open Mouth emote asset or voice chat) it appears not to. (._.)
  12. Inworld media is presented using the Chromium engine, but it's not likely to be considered an 'offical' Chrome browser. If anything, Netflix is protecting itself from edge-cases which could be percieved as theft. Not saying anything has been stolen, but much like most janky 'Digital Rights' solutions, this could be what's preventing you from watching it. Note that SL isn't relying on any other installations of browsers. The Chromium code is built-in. So, updating other apps shouldn't affect SL's browser performance. As for others being able to access media controls, there are some properties in the texture tab when selecting the face used as the browser. You'll find options for browser bar visibility, access and such. ()y
  13. Theresa Tennyson wrote: Interesting. What particular errors would demonstrate this link? Would a vampire, say, use an incorrect preposition with a transitive verb? Is it bad that I see what you did there? ()
  14. I'd sooner expect a link to Mad Cow Disease. Given vampirism's proximity to cannibalism. () For illiteracy, I'd seek out "voice-only" profiles and TXTish chatters. =^-^=
  15. ChinRey wrote: Contrary to what Immy said early in this thread, LoD models aren't that common in 3D design and when they are used, LoD factor is set individually for each object. Contrary to what? I'd risk to say it's non-existent in 3D design. The closest thing we get to LOD in Blender is multires modifiers and it's all but missing from Solidworks and Fusion360. On the other hand, LoD modelling is an absolute unavoidable necessity in 3D rendering. (>_<) But, in rendering environments like games, it's an absolute necessity. There's often no predicting where a viewer's/player's camera will be at any moment. The core method to control visuals to avoid overwhelming a system's resources in a dynamic environment is LoD reduction. Without it, 3D rendered gaming simply wouldn't exist. LoD falloff still tends to be simplified by single measurements. They're usually defined more by screen space usage than virtualized distance measurements. It would be too labourous to define LoD for every single object. Looking into the configuration files of games like Skyrim and Fallout, you'll see LoD values set for objects, lights, shadows, characters, and the one near individual of trees. Categorically defining visual ranges for knowingly optimized models. SL doesn't have the luxury of knowingly optimized models, so, they had to settle for something. When the grid was all prims, it was relatively easy to maintain simplified forms of each. Come sculpts and mesh, the potential complexity of any solution grew exponentially. The Lab had to pick a balance between unrestrictive support for careful creators and reasonable limitations for the careless.
  16. What if they were 'inspired' by Howard Stern? () Taking note that my own mixer board lacks a Cough Button. (>.>)
  17. There's no actual setting, but, the cilent is going to 'remember' the search window's state at logout. It's only a yes or no value so even if minimized (see small icon in far corner of window) it will be remembered as 'open'. So, be sure you have no instances of search on your screen while logging off. Be it window or minimized floater. () If that doesn't work, your settings file may be glitched. As found in the following path: C:\Users\[user name]\AppData\Roaming\SecondLife\[avatar name]\settings_per_account.xml There's a key called "floater_vis_search" which will have a boolean of 0 or 1. For no search window to show, make sure it's 0. One thing I've noticed is that the client saves it in different ways. If saving as 0, it'll be an integer. If saving as 1, it'll be a boolean. So, I'll paste 2 samples below. The line directly below "<key>Value</key>" will be the determining factor. () Search will show: <key>floater_vis_search</key> <map> <key>Comment</key> <string>Window Visibility for search</string> <key>Type</key> <string>Boolean</string> <key>Value</key> <boolean>1</boolean> </map> Search will not show: <key>floater_vis_search</key> <map> <key>Comment</key> <string>Window Visibility for search</string> <key>Type</key> <string>Boolean</string> <key>Value</key> <integer>0</integer> </map> Final note: the "<string>Boolean</string>" line seems to never change in spite of the tags getting renamed. (>_<)
  18. For some dumb reason, it seems the words "animated" and "animation" automatically make an item Moderate. I have an AO script that I couldn't get to go G for no matter what. (._.)
  19. LOD (Level of Detail) Is a standard practice in 3D rendering to allow for scenes which cover a distance to exist without overwhelming computer's graphics hardware. When an object is only using up 30x30 pixels on a screen, it would be wasteful to expect the GPU to continue calculating 2k to 3k vertices. Depending on the maker and the tools used, LOD can be managed in different ways. Prims have fixed LOD models which generally maintain each prim's rudimentary shape. Sculpts have specific grids of vertices which are removed. Mesh gets a bit complicated. There are 4 distinct models. If the builder is anything worth their while, they'll prepare a design for each model which preserves the form they're after while sensibly reducing detail to keep LI low. Otherwise, they may leave the lower models to SL's automatic decimation which can't interpret or predict the maker's intent while removing a set number of points. When dealing with objects which look like crushed newspaper from a short distance away, I opt to keep note of that maker's name and vow to never buy anything from them again. As for what you can do. There's a debug setting called RenderVolumeLODFactor. It gauges the scale an object has to be before dropping in detail. It's popular to increase it to help defer bad builders' practices. But, it comes with a cost of increased rendering load per scene. Feel free to increase it if your computer shows its capable of handling the extra load. I personally set mine to 4, but, advise against it because I went way overboard when building my computer. ()y
  20. I think he 'discovered' who was involved and is now trying to FIC the whole thing up. ()
  21. I can't think of a time when an abuse report I sent didn't result in some sort of resolution. I've even had occasions where a Labbie would land on my head because they used my avatar's position as their SLURL. In the end, I've regularly seen everything from a quiet cleanup of a particle spamming to getting grilled for more detail in IMs. () To wit, my ARs have been so visibly effective that I had once been suspected and falsely accused of getting some prominent SL residents in trouble over their TOS violations. "Falsely accused of upholding the TOS." << How does that ring? () One thing I make absolutely sure of, when sending an AR, is that I fill the form directly according to the TOS guideline being violated. Don't ever personalize them or just report any old personal dispute. The Lab makes it quite clear that they won't get involved in resident disputes. I'm pretty sure they have some sort of Litmus test for something to sound too personalized to bother with. They've got their hands full as-is just sustaining the guidelines of their service. (>_<) You mention that AR's should result in an Email acknowledgement. They do. If you aren't getting the Email, odds are your ARs aren't even reaching the server. If you happen to have some sort of 3rd party firewall or antivirus, there's a chance that it could be blocking your reports from being sent. As for residents getting updates regarding actions being taken, there's no reasonable way to do that. One, because they're enforcing their TOS, not our whims. And Two, if they did people would develop ways to game the system based on a history of reported actions. Something like that would be a disaster. (>_<) IP bans don't do anything. Not sure why this mode of thinking still persists. Your IP address is not "yours", is likely to be shared among various routings and NAT services, and can change dynamically for a number of reasons. Banning by IP is just taunting someone to try again. () People who provide bot services depend on large alt armies. If they're going to offer something like group or land management bots to a thousand residents, they'll likely require a few hundred alts. () I can't imagine any fee based "protection" arrangement working online. Even the LifeLock CEO couldn't keep his data secure. (=_=) At best, there are probably still a lot of things you are doing wrong and you're expecting others to fix those mistakes for you. TL-DR, it's not going to work. (>_<)
  22. Ew. Lame. I used to generally advise using a straight up credit card, but, almost always get the retort that people don't have cards or aren't willing to give their info to LL. (._.) Whichever, camping is costing. Best to find a way to outright exchange for L$ at market value than burn money for less money. (>_<)
  23. Looks like fair enough specs. 770 is mid-range but should do okay on Ultra. () As for SL running while you sleep... Nothing can stop SL from sprining a memory leak and/or crashing. At the same time, the power draw over idle for a PC running SL would be clost to keeping a 100W incandescent on all night. If you're camping your avatar, you're spending more money than making and would be far better off buying gift or pre-payed cards to buy L$. () I tend to wonder, what do people actually gain by leaving SL on 24/7? ()
  24. If it were my sim and someone was badmouthing even just a regular in open chat... Not even staff... You'd get no second chance. Life is too short to put up with people who can't show some restraint in typed text chat. () There are over nine thousand locations in SL to visit. No need to focus on any one. Find another. And, when you do, consider acting like you're a guest in their home. Becuase, you are. ()y
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