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Imnotgoing Sideways

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Everything posted by Imnotgoing Sideways

  1. Wouldn't bother me none as long as the bandwidth used to load the ad doesn't mooch my bytes or slow down the teleport, itself. ()y
  2. While I don't think you can pick any one specific house, you can pick the themed area where your house will be and have one within that style of the theme. The one you pictured is part of the Meadowbrook theme. So, when getting your home, select that theme and you'll get a place which at least resembles it, or if you're lucky, the exact one. ()y
  3. Could always make an alternate account. I have 25. ()y
  4. The Lab has been knocking items out of General status for unknown reasons for a long time. And, it seems these reasons change every few months. To make it worse, we pretty much never get told how to make a listing stay General of why our items got bumped out. (._.) Many people are dealing with this. Myself, included. I offer an AO script on MP which I can't list as General. It's 'unloaded', or to say, it has no animations in it. It's just a box with a script created to let people choose how they stand and walk. In spite of that, animations and anything associated with animations seem to be impossible to set to General. (=_=)
  5. I know. It still impacts the client and server during the process. I have 74K and what few times I've cleared cache have resulted in my inventory reloading at a rate of only about 200 to 300 items per second. The inventory asset is very small in file size, but, huge in resource usage when being transferred from server to client. ()y
  6. The only real time to worry about your cache is when you start seeing stuff like eyeball textures in the trees or jackets in the sky. All regardless of any given sim. And, even then, I consider clearing cache to be a 'last resort' action. () If anything, clearing cache actually creates a temporary moment of lag while your client re-downloads all the typically perma-cached assets... Like your inventory. With a big inventory, that's something which can take up to 4 or 5 minutes. (>_<) I've observed over time that people who consistently saw gains when clearing cache were actually dealing with computer and moreso hard drive issues. With these hard drive issues, much of their cache would get corrupted due to the steady stream of reads and writes. In their case clearing cache was putting a bandaid on a broken leg. To truly resolve their issues, they'd have to replace their drive or opt to using a RAM drive dedicated to cache. Since my system has an SSD, I go the RAM drive route. ()y
  7. Perrie Juran wrote: First, my apolgies for hi-jacking your thread Drake. I do understand that LOD drops at longer distances. But wont those Avies with a 300,000 ARW still have a greater impact than an Avi with 150,000 ARW? And if you start mutiplying this in a crowded place like Franks, won't it start to get insane. Very much so. While ARW is based on an imperfect formula which can be erroneus once in a while, it is a valid measure of how much visual lag something is generating. ARW points are summed up based on raw vertice/face count, texture density, alpha, and various other lag inducing properties. While it may not be fair to set an arbitrary threshold that says "anything above this will cause lag"... It's perfectly reasonable to find yourself in a laggy situation and locate the hardest hitters via the highest numbers. ()
  8. Perrie Juran wrote: Imnotgoing Sideways wrote: Perrie Juran wrote: Color me clueless here. Upload cost is tied to Land Impact. But when we wear an object what is measured is Render Weight. So does a high (excessive?) LI translate to high (excessive) Render Weight? It does. In addition, high LI objects contribute to huge amounts of lag. Lower LOD levels are extremely important to reduce. If I have an object which only takes up 4x4 pixels of my screen, there's no point in it having more than 100 verts. With that in mind, if I'm uploading nearly anything, if the upload price exceeds L$20 or L$30 I assume I'm doing something terribly wrong and revisit my models. (>_<) Thank You! I've been catching some heat over my complaints about Avatars with excessive ARW's. I of course can not prove that it was the Mesh Dress this Ava was wearing that caused it but it is a constant common denominator I see when I encounter excessive ARW's. I have several screen shots at this particular dance. Several of the Avies who were wearing MESH gowns were over 300,000. The highest I saw wearing old style system/prim gowns were around 150,000. As much as I dislike meters (specifically script meters), I'm beginning to think we need ARW Meters. Lighten your load if you want to come dance here. (Yes, I'll confess this is a personal issue. But I'm getting tired of being lag bombed and in some situations crashing because of these overweight Avatars. Put six of them in a Club and watch things slow to a crawl.) The real catch is a matter of distance. All objects in SL have a number of LOD levels. Mesh uploads have 4. The primary model is the highest LOD and is rendered typically when the object takes up more than 40% of any given screen space. As an object gets smaller on the screen (or further away, as the case may be) the client will automatically switch over to successively lower LOD levels. () Think of objects like trees in a forrest. The closest trees within a couple meters will have the most detail and will amount to probably no more than 3 to 5 trees. Stretch your eyes beyond that and the remainder of the forrest can be hundreds of trees in your line of sight. While it may be fine for those first 3 to 5 trees to have 1000 vertices, could someone really think it's worth the detail to require hundreds of 1000 vertice trees? (>_<) At the same time, vetices are for shape. Faces are for surface. My screen resolution is 1920x1080. An avatar on my screen can generally take up to about 300x600 pixels at any given moment. I'd roughly guess that every face on my screen should reasonably use a minimum of 8x8 pixels at any given time. To make an example, each letter of this post on my screen is roughly 7x10 pixels and they don't have faces to convey any information further than their own shape. If someone truly believes that they "need" more than 1000 vertices in such a scene, they're a totally lost cause. (=_=) The best trick is to go to wireframe view. Technically nothing should ever look solid in wireframe view. But, I've run into many clothing items with mesh dimensions so dense, it's a wonder they need faces at all. Such creations are a total waste of resources and accomplish nothing in actual visual quality. ()y
  9. Perrie Juran wrote: Color me clueless here. Upload cost is tied to Land Impact. But when we wear an object what is measured is Render Weight. So does a high (excessive?) LI translate to high (excessive) Render Weight? It does. In addition, high LI objects contribute to huge amounts of lag. Lower LOD levels are extremely important to reduce. If I have an object which only takes up 4x4 pixels of my screen, there's no point in it having more than 100 verts. With that in mind, if I'm uploading nearly anything, if the upload price exceeds L$20 or L$30 I assume I'm doing something terribly wrong and revisit my models. (>_<)
  10. I'd say they're doing it because they have no competitors under-cutting their prices. ()
  11. This is very true and has been for far too long. (>_<) The better approach right now is to seek out volunteer helper groups and the lands they maintain. () New Citizens Inc, Caledon Oxbridge, Builder's Brewery, The Shelter, Second Ability, and other "Mentor" groups are around. Each is staffed with a good volunteer community of helpers who can answer any questions you may have about SL. () Each can be found via the inworld search engine (Ctrl+F) by name or by 'helper' keywords. ()y
  12. I think that there's a fatal flaw in your thinking which is quickly revealed in the thread title. While you're speaking of one avatar being banned, the title is using "Kemonos" as a plurl. The thing about it is that there is an edge to appearance possible with the Kemono avatar which could look like someone in their mid to early teens, even in an Anime context. (>_<) There's a range of appearance in 'short, lean, and cute' which will simply be very risky to be involved in adult situations. At the same time, people need to weigh their surroundings, as much of appearance in SL are relative and open to interpretation. If ever you see stumpy avatar like mine in a situation surrounded by the 8-foot tall Hulk Manchunk and Boobzilla Frankenbarbie crowd, I sure as heck would not consider getting into a bonk with anyone one of them. (=_=) http://darkly-cute.com/blog/wp-content/gallery/immy-xd/Snapshot_002.jpg Just be aware of your appearance, intended and relative. Be aware of your situation, intended and relative. And consider how well you get along with the peopole in your surroundings. Be mindful of that much and you'll be fine. () Oh, and here's my alt in her Kemono. =^-^= https://d3li5r2routkf1.cloudfront.net/users/4d2e8ce2b20a7730b00005f2/snapshots/original_543946278da572236d000001.png
  13. My AV is 5-foot-even and I've had no problem with my presense on Adult sims. That said, LL does have a shoot-first no-appeal approach to certain ARs. I've seen people banned over completely made up accustations with the Lab providing no real explanation beyond their default termination form Email. (>_<) Years ago my own account was banned for "Ageplay" while in an adult avatar, participating in a PG event, on a PG sim. Gladly, at the time, I had enough contact to raise an appeal and get an apology. But, that risk still stands. Make enough enemies and someone likely still can be AR'd off the grid. (>_<) That said, Kemono isn't even human, let alone child. Roughly, "kemono" is Japanese for "furry". I'm guessing that the ARs are comeing from someone with a lame vendetta against fur-types or simply a huge dislike for the people who are getting banned. That's all kinds of messed up. (._.)
  14. Yeah. After some recent griefings, Kuula has become extremely unstable. Abuse Reports, support tickets, and calls to Concierge have all been made and we're pretty much waiting for the Lab to follow up. (._.)
  15. Here's what I can see: Line 3: * "ForIndex", "min", "max", "ButtonIndex" have all not been declared in this scope. This will not compile. * The "&&" logical comparison serves no functionality in the increment. It may compile (I haven't checked) but it appears to be an unreasonable expense of resources in order to increment two numbers. ** Reference to Line 15 * Why increment a number just to conditionally decrement it again? Why not just increment it when needed? Line 7: * "ME" has not been declared or defined in this scope. This will not compile. Line 9: * An attempt to declare "ButtonIndex" and define it with the value of "ButtonIndex+1" will not compile for multiple reasons. In plain English, it's reading like "Create a value which doesn't exist yet and define it with a value which still doesn't exist incremented by an integer value of 1." Line 10: * "REFERENCE" has not been declared in this scope. This will not compile. Line 11: * "BUTTONS" has not been declared in this scope. This will not compile. Line 15: * "ButtonIndex" has not been declared in this scope. This will not compile. Here's the approach I would take. ScriptThisPage(){ integer min = *something small*; integer max = *something bigger than min*; integer ForIndex = 0; integer ButtonIndex = 0; list MESSAGE; list BUTTONS; string ME = llGetScriptName(); for (ForIndex = min; ForIndex <= max; ForIndex++) { string item = llGetInventoryName(INVENTORY_ALL, ForIndex); if (item != ME) { MESSAGE += (string)ButtonIndex+" "+item+"\n"; BUTTONS += (string)ButtonIndex; ButtonIndex++; } }} ()
  16. As been mentioned already, there is generally no such thing as a "public" sim. If a location is not owned by Governer Linden or the Linden Department of Public Works... It's privately owned. Even when group owned, land groups are also privately owned entities subject to the group owners' and officers' paid-for whims. () With that out of the way, I'd like to see you quote which part of the TOS states that a land owner is restricted from banning for any reson whatsoever. The document isn't hard to find. It's linked at the bottom of nearly every web page presented by Linden Lab. Though if that link is too difficult to find, in spite of saying "Terms of Service" at the bottom of the page, I'll include it in my post here. () https://secondlife.com/policy/?lang=en-US Before you "understand" something... I suggest you actually read it.. ()y
  17. Seems Farce Book did some sort of account sweep this week. A few people on my Plurk, Twitter, and G+ feeds mentioned getting kicked as well. The Emails they got explained nothing. (=_=)
  18. The whole Marketplace content filtering system is broken. Some of the strangest words possible seem to set it off an the Lab don't give us any clue which words those are. I'm facing the same issue with an AO script I offer for free. It's just a script for replacing walks and stands. Animations aren't even included. Yet it can't be set to G. I'd have to waste a bunch of time playing 'word sleuth' to find out why. (>_<) It's annoying, to say the least. (>_<)
  19. >> as long as they do not host publicly promoted adult activities << Moderate effectively allows the same content Adult as long as the content is not promoted or advertized in a business sense. The Lab didn't clearly define what "private" is, but, all Adult activities are okay in Moderate as long as they're done in "private". () As for enforcing rules, they do. But they don't 'police' the grid. If you want to see rules enforced, you have to send Abuse Reports. () Also, nudity is not sex. ()y
  20. I offer a freebie box with a few masks and textures, mostly for the feet and leg areas. I originally made them to update all the shoes I had when alpha masks first came out. () https://marketplace.secondlife.com/p/Avatar-Alpha-Overlays-101311-update/2312783
  21. In many ways, yes. In some ways, no. The rule of thumb is "If it can be rendered, it can be copied. If it can be copied, it can be stolen." This applies to everything, no exceptions. (>_<) Now, I don't know how much the old copybot client is involved anymore or if it's even relevant. But the name has stuck for all matters of content theft in SL. GLIntercept can surely nab textures and models from anything running on OpenGL, SL being a big example. I'm not sure if there is a means of capturing rigging data, but, I can only assume there is. (._.) The sad truth is that the only true way to protect your work is to never let anyone see it. Again, this applies to anything. From games, to movies, to music, to DeviantArt, to Flickr, to SL. You can help yourself identify stolen textures by using relatively invisible watermarks and objects with a "signature" pattern in the wireframe. You can be diligent and lurk the marketplace for copies of your stuff. I suggest looking into reading copy protection license documentation to see how items have been legally protected over time. () In the end, there is little to no question over how something can be stolen. It can. The geunine question is if it will be stolen. And, the answer to that relies on statistical odds.. Don't let any of this kill a creative venture. Keep confidence that your work will be seen as yours, those who matter don't mind, and those who mind don't matter. ()y
  22. Be lucky that you ain't ran into anyone from the Sideways clan. Buncha freaks, I tell you! ()
  23. Sounds to me like a collection of bots stacked vertically in attempt to conceal their numbers. =^-^=
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