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Da5id Weatherwax

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Everything posted by Da5id Weatherwax

  1. On the few occasions I've owned beachfront and other parcels that overlapped navigable water it has always been a point of pride, as an old RL sailor, that I bouyed navigable channels and marked hazards to IALA standards, including installing leading lights on a couple of occasions. They were scripted to have unique and compliant light patterns too!
  2. I'd have to pick different ones for each of the appearances I routinely wear. Leaving aside the body aroma which is kept under control by regular showers, I'd have to think about lifestyles and what they would make their clothes smell like. The anthro feline I wear most of the time would probably smell like a mixture of pipe smoke, whisky and the rest of the "ambience" you pick up performing in dive bars several nights a week The human, well, that's easy. There is a particular "auto shop smell" that seems to seep out of the very concrete of an old-school motorcycle shop. A mix of gasoline, oil, two-stroke exhaust. degreasers and something else not quite identifiable.. If any of you have smelled it in RL you will know EXACTLY the aroma I'm thinking of. Car shops manage to not quite generate it, motorcycle shops sure do. The borg, on the other hand, given his RP history, would probably have little to no aroma at all, unless somebody puked on him in sickbay
  3. Totally likewise - Like yourself, when I signed up you had to pick from a list of surnames and then find a first name that wasn't taken with it. I wanted to use my real first name but, predictably, both "Dave" and "David" were already taken with any surname I fancied. Hence the 5 which can be read as a Roman V
  4. Hate 'em. Use 'em and to me your name is either your username or - if I'm feeling uncharitable - "Mr/Ms Gobbledi*****" Guess the forum filters pick up Golf Oscar Oscar Kilo as a racial slur against Vietnamese even if its part of a word Well, since it WASNT that, I aint changing it.
  5. I love the RL version, and if the Big Easy is in SL, well, as a musician I gotta visit , right?
  6. Don't have a worst In terms of SL "jobs" - as in something that involves a RL time-sink and that you can potentially make money from - I have worked as a performer and as security manager for a club. I'm still a performer, the club's on hiatus but will be back. As a performer, I've had some bad gigs though. The places that just dont promo their live artists, the ones that rave at your audition audio and say "yeah we want you on our stage" then drop you the NC a week later saying "you dont fit here, we're cancelling your sets" But for the most part I've been lucky, I guess, playing at places where the hosts are a joy to work with, the bosses appreciative that I treat their venue with the same professionalism as I would one IRL.
  7. To answer the post title question - they are pretty good. The avatars are done well and they look like who they are supposed to be. They will doubtless be animated through the live performance in realtime - the animations created in advance but somebody is going to be there with their hand on a speed jog-wheel to make sure they stay in sync with the audio (which will be made easier by the fact that almost certainly the musicians will have a click track - think "metronome" - in their monitors and will perform every song at the exact same tempo every time. In SL, though, true "virtual performance" - by which I mean genuinely syncing up visuals and audio - is VERY difficult, in many cases impossible. The visuals and audio are served from different sources, the SL region server and the stream server. Some aspects of the visuals are only rendered client-side (animations), There is usually approximately a 10-20s buffer in the audio stream so you're hearing it that long after the artist actually played or sang it. Commanding a change in a performers animation or a change in the stage rig has an unpredictable delay - usually shorter than the delay on the audio but varying from client to client... It is for this reason that more than 80% of SL "live" performers set their av into a single anim loop for the entirety of their set and leave them there. The only thing live is the audio. This is the most important thing in a musical performance and I wouldnt dream of arguing that it somehow "isn't enough" but the vast majority of the time you're getting a single dance/performance animation and a radio show. In addition to being a musician, I'm a geek and a SL scripter. When I was making my SL stage rigs meshes and mesh copies of my RL guitars I wanted to see if it was possible to go beyond that as a solo performer. It was, but I knew in advance that a true virtual performance was never going to be on the cards. The easiest part was making my stage rig use projector lights and respond to cues to change the lighting for each song. Explicitly NOT using the "light cones" built in to many dance-floor and stage lights in SL. Those are a left-over from pre-deferred "point lighting" and now only have a place for things like pinlight and laser effects. When lit by a combination of projectors of different colours an object or avatar in SL shows the combination of colours correctly and all the lights cast independent shadows. Just like you'd see IRL. This was made a lot easier by only modelling one type of light, the ubiquitous parcan. I have RGB LED parcans in my RL rig and translating those cues into colour vectors in a SL scripting is a piece of cake. I made a few custom anims for each of my guitars. You wont see the difference unless you look close, they are all a basic "12 bar loop" but the bento fingers on the left hand are making different chord shapes in different places on the neck, there are variants that change the right hind between "bento fingerpicking" and a hand action more like strumming with a flat pick. Nobody is going to consciously notice this. They do, nonetheless, introduce a feeling of being "slightly different" at a subconscious level to an observer. In practice, however, there are one or two for each guitar I use for 90% of my songs. In making cues for each song I haven't lived up to the potential I built into the kit. ABBA will, of course, have a unique and custom set of animations for each track. As a solo SL performer making all my own stuff I'm NOT going to put in a dozen hours customizing animations every time I bring a new song into my SL setlist rotation (there are currently over 100 songs I've performed in SL at least once) There's a central controller script that detects my presence, which guitar I have attached to my av at the time and responds to SL controls to step forward or backwards through the cues preprogrammed into a NC for each set. I provide those control inputs with a set of USB footswitches that emulate keystrokes. But all of this doesn't address the sync issues. From purely empirical testing I know that if I hit the "next cue" footswitch about 4 bars into a songs intro, the lighting and anim change will "more or less" line up with when my audience hear me start playing it. If they are on a slow connection and it takes a while for the new anim to start rendering on their viewer then that may lag a little behind the lighting change but thats ok, the lighting changes are the things folks notice most and so as long as THAT is mostly in sync I'm "good enough". Stopping the anims and reverting to a built-in "stand" is faster and so at the end of a song I wait no more than 10 seconds to advance the cue. (I made a practical decision that the lighting cue for the previous song will persist until I start the next, not going to try and have different lighting for the time I spend gabbing between songs) It's still not as "live" as ABBA are going to make it with a production crew part of each performance but it's about the best that can be reasonably achieved by a solo performer in SL, I think. For "live virtual performances" in SL that actually LOOK "live", the quality of your avatar is the LEAST of your worries.
  8. Indeed, as @Wulfie Reanimator said, it does have its limitations. The further you zoom out the more opaque it becomes. Halftoning the alpha mask will not be a fix-all thing. It works best, in my experience, for indoor items or for the interior face of a window where you are never going to be viewing it from a really far distance. particularly small sections of an item will only work with this technique if the textures are optimised to not be heavily over-resolution. It also is completely non-variable - you cannot , for example, change the masking threshold and see a different result. the degree of "transparency" is hardwired by the halftone mask. But where it does work, it works really well. Blended transparency without z-fighting would be the best solution, but we can't have that... this is just another tool to be added to the box in case it fits the particular items need
  9. one other thing here - alpha blending and z-fighting. A texture with no alpha channel set partially transparent by the transparency slider will still have alpha mode "none" and doesn't z-fight with other partially transparent objects. A texture with partial transparency in the alpha channel and alpha mode set to blending WILL. This causes unpredictable rendering artefacts. You can avoid this by using masking as the alpha mode but then that means everything will be either COMPLETELY transparent or not transparent at all. This would seem to preclude it being used for a partially transparent situation like a stained glass window. HOWEVER, there is an old technique that can be of value to you here. It's called halftoning. This technique originated in printing, particularly for newspapers, where the impression of a greyscale image was created by using a matrix of black dots of varying size to simulate the greys. On a newspaper printed by the old hot-metal process the dots were quite large, you didnt even need a magnifying glass to see them, only to look fairly close. On a 1024x1024 texture with the smallest dot available being a single pixel then you're looking at a viable technique for making something look partially transparent while its actually alpha-masked and each pixel is either opaque or fully transparent. Most graphics progs contain halftoning filters. You will want to play with them, each one is different and you will want to learn how the ones in your particular graphics prog work best, what settings to use to get the best "pseudo-greyscale" result that is still effectively a single-bit mask, black or white. Once your alpha channel is comprised entirely of 1's and 0's then you can set a 50% alpha masking threshold and have no z-fighting and still an acceptable result for different degrees of partial transparency when rendered. It's been decades since halftoning was a mainstream printing techniques and so it's something often overlooked in a graphical art education. It looks like it may have a new application though, at least in managing transparency in SL 😀
  10. there are ways to make a "contact point" go to a place inworld regardless of the shape of the av, but they are universally a pain in the bum and require a specific approach and serious customization of anims. You CAN build a system that has several positions for each joint that are separated out into distinct anims that can run concurrently, their cumulative effect being to "puppeteer" an av's arm into a position where their hand touches a particular inworld object. You will need to make about 700 single-joint anims to get anything like close enough to puppeteering a single arm via a script. You'll also need (at a minimum)an unrigged reference item attached to the hand which can inform the script of its distance and vector to the target object and do some horrendous math to resolve 3x 3-dof joints to the most efficient way of getting the attached reference and the target object into as close proximity as possible and then run the three single-joint anims you require to achieve that result. It will also need a complex setup for each individual av it is fitted to that will need redoing after every time they wear a different set of shape sliders. I tried it as a proof of concept and immediately rejected it as impractical. Possible, yes. Practical, not a chance in Hades.
  11. You know, if I were building "buildings" for sale, I'd be so tempted to try and design a modular system, something you could put together many similar-themed and styled builds from, maybe with some clever rezbox-and-hud system to let you put it together on the fly, and thus be able to move the deck or sunroom to a side with views you liked and put a windowless wall (perhaps the one with the external flue and the fireplace on the interior) on the side you didn't want to look out at.. it wouldn't work for the smallest parcels of course but if you had room to redesign a little it should be mostly doable and you'd get to reconstruct your themed house to fit anywhere you subsequently moved to. Maybe this is just a throwback to what I used to do with sculpties for star trek RP sets where I'd make a section of jeffries tubes and tube junctions, for example, for the set builders in the group to use or an idea that never really got off the ground for a "castle building kit" with curtain walls, towers, bastions, gates and a bunch of interchangeable levels for the main keep (stack the ones you wanted, pick one with a doorway at the bottom and then cap it with a "standard roof", the stairways will line up... of course there were dungeon levels sketched out too for those into that sort of thing and an idea for a little chapel crypt where your undead buddies could catch a quick nap...) One day I might even get enough free time to finish that project unlike some of the "good ideas" I've never had the time to bring to an "acceptably successful" conclusion....
  12. not patience - an abundance of frustration. Even if I never use it I HATE not having a devkit for a body I wear - it feels like a violation of the SL ethos of "a world created by its residents" - I at least want the option of trying to make myself exactly what I want rather than just getting "close enough" with the products of "annointed creators" and anything rigged to the body, well with few exceptions without the "tailor's dummy" you're just screwed. As there was no chance of getting the creators devkit it was either a process like this or download a ripper and since I will not, ever, rip.... I try to get the devkits for bodies I or my partner wear. A few just send 'em out without a problem. Some don't reply. One accused me of wanting to rip off their brand and went nuts on me (I promptly trashed that body and everything I owned fitted to it and added the creator to my mental list of "if you're associated with these guys, I'll buy elsewhere if I can" )
  13. Or play a game you're good at and where the house's cut is built in only when you cash out. If all your gains at the table come from other players, and the house doesn't "have a seat" at the table (ie a dealer or croupier that you're playing against) you just figure in the (known)house percentage when you cash the chips when working out if you're up or down on the night. Blackjack, the house has a seat, you're all playing against the dealer more than against each other. Poker or Bridge*, they don't. If I lose my table buy-in, that's to other players not to the house. If I gain on the night then all I have to worry about is the fixed "tax" on cashing the chips - so you only do it once just before you leave town. If you're coming back to play another table tomorrow, keep it as chips. * I'm not a poker player, at any poker table I'd lose my shirt. I AM a competitive bridge player and "less competitive", shall we say, players of that game at moderate stakes tables in Vegas have contributed several grand over a few years to my collection of bad spending habits. I typically played tables with a 2-5 grand buy-in, with my regular partner who was a higher-ranked player than I in the competitive Bridge world ( I say "was" because by the time our partnership parted ways I was higher ranked than he, and still am). When playing together we just "clicked" and the whole was greater than the sum of its parts. I was accused of card-counting at a Blackjack table once and I answered that accusation by having the floor boss check which other tables I played "I'm a serious bridge player. I don't count but I can't NOT be aware of which cards in which suits I've already seen. You've got at least seven decks shuffled together at that table by the way, I've seen that many aces of hearts since the last shuffle. I play Blackjack for fun, not for profit" He said that provided I kept playing something each night but it wasn't Blackjack, the casino would comp my meal. I said "thanks very much, I'll take you up on that, you wont see me at a Blackjack table for the rest of my stay" I spent more time at the bridge table (when one was open to buy into) and when I figured in the comped meals it turned out to have been a VERY profitable week.
  14. If you have a LOT of time on your hands (I did, through a period of unemployment) you CAN cleanly reverse-engineer a devkit for a body without ripping anything or benefiting from anyone else's rips. You won't be fitting your clothes skintight and it will take a LOT of work, but it can be done. It involves spending long hours (like weeks) in a T-pose wearing a "neutral shape" and painstakingly fitting as many thin cylinder prims as you can cram in around your body as closely as you can by distorting them using regular prim-twisting skills and following where your intuition tells you edge loops should be (avoid using wireframe view to help with this if you can, you want your end result to be as completely "clean-room" as you can manage, viewing the original in wireframe steps a little too close to "using the creators IP" in some jurisdictions). You're not going to be able to approximate a head that way of course, and neither will you be able to achieve a high enough resolution approximate bento hands or feet, but you will be able (after you have pounded your head THROUGH your desk, wall and every other hard surface within reach) to end up with a bunch of prims that together approximate your body in a "neutral shape". The prims are yours and you are not breaking any rules by downloading them. There are tools that can do this and get them into blender. In their absence, you can do regular prim-twisting in blender too, and you can "export" them manually by noting their parameters and their localpos and localrot within the linkset and creating them in bender one by one. Now in blender, load up an SL avatar skeleton, scale the imported prim shapes to fit it and then fit a mesh around the prims. Finally, now that your desk, wall etc have been repaired, replastered and redecorated you get to wreck them with your pounding head again by rigging the mesh you created to the SL skeleton and tweaking the weights such that it scales and collision-fits "close enough" to your body when uploaded to the beta grid and worn that you see no excessive poke-through when wearing different shapes and running a bunch of different anims. This will be another effort stretching into weeks of full-time work. Start to finish I would expect the project to take about 3 months as a minimum. Longer if you suck at rigging as badly as I do. However, if you can achieve a satisfactory result you will have a low-res devkit for your body without using any of the creators IP or ripping anything. Under the terms given by the creator I would not ever qualify for an official Niramyth Aesthetic devkit, I have no store and no interest in joining the fashion marketplace, but doing it this way I can make stuff for myself, rig it to my legally-reverse-engineered devkit and be "close enough" that it "mostly fits" and requires only tweaks to the weights to look acceptable when I wear the items on the avs I have based on that body inworld. Couldn't claim they are "rigged to that body" if I ever sold any of 'em but since I don't sell or otherwise distribute them that's a moot point.
  15. I'd do it by ENDING the line with a character that indicates a continuation follows, because that will cope with both "read the whole nc and eat lots of memory" approaches and "read it when needed" approaches - so that the script knows to stop reading a "line" when it encounters one without the extension character at the end. (yes, old unix guy used to escaping newlines with a \ to make my scripts more readable)
  16. I guarantee you that the most successful "gacha replacement" scripts will stretch the limits of the policy's letter until they creak and, if you're lucky, you might find its spirit in a dumpster on the other side of town, provided you get there before the garbage truck... As a scripter, I intend to avoid these like a dose of the clap. Won't make them, no matter how much anyone offers me for the time to do it. Aside from how I feel about this particular marketing method, I dont want my name on "the script that made LL go nuclear." I've enough honest projects on my plate without swimming in waters that murky.
  17. To follow on from this.. Yes, I was looking it as a game operator, but one informed by being a math-geek as well as an ex-carnie. I knew from that combination that the "perceived cost" of a full set or of a particular rare was going to be MUCH lower than what an average punter would actually pay to get it. Now, I explicitly did NOT model it mathematically, I knew the formulae around the coupon collector problem - in fact in one of my college stats courses I was challenged to derive some of them from first principles! - but instead I focused on an entirely empirical approach, creating a disgustingly simplistic model of player behavior based just on how I've seen punters playing games I operated (or shilled for, my task being to wander from game to game and if the operator tipped me the nod to step up, play and "win", then go dump the prize back in storage and start over.) The simulated players "should" have been clustered around the median number of pulls to get a whole set (once they had, they were coded to "lose interest" and just make infrequent "casual pulls" for "fun") but I'd built in extra enthusiasm for when they could "see" more items on the conveyor that they hadn't already got and a LOT of it if they could see the ONLY item they hadn't got... Sometimes the control code let another player "snipe" the item(s) the "enthusiastic" player was actually aiming for and it was more likely that another player could gain control of the machine before that item was up the more items to go before it there were.... This pushed the simulated players number of pulls from being binomially distributed around the mean to peaking just under 1 standard deviation above the binomial mean and having a more substantial tail towards higher numbers of pulls (looked more like an up-shifted poisson distribution), which, from experience as a game operator, is exactly what you see in people... The closer they think they are to a "big win" the less impact a loss has on their thinking. The math only makes sure the game operator can't lose. The psychology makes the real profit.
  18. Thank you @Kirsten Linden - The posts of mine you found it necessary to clear out were pure ridicule of another poster and I accept that it was needed to clean those up to tidy the thread. Can we have the REST of the ad-hom attacks and conspiracy theories by one particular "respected forum member" cleaned up too?
  19. That would, in my opinion, (and yes, I know it's JUST my opinion) be a step too far. It gains nothing in terms of "exposing a vulnerability" that the basic math does not also encompass and short of providing a "how-to template" for the unscrupulous it does not contribute materially to the awareness, on LL's part or on resident's, of the problems existence or severity.By the discussion in this thread LL are aware and they are the ones that must take any action required to eliminate it. The limits of "responsible and ethical disclosure" have been reached. To use an analogy, you and I know - as presumably moderately-capable coders - how it would be done to rip assets from the game without that being either detectable or preventable by LL. We do not do it and do not give those details on here. I fear publishing a script as you describe would be stepping into the same ethical grounds as publishing a ripper patch to the source code of a popular viewer.
  20. I truly appreciate what you are saying here. I can see how the perceived value of an item to its recipient may not be reflect by the cold hard numbers. To hark back to my references to carnival midway games, I still have a prize I won on one nearly 40 years ago. It was a memorable day and one where those memories will be treasured and are revitalised every time I see that item on its shelf. In pure numbers it is next to valueless. To me it is priceless. However, those cold unfeeling numbers and the way in which they do manipulate purchasing behaviour are a significant factor in whether - for example - conveyors should be considered no different from gacha by LL. Is it "gambling"? Is it "deceptive pricing"? These are things LL must decide, because that will determine if they allow them on the grid. To my mind they come too close to my personal line, as I believe is evident from my comments on this thread, but in the ultimate analysis it's LL's decision based on the best advice from those more expert than I. All that is around us in SL is, at the end of the day, numbers. It is a stream of data and it is shaped and characterised by the code that manipulates those numbers. There are ways in which LL have decided it is unacceptable to shape that reality. They have decide that gacha fall into that category. My contention here is that they were right to do so and that conveyors fall into anathema under the same test as gacha do. I may be wrong. Heck, LL may be wrong in ascribing gacha to that category. But the reality in SL is going to change. LL need to decide the direction of that change on the basis of all the evidence, even those parts of it which you, or I, may not like.
  21. Just to add to my "little test" reported above, I modified the "player" script to stop pulling altogether when they had the full set and the "controller" script to run the game until 50% of players had filled the entire set. Assuming a "somewhat fair" pricing of the individual items, say 2xpullPrice for the commons and then doubling the price for each of the four tiers of rares we get a "fatpack price" (undiscounted) of 88x the pullPrice. Even with an "unrigged" script the average number of pulls each of the players that "filled their set" in this simulation had to make in order to manage this was more than double this number.They always ended up paying close to 3x the fatpack price to fill the set from pulls alone Each of the methods of rigging it I'd coded increased that number by close to an order of magnitude. THIS, not any moral, religious or spuriously-other objection is why gacha (AND conveyors, since I believe I've just demonstrated that if gacha are gambling, so are conveyors) are something I object to. It gives the illusion of being cheaper, by offering a chance to get an item for cheaper than market value but the real odds actually make the set many times more expensive. This is why I describe it as a bunko game. Because that's exactly how every bunko game on every midway works.
  22. F, no... I'm not sharing the code, easy as it was to write. Any competent scripter could do it and it wouldt ake longer to type than it did to create the design in their head, but if they want to be part of that that's on them. I choose not to be.
  23. As a proof-of-concept I slapped together a few scripts - all based around a 10-item FIFO fed by a list of 22, items, with odds 18x5%, 1x4% 1x3%, 1x2%, 1x1% I made one that randomly fed it with the odds alone, then I added "modifiers" One that restricted the 4 "rarer" items to only having one in the FIFO at any time. One that wouldn't add a "rarer" item to the list unless the last "player" had made more than 4 pulls out of the last 10. One that had both of the above. Then a "player" script and a "controller" script. The player script had a 50% chance of being "interested" in the next item, increased by 10% if the announced display contained a "rarer" item, increased by 10% if the display contained at least one item they hadn't already "got" from the set or by 20% if the display contained more than 4 items they hadn't "already got," If the display included the ONLY item they hadn't already got, "interest" was hard-jumped to 90%. If a player already had the full set, their interest was hard-jumped down to 20. The controller script registered all the "interest" from player scripts, and if the last player was "interested" gave them an 80% chance of the next pull, if the last player wasn't interested or failed the 80% check it picked one of the "interested" players and randomly assigned them the next pull to them. I then dumped a controller, a test script and 20 "players" into a prim and let it run. The FIFO sequence still "looked" random unless you analysed it more deeply but the modified scripts drew more pulls in a row from players with identical "interest parameters. Now, this was simplistic and NOT a good model of the complexities of human gambling behaviour, but it illustrates the concept of a "rigged conveyor" that would be almost impossible to detect very well.
  24. Since it's been brought up by others and I've referred to it in the past my own position as a "creator" might be worth elaborating here- I do, after all, often make "custom stuff" for folks... Yes I used to sell popular kink gear, pre-mesh. There, I've said it. I made bank, ok? The primary selling point was the scripting making it more visually interactive than most with the users RP and a few clubs in particular loved it. That was the business that I closed around the time mesh hit the grid - I just wasn't good enough at making mesh back then to build products to the standard I was prepared to sell. Looking at some of my earlier products rezzed inworld for nostalgias sake that was probably a pretty low bar but my mesh skills didnt cut it at the time. My skills have improved since then. These days, I make custom meshes for myself and for other musicians. Primarily duplicating RL instruments inworld at an efficient complexity level and that LOD gracefully. The ones I make for other musicians are always gifts. I do it out of respect for their art and recognising that sometimes it makes a difference to see yourself playing the SAME instrument on-screen as you have in your hands IRL adds to the experience as a performer. I know it does for me and it's a "because I can" thing. I have also stepped up to make custom meshes and scripts for other folks if I became aware of a need on their part that I could address. I never set a price, I say "here's the finished product, check it out and if you feel some payment is in order, just pay me what you feel it's worth and can afford" - MY time on it is for the love of the grid. but I have to say my faith in human nature has been bolstered by the generosity of SL residents I've made stuff for in that way. In that regard, I'm still a "merchant" in SL but I've tried, in recent years, to approach it more as an artist than a salesman.
  25. Prokofy, normally I would not engage with you at all on here as our respective histories indicate that we would seldom, if ever, agree or even find common ground. I see little point in what would rapidly devolve into "arguing for argument's sake" and beyond this reply you will therefore receive no further response from me on this thread. However, having said that I have some responses I must make regarding your post quoted here. Firstly, holding up a mirror to the post as a whole suggests that if my position is unduly harsh then so is yours. This is human nature at play, I suspect and the objective truth lies somewhere in the middle, uncolored by our respective life experiences. Secondly, I take issue with your assertion that I am "no longer in business" in SL. I may no longer be an active asset creator for sale into the marketplace but I assure you the business of performing live is a business, as much in SL as it is IRL. I put in long hours working on it offline and it is because of those hours that even though I perform in a niche genre my SL still turns a small RL profit. I have marketing issues to address as much as I ever did in the past and those decisions directly impact my bottom line as much as they do for anyone selling inworld assets. Finally, I may not post much but I read daily - including your comments. I confess to briefly plonking you in the past but no matter how vehemently I disagree with them your comments are usually thought-provoking so, after some reflection, the ignore tag was removed. A paucity of posting on my part does not indicate a lack of interest, just a willingness to keep my yap shut until I have something substantive to say. Our opinions differ on the main subject of this thread. That's fine. I hope we can each respect that difference, you certainly have my word that I will try to. You do you, I'll do me and at the end of the day LL will do what LL do without either of our opinions counting for much.
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