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Cerise Sorbet

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Everything posted by Cerise Sorbet

  1. "Avatar Comm" matches the left hand corner of the menus as they appear on the Firestorm viewer, so this is a clue that pieces of the user interface are being baked into the avatar texture. Unexplained transparency can happen that way too. Some common baking problems like this can come from a corrupt cache (so, empty it), running a viewer on a secondary monitor (don't do that, at least not while changing outfits), old video driver (time to update), unsupported hardware (ouch). Look into the secondary monitor and cache possibilities before you dig into the others.
  2. Curious Hazelnut wrote: I *thought* the experience permissions had to do with giving us the ability to create games like Linden Realms with instant teleport of avatars without asking permissions. Remember this got implemented months ago and then rolled back because of some unintended uses by griefers? If I'm confused, what is the enhanced game tools project actually called? The experience permissions were never released for us on the main grid. What actually happened was that the llTeleportAgent* functions were added to the public LSL compilers on an RC channel, just with traditional permissions, and someone forgot that an unrestricted version of the function was already running on the whole grid to support the Realms portals that used to be scattered around sandboxes and infohubs. (It didn't really matter if the functions had proper permissions before then, because the public didn't have the ability to compile those functions into a script.) So, those were temporarily disabled until the whole grid had permission checks in place. At the same time, they restricted the uses of those functions even with properly granted traitional permissions.
  3. The view of the destination guide you get in World>Destinations... is frequently broken, it's just as well to ignore it. You can get to a much better view of it on the web, through http://secondlife.com/destinations Alternatively, open up the regular viewer search and get the Destination Guide tab from there. You'll see a "view all destinations" link on the right.
  4. Both error and chat logging are very simple and conservative in these viewers. They do a write and flush for every line they send. I guess they do this to preserve as much as they can when crashes happen, but it's always felt like overkill. Small changes to allow buffering made a huge difference on my old computers, where I/O was a massive bottleneck.
  5. Qwalyphi Korpov wrote: I really don't think that's what happened. I have been using the Firestorm but this morning I took a photo of the fully textured object using the LL viewer... and it was fine with that..The LL viewer doesn't do temporary textures - right? It doesn't have the upload hack, but it can display them fine. Temp textures are really part of the legacy avatar baking system, so you need them to see avatars at the moment.
  6. It is on the wiki as usual, so there is no mystery. Maestro was apparently away Monday, Steven Linden added the release notes for him. Main channel gets the animation functions http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/13 Roll announcement is on the status blog as per usual. http://status.secondlifegrid.net/2013/04/22/post1932/ LeTigre and BlueSteel are getting some prepratation work for the long awaited experience permissions. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13 http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13 Magnum is still in TBD land.
  7. Should add, that the viewer creates its own llog files, you'll find them stuffed in wherever your chat logs go (urually under ~/.secondlife). If you do run into problems that need more logging, you could re-enable it, do the /dev/null thing, and still have a log that isn't pushed through stdio.
  8. look for app_settings/logcontrol.xml in the program folder, and you can turn the default logging level down there, with the default-level value near the top. There should be a comment with the acceptable values right above that.
  9. TwoIron wrote: Oh and the problem is NOT fixed in beta...we are both using the beta viewer and still have the same problem. Yeah, it looks like only one of two batches of Sunshine patches made it in before the most recent beta was built. I am seeing a big improvement with the most recent Snowstorm build, which has the rest of the patches, so hopefully the next beta will get that too.
  10. Hi, go into the Sound & Media section of the preferences (the hover menu from the speaker icon at the top menu has adjustments for this too), and see if the Ambient has been shut off. I think that some viewers are leaving that off by default. Anyway, ambient is the one that has the rockety wind sounds, the viewer stil has them.
  11. The current SL beta viewer has the changes. (Adding: Current beta only has part of the changes, a second batch to make it work right still need to move over from Snowstorm) There is also a version of Cool VL Viewer that has it, and Radegast. Clients with server side baking capability can still use the old baking system. The sim lets the client know if it uses the new stuff, so that is not a problem. Viewers will need this dual capability for a while, so that they can switch between systems when it moves to the RC server channels.
  12. They get this stuff, sometimes mod it to taste, and stick it out on the intarwebs. The bigger ones use more or less standard hosting, little standalones can even be hosted on someone's home PC.
  13. It might be allowed, but it will be an eyesore to the neighbors. If you are going to surround all sides of the parcel, the insides of those screens will be visible all around, even if the outsides are transparent.
  14. This i965 driver problem seems to happen fairly often. In the future, stick to Nvidia or AMD graphics for best success with SL. This post from ob1knob solo desribes a workaround that succeeded for him. Maybe you will get lucky and it will work for you too.
  15. AhnoldSchwarz wrote: Ahh fixed it: I downloaded and installed AMD Catalyst BETA driver (Version 13.3) and it works now... someone else said it was something to do with "support for OpenGL". Yes, AMD has been holding back final driver releases for a couple months, because they are making some bigger changes than usual. Valve's Linux push, including a console-like thing of their own, suddenly make better OpenGL support a priority, so they've been going through the games and attacking them.
  16. You could do game registration outside SL, using your own web site. Use whatever means you like there to decide that each account belongs to a unique person. On your web site, you can generate a single use passkey of some kind. Ask the user to login to SL, and then using the HUD or perhaps some scripted inworld terminal, and paste that code into chat or an llTextBox. The scripted inworld object can relay this to your web server and if the code matches, you can mark that avatar association as successful. This takes SL out of the loop for identifying unique people, and the process also helps ensure that the end user knows what you and they are doing.
  17. llHTTPRequest sends some useful extra headers to the server. X-Secondlife-Owner-Key and X-Secondlife-Owner-Name should be helpful in your case, since for HUDs the owner and user will be the same. It's still good to examine the incoming address, not so much to try to identify the user, but to make sure the request is coming from inside SL. Incoming URLs can be a pain to use with attachments, because they expire when the avatar moves to another region. You might find it easier to start transactions from the SL side.
  18. 16 wrote: maybe is a commandline switch can turn debug logging off automagically. would like to know what it is. if it is possible In the viewer program folder, under app_settings/ is logcontrol.xml, you could change default-level to NONE in there. This still means an edit on every install or update, but hopefully that's better than needing it on every single login.
  19. I have the beetle. It's really cute, but sim crossings are definitely not its strong point, far too many scripts inside. There is an option in its menu to delete some of the scripts; this improves crossings somewhat at the cost of many features. It's no mod, so fixing it properly isn't an option unless the vendor does so. That said, it's still lots of fun to use on single-sim tracks, and the fuel pump thing is amusing.
  20. For a similar situation I found that this one worked out pretty well. There is a copy on display inworld so you can try it and see if it fits your needs. The beds you'll want to check out are near the blue living room set; the ones on the other wall near the yellow boxes are the adult versions. This is really a western style bed, but it does have some wood and fabric options that might fit in with your house. This version of the bed doesn't have pose balls or anything, it puts you in a sleep pose and covers you in a blanket when you sit on it.
  21. So, for grins, I emptied the "objectcache" folder, then set it to read only so that no new ones would be created. That seems to have cured the problem here. This does mean that cached objects are gone after a relog, but a bug in a few 1.2x viewer versions caused the same thing to happen, and hardly anyone noticed until Andrew discovered the typo. That old bug is recounted in SNOW-783, if anyone is curious.
  22. OK, I was thinking that maybe you could download the file and see what the time says in WMP, iTumes, etc, for the part you like. I think that file does start with a Joe Hisaishi thing, but I can't remember what it's from.
  23. Ok, so this is not a stream, but a static MP3 file, it is tempura7.mp3 at http://www.mandara.sakura.ne.jp - so the streaming song ID stuff will not tell you much. The only title in the ID3 is "opninghisaisi", I will guess that could refer to Joe Hisaishi who has composed around 5745893758023 tracks. There are seveal different songs in that file, I think some are from games and movie soundtracks. If you could post the start time of the part you want to identify, maybe a poster will recognize that one.
  24. Freya Mokusei wrote: It was called Communicate. The Communicate button combined both, while still allowing Ctrl+H to toggle local chat (if it was 'split' from IMs) and Ctrl+T to toggle IMs. I don't know if CHUI maintains these two keyboard shortcuts - LL's standard viewer remapped Ctrl+T to control the FUI (a considerably less useful, and much less common operation) a while ago. Yes, CHUI restores the Ctrl+T to the 1.18 behavior; Ctrl+H never went away.
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