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Cerise Sorbet

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Posts posted by Cerise Sorbet

  1. OK, https://greasyfork.org/en/scripts/8567-lsl-posting-tool-for-community-secondlife-com for the fix.  This version is still years out of date with keywords, just wanted to get it running again.

    If you have your own modded copy of the script, you can fix by adding this line to the header:

     

    // @include        https://community.secondlife.com/*

     

    It used to be that the SL forum always used http, whether or not you were logged in. This week, it now uses https for both cases. Whatever, maybe there was a great reason for this. A little advance mention somewhere would have been nice.

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  2. "Avatar" content could be taken down without involving DMCA because trademarks were involved. Trademarks fall under different laws with different standards and different processes. Most notably there is nothing like "safe harbor" for trademarks. There is a fair dealing principle for trademarks, but it does not work the same way as copyright "fair use" and involves a whole different list of tests.


  3. Bobbie Faulds wrote:

    It would be nice if LL actually looked at the DMCA claims. As the one filled against the Belleza mesh body shows, when Tricky went to fight it, turns out the person named as filing it didn't have and had never had an SL account and had no idea what SL was. The body was then allowed back. Just a simple fact check would have shown it was a false filing and saved everyone time and money.

    This is a flaw in OCILLA that was never adequately addressed by US lawmakers. Proof of identity is not one of the requirements to make a notification "effective", and bigger fish than LL (most notably Google) have been rebuffed on attempts to require it.

    Notifications are supposedly make under penalty of perjury, but this only comes in after the fact. This part has shown itself to have no teeth, because a takedown notification is only a statement that the filer believes an item infringes. That is a notoriously difficult thing to disprove.

  4. Your three newest nail applier listings do have images, but Adblock Plus will hide them if you are using that.  The problem is the filenames, you used moon-nails-ad.jpg, chipped-nails-ad.jpg, rainbow-ombre-nails-ad.jpg

    Rename the files so that words like "ad", "advert" etc. aren't in there, re-upload, and Adblock should stop bothering your listings.

  5. Yeah, you can look thru the messages and the LSL function and see that parcel access all works off UUIDs.  Same for groups.

    There are some dialogs that omit the numbers, which is why for example it is not possible to mute group invites yet (mute list is all keys too), but the underlying system doesn't really rely ion the names, those are filled in at view time (which is the root cause of the infamous Loading... things we have seen over the years, the names have to be fetched and filled in).

  6. A change to the username is a tough problem. LL has changed some on occasion and still will, for a few circumstances like Lindens who left on friendly terms, ordinary users whose names were reported as ToS violations, and a handful of people LL considered to be VIPs.

    The basic SL system can handle these changes fine. Land, groups and objects all reference the number, so that stuff doesn't break.

    There are some glaring exceptions for user-facing stuff. L$ transaction histories use the legacy names, so there are potential difficulties for merchants and their customers. Also, there is an enormous legacy of inworld scripts like security systems, tip jars and vendors, games and so on that rely on those names. Some of the ancillary SL services like JIRA, the wiki and this forum use the names. And of course, there will be numerous third party services that have relied on LL's long term policy that usernames are generally constant.

  7. Go to Analyze>Regular interval Labels

    time to place first: 0, placement method: label interval, label interval: 9.9 seconds. (you can add some decimal places if you like, but keep the length a little bit under 10.0 for best results in SL), Add final label: yes, adjust label interval to fit length: no then hit OK

    Go to File>Export Multiple

    split files based on labels

    and that should do it to it

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  8. Eh, that's not really enough informaton to tell how it would work, but it's a definite maybe, so load up a viewer and see what happens. It's going to depend on how old the computer's design is.

    Older Intel graphics offerings were absolute garbage, and would run SL at single-digit FPS when it worked at all.

    But with their latest efforts, SL runs pretty acceptably on mid graphics. It can even be cranked up to full fancy for photos, but will run a bit slow to leave settings that high.

  9. It's a shader to handle objects with skeletons, originally it was only for the avatar body. The CPU functions used on low end hardware don't handle the lighting the same way. It's not a big deal for legacy avatars since each avatar only has one, but you can see that light isn't being scattered in a nice consistent way once there is more than one object attached to that skeleton. You can put on some nice mesh body, or find anyone wearing one, then wham your graphics slider all the way to the left to see how this plays out.

  10. Yeah, if you rig all the parts consistently and keep the normals matched up, it can look great.

    Note that this kind of falls apart on low end systems that can't support the "hardware skinning" feature in SL, you're going to see the seams with low settings no matter what you do.

  11. Most of these bodies are split up into sections before upload and then linked back together on the SL side, so there can be plenty more than 8 texture faces.

    One body in particular, the CMFF one, uses a different approach. About 100 versions of each skin are available, each with different alpha shapes cut out.

  12. There may not be practical uses for these details, but here they are anyway, just because I've ended up with a few of these objects and was curious.

    Maybe once every few hundred sim crossings in a vehicle at speed, there is a silly kind of hiccup. The vehicle crosses without you, and sitting in the vehicle in your place is a prim. This is only supposed to be a placeholder until your avatar gets across, but this is Second Life and you don't always get across.

    The placeholder may be left in place if you are a driver or passenger. Even if you don't own the vehicle you were riding on, or have edit rights to the vehicle, that prim will belong to you. If you get to the vehicle before it goes back to inventory, you can unlink your prim and keep it.

    The prim left behind is a basic box. All textures are set to NULL_KEY so it appears gray. The object name is the same as your legacy name, but it does have a separate UUID. You are its creator. Its dimensions are the same as your llGetAgentSize() at the time you were on the vehicle. It's physical, and has its llSetStatus() set so that it only turns around the Z axis. Physics material is flesh, gravity 1.0, friction 0.6, density 1000, bounciness 0.5.

    Real avatars have some artificial forces added to keep them from sliding around, so the box won't behave exactly like an avatar if you push it around. It can be shoved with relative ease.

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