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Bitsy Buccaneer

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Everything posted by Bitsy Buccaneer

  1. If you have a Mac with a nVidia graphics card, take a look at this thread - especially if you've upgraded to Sierra OS recently. https://community.secondlife.com/t5/Second-Life-Viewer/Anyone-tried-Apple-MacOS-Sierra-with-SL-Viewer-yet/td-p/3068974/highlight/true Short version: LL is still using graphics code that Apple stopped supporting several OSs ago and with a nVidia graphics card it crashes the GPU. Sometimes it crashes and reboots the computer as well. :matte-motes-confused:
  2. Since no one else has responded yet, I'll throw a few things out. If the bodies you want to create for are furry, ask in furry groups. They will know more about what's available. Creating original mesh for SL is far from straightforward. If you're new to making mesh, it might help to start with static items and simpler shapes rather than diving in at the deep end. SL clothing involves weighting and rigging. These aren't things I've taken on yet, but those who have say it's much easier if you have a creators kit for the specific body. This will be something you can import into your 3d software to help fine tune fit, weighting and rigging. Otherwise it will be even more trial and error than normal. So look into creators kits for the bodies you want to make for and build your skills with mesh in general. Good luck. :matte-motes-smile:
  3. If it's just part of a costume for RP (and for all involved), I guess it wouldn't matter. But if the feelings are real, then how can it be different just because it's digital?
  4. Prokofy Neva wrote: I don't understand this gingerly approach, Bitsy. Because in every thread I've ever posted in relating to Penny's blog posts, at least one person has managed to use something I wrote as a way to go after Penny. This time it was you. So yes I'm wary. I would very much like the camera default to set differently. I would very much like a widespread shift to smaller avatars. My av is only as tall as she is because of friends who want to not look silly small next to other people they spend time with. Bitsy still only comes up to their armpits. It's a reluctant compromise on my part. Penny's recommended settings feel claustrophobic to me because of the way I use SL, not my avatar's size. I'm not a gamer and the computer games I have played have been wide, map based not quite overhead (3/4 maybe) type views. To some extent, that's how I navigate SL, though not as extreme as the default settings. Most importantly, I'm not particularly immersive about my SL. I don't disagree with Penny's point of view, just wanted to throw it out that things like a preference for immersion or not will influence how broadly useful they are. Bottom line, I want new default settings and frequently shared info about changing them which will 1) be widely useful and therefore widely accepted and 2) encourage trends towards building smaller and smaller av sizes. And I am most certainly a dedicated ctrl-click cammer, so now (presuming of course that you read this) you have heard from at least one of us who would like things changed. If you're going to riff off my post, would you please be kind enough to actually respond to it rather than misinterpreting it to suit your own agenda? I was hesitant entering into the thread because I'm tired of being used as a proxy by those who come in with an anti-Penny chip on their shoulders.
  5. SL got through the introduction of jelly dolls and complexity ratings intact, so I think people could probably manage a tweak to the default camera positions alright. :matte-motes-smile: Going from the current default to Penny's suggestions would be a big jump if it was done in one go, but something smaller would be less of a shock and probably more broadly useful. Presets would be nice as a way to communicate to visitors which settings a build was designed for, but the sliders are easy enough to use in general. Maybe a UI compromise could be including numbers in that part of preferences as well.
  6. You (or your friend) could also set up some sort of visual indication that part of the area is private and part is public. A line of trees or a fence would help distinguish the areas. Can't really blame visitors for not understanding what isn't communicated in some way. Just like it's not fair to blame them for walking through private gardens when a forced LP forces them to land a distance away from where they want to go. Even tricks like double click TP will just take them back to the LP. Glad you're getting this sorted. :matte-motes-smile:
  7. Let's see if I can figure out how to word this so it doesn't inadvertently cause any offense. I agree with Penny's earlier arguments about the default camera position leading to over-sized everything and the waste that causes. This is basically a thought I had while pulling my camera back out so I could appreciate and get around an outdoor sim. It's offered here as a possible addition to this discussion. The default camera position isn't necessarily bad for large outdoor areas. For all that our physical eyes are fixed, our mental camera position changes when we're outdoors vs indoors. (Or outdoors in a fairly closed in area like dense forest where we can't see far or indoors in something like a shopping mall.) If anyone can think of better wording than mental camera position, go for it. It's the best I've been able to think of this morning. We have to do this intentionally and artificially in SL via the camera position. Since it's automatic in RL, not everyone will think of it in SL though and people end up building their indoor spaces as if they were outdoor spaces, and that leads to all sorts of other problems. This way of describing it, building indoor spaces as if they were outdoor spaces, really works for me to sum up the situation so perhaps it might click for others too. ------------ About the post in Penny's blog that Pamela linked to in this thread, it's a bit too claustrophobic for the way I move about in SL most of the time. Depends on what I'm doing and how immersive I want it to be. I don't mind using the sliders in Preferences to adjust and will do so frequently when I'm creating. Getting into the habit of thinking like that - what's best for this particular moment and setting? - gives me the benefits Penny is suggesting, but tailored to the different ways I use SL. I'm not disagreeing with this post of Penny's, just saying that there is room to broaden the conversation out so the basic message of ADJUST YOUR CAMERA POSITION works for more people. Cause (IMO at least) it needs to work broadly for it to be adopted widely enough to truly tackle the problem of over-sized builds and avs. Penny's suggested position for cinematic, immersive exploration and RP (and those used to 1st person games), something a bit further back for shopping or general use, maybe a bit further still for outdoors, whatever suits the situation.
  8. Agree with the others that it's bad practice on the part of the merchant if it is legit and concerned that it's a pretty dreadful scam if it isn't. There's something different about the language used vs something like an affiliate vendor which takes a commission on the sale. Those are tied to the sales vendor. This seems wide open, rather than being tied to an object like a top-up kiosk. Where did you get the card? From the store or from a random person? You might be able to find something out by seeing who the creator of the card and the last owner are. (Some TPVs show last owner; don't know about the official SL one.) If last owner is different from the store owner, contact her immediately to let her know someone is passing out fake gift cards to the store. (Or his, English grammar is a pain. :matte-motes-smile: ) If it is a fake, you can both AR the last owner. Hopefully, it's just a store owner who thought it would be helpful and didn't think it all the way through, but this makes me more than wary.
  9. Will this tie into your deep immersion back story as a single mum with a vendetta against the maternity clinic who wanted payment for services? The forum waits in eager anticipation of your next dramatic installment.
  10. Mitchell Indigo wrote: Is there anything important that I would have to know mainly for safety reasons? What things should I do? Make sure all likely to attend know in advance what topic you're proposing so they have time to think about how much they might be comfortable sharing with the group. These are deeply personal and often private things you want to talk about. Would you consider a different subject for next week and use part of the time to bring up sex as a subject for future discussion, and if it's acceptable to all, decide guidelines together for that conversation?
  11. Apple changed the way they handle graphics several years ago (4 OS's) and LL refuses to adapt, so with every Mac update it gets more and more broken. You have a Radeon graphics card which is less of a problem. In everything you read on this, pay attention to what graphics card the person has. Like I have nVidia, which is beyond broken with Sierra and SL. :matte-motes-confused: I've always had lots of lag problems with Firestorm but other Mac users swear by it. Gavin Hird is the only TPV developer I've seen trying to help with the Sierra + SL problems, so his Kokua viewer is definitely one to try. If the problems persist, try changing some of the graphics settings (not just low - ultra, but some of the more techy ones). Maybe also try the open sim version of Kokua, though that might be more pertinent to the nVidia glitch. Cool Viewer and Kokua are the best for me these days. Have a read of this thread for some of Gavin's advice on things like turning off shadows and occlusion and see if any of it helps you. I'm not sure how much is relevant to Radeon and what is primarily the nVidia thing. https://community.secondlife.com/t5/Second-Life-Viewer/Anyone-tried-Apple-MacOS-Sierra-with-SL-Viewer-yet/td-p/3068974/highlight/true Good luck.
  12. Anything copiable you can go through to find the original item to box and store. How much would that help you? If you had an outfit with a storage box and links to a couple of no copy items? It would be a box to open and two folders to wear, essentially. Are there any no-copy items that you only want to keep in one outfit? They could safely go in the archive box too and then you won't accidentally delete them when you're clearing house. If there's lots of repetition, you could put several of these blast from the past outfits in one box and just write down which items go together in a notecard or on your computer. If it's on your computer, it won't cost any extra to add a photo of the outfit too. Also easier to search your hard drive than boxes within boxes. Just some ideas in hopes one helps you find solutions.
  13. I'm going to go way out on a limb here and take a wild guess that more unscheduled maintenance happens at busy times because problems are more likely to occur when there is greater load on the system. Perhaps we should ask Americans to stop logging in at the same time. :matte-motes-wink-tongue:
  14. Gazz Galatea wrote: Your post is a textbook of warning signs you are in a bad relationship. It may only be SL but none the less it is a situation that nobody deverves to be in. I'll go further. It has too many warning signs of a psychologically abusive relationship.
  15. entity0x wrote: LOL, this forum is like a bad game of 'telephone', as it seems people just respond before reading something correctly, use a bad analogy and it just breaks down... .... In other words, as stated before, "Maybe if it's not on the menu, it's not for dinner", means just go shop elsewhere; find what you want to buy, don't try to force or shame creators into doing anything. But yet you think it's ok for you to try to force and shame others into doing things like changing their off-site blog posts? That's what you've been doing here, whether you see it or not. Likewise with your charge of responding before reading something correctly. You're the one most likely to. Penny's threads and personal blog posts are aimed at helping people understand how they can get more out of SL and make more informed choices in what they buy and create. Surely these are good things, people making purchases which meet their needs and content creators at least being aware of those needs. She has acknowledged plenty of times there are instances when no-mod is appropriate. Others have too. I pointed out that the less no-mod there is on the grid, the more unique and special your no-mod projects will be. If that is indeed a valuable selling point for your work, you will only gain by an overall reduction in no-mod items. Don't you want that? I suspect you didn't even take in what I was saying. The term "anti-consumerist" is in this thread ONLY because you brought it here. It's not in Penny's unedited OP. If you want an evidenced and supported statement, go back and look. She was really quite polite in the questions she asked of creators and using words like "I want to encourage you". She is entitled to her opinion and to express it politely here and as strongly as she wishes on her personal blog. If it upsets you to read her blog and forum posts, you are entitled to ignore them. It's really quite similar to what you are repeating about shopping elsewhere.
  16. Take him shopping in a crowded event and thank him for reducing your lag by making you invisible. :matte-motes-smile: Seriously, if he's following you, take him somewhere awkward. Like a massively crowded shopping event on the first day. Have fun and enjoy the attention and make a game of it.
  17. entity0x wrote: We're not selling game assets here, we're selling virtual furniture for people to put in their virtual Barbie houses, and that's it. In the end, noone owns a damn thing, and are just paying to support their favourite creators to make more cool stuff for them. If you want mod ability so bad, just make your own stuff, and stop telling other people how to make, market and sell theirs. Some questions: Do you really have that low an opinion of your customers and SL users in general? Do you not understand that SL used to be dominated by DIYers and still includes thriving and substantial communities of builders and modders? Do you not realise that pretty much everyone in this thread does make and sell their own stuff? Do you realise how often you tell others what to do? Could your tendency towards that be part of the reason why you assume others are telling you what to do, even when they aren't? Why are you wasting so much of your precious time and energy starting sarcastic threads, making sarcastic mockups and getting so worked up here instead of putting that passion into fulfilling your 'wonderful awesome plans' (your words)? If your ideas and creations are that stellar, why aren't you concentrating on them? Why aren't you finishing them and creating works of art so absolutely amazing Penny puts one on her static landing point and everyone else here just has to have and treasure one? And before you lay into me for talking about people, do you realise that you are the one who keeps making this thread all about you by taking other people's thoughts, preferences and opinions so personally, even if you need to misread them to do so?
  18. Check the dates everyone, this is an old thread. :matte-motes-smile: Looks like the old mermaid diaries pages are well and truly a thing of the past. :matte-motes-frown: They were really helpful once and a neat bit of history.
  19. Tagging onto Pamela's post here because I agree with it and there's something I want to throw in to the conversation. Like her, I don't accept the either/or mindset. Part of this is because of the special nature of virtual worlds. If a customer modifies a creation, even perhaps going so far as to make obvious changes to textures, the original art is not lost. It might have become something else in that specific iteration, but the original art probably still exists in several other places in SL. (Like the customer's inventory if it's copy. :matte-motes-smile:) So a creator can pour her heart and soul into a piece and then let it out into the world without her artistry being compromised. It's not like RL where there is only one original. Mod make sense both artistically and business-wise, for others and for one's self. It isn't either/or.
  20. The bullet point heading is Anti-Competitive and Abusive Behaviour. The practice is abusing the marketplace system as it stands (using it for advertising whilst encouraging customers to shop in a way which means the seller doesn't pay LL the commission). Demanding that a commission be charged in-world as well seems a very strange solution to what is essentially one person's objection to the way the bullet points are titled.
  21. HarrisonMcKenzie wrote: And as far as I can tell, the entire kid clothing market also sells with no-mod, so the argument that my business will hurt if someone else sells with those permissions isn't a valid one. Pussycat is telling you that the ENTIRE kids' clothing market lost her alt as a customer because something she needed wasn't available. Not just you, or your friend, or someone else; the entire market. This will be invisible to you and the rest of the kids' clothing market because it's not like she (and others in a similar-ish situation) would have bought lots of things from you and stopped. They never would have bought much in the first place, if anything. The only way you guys would know is if she told you and you actually listened to what she was saying. She's told you now, btw. Did you listen? Go back and reread the last line of Penny's reply to you above: "I hope, then, that I've been able to illustrate that just because you did not think of a situation where mod perms add to the product does not mean such a situation does not exist." The examples she gave you of her many uses for mod rights in clothing are ILLUSTRATIONS of the principle. Pussycat gave yet another example, another illustration of how a market dominated by no-mod makes it very hard to impossible for customers and potential customers to do something slightly different. I will add in a third consideration: How you see your creations on your computer with your graphics card is not neccessarily how I will see them on mine. And that's before we get into things like graphics settings, shadows and windlight. These are all things which tend to change. People get new computers, often better but sometimes less like a switch to a laptop for pratical reasons. SL adds new shiny.... like shadows and windlight. Maybe in a few years materials will be so prevalent anything without it looks flat, we've seen that sort of thing happen with changes before. Moddable items can be adapted to the changing tech and new expectations. Non-mods will start to look old and tired. And one more, since you want illustrations of the principle which are very specific to your particular market. Ever set your mesh t-shirt to full bright or glow because it looks really cool at midnight settings and it entertains you to go around SL for a while that way? You can't if it's no-mod. The kid in me loves doing daft things like that, for all that my av is ostensibly an adult. Finding out that the kids' clothing market will restrict my creativity in that way means I won't be starting a kid avatar. Every winter I find my work shifting towards fun, silly and colourful things. This winter's project is something for the young at heart and I had thought a kid avatar might be fun, something new and also foster that. Now I'm thinking why take on the limitations of that market when I can stay a grown-up av and have more fun? Basically you guys have lost another not-yet customer. But hey sincere thanks for the warning, better to find out now before I bought the body. (It wouldn't have occurred to me to check the entire market to see if I could get mod clothes for it. I would have just kept looking, thinking it had to be out there somewhere.) Are you starting to understand the principle yet? Just because you haven't thought of uses or reasons for mod doesn't mean they don't exist.
  22. Adding this in to the database.... I have just discovered a wee icon at the top of my computer screen (it looks sort of like a stylised eye, or maybe not but I can't think of a better way to describe it). Clicking on it gives me the option to use either NVIDIA web driver or OS X native graphics driver. The tick is next to NVIDIA web driver, so it seems I did something which somehow switched that back and that might be why things are working so much better for me. Don't dare change it lest I bork something. At some point in my earlier search for a solution, I apparently managed to install the NVIDIA Driver Manager (it appeared in my System Preferences). That is my best and only guess as to what the wee icon is about. Don't really understand all of this (I like using Macs because generally they just work and don't require all of this mucking about and it wouldn't if it weren't for blasted SL grump), so I will just leave this here as something for others to try if they are stuck to. Good luck everyone. Will sign up to test Kokua in the New Year, Gavin.
  23. But I was replying to your attack on Penny. So if it was wrong for me to talk about you, then it was wrong for you to talk about Penny. Likewise it is also wrong for you to attack me as you've just done. Please be careful how you read my tone and that of others. It seems to me that you are ascribing emotions to us which aren't there. Certainly you are with me. Since you've read every word of Penny's blog, you must understand how strange it is to write something like "Penny thinks I should make it copy/mod so users can make it 20 stories tall if they want to!!" Can you at last chuckle at the irony there? Please? If nothing else, it would help you understand me. As for the topic at hand, I prefer copy/mod for many of the reasons already cited. I also brought up this in my reply on the top of page 3: "Mod lets each of us not only adjust things to suit our personal tastes, individual uses, graphics cards, graphics settings and preferred windlight, but to adapt when any of those change..... Bottom line - how you see your creations on your computer is not how I see them on mine. Your decisions might be perfect for you, but that doesn't mean they will be perfect for everyone else." SL is not a static environment. Changes that they make (like adding in the advanced lighting, shadows and materials), new computers, all of that affects the way things look. We are not all seeing the same things the same way. That is part of SL. What was cutting edge, best practice two years ago may be (partially) outdated today. That is also part of SL. Mod lets us adapt. I also mentioned the shared creativity which I believe is the greatest strength of SL. Someone makes textures, someone makes prims/sculpts/mesh, someone makes animations, someone scripts, someone else combines these pieces to make something which fits their own vision, tastes and needs and hopefully works for others as well. That is pretty amazing to be able to do. I don't feel the need to mod everything, but I am so grateful for every single piece of furniture or clothing I've modded along the years because they got me started in thinking about adapting and building. Even the ones where I ballsed it up and learned from my mistakes. Make that especially the ones where I ballsed it up because those are the ones I learned the most from. :matte-motes-smile: No one person is ever going to be able to make something which suits the needs, tastes and preferences of everyone else. When something is moddable, it lets more avatars enjoy it (like swapping out sits for ones more appropriate to a child or furry avatar say). I and many others believe that this is a very good thing a great deal of the time. Like many others, I completely acknowledge that there are times when no copy and/or no mod is appropriate. My 2nd to last hunt gift could be used as both decor/art and RP items. I asked RPers for guidance on things like perms and it was agreed that certain of the items needed to be no copy. So that's what they were. Hopefully I made the best choice for the most people. If it wasn't for some, I don't mind re-doing perms. I think you have been reading in terms of a particular, much treasured project, and perhaps one that you have much of your sense of self wrapped up in, while the rest of us are writing more generally or about our own experiences and preferences. Perhaps your treasured project is indeed something which is most appropriate as no copy/no mod, but it really isn't fair to the rest of us to read our posts as if they were about your particular project. We aren't writing about this project. We couldn't be until you brought it up and even now, I don't think any of us know enough to say much.Think about it this way, if most of the grid was no copy/no mod, then the focus of your "wonderful awesome plans" (to use your words) would be that bit less unique, wonderful and awesome, right? That's not what you want for your project, is it?
  24. entity0x wrote: Penny Patton wrote: Agreed. If someone wishes to sell no-mod that is their business. That said, if that is how they choose to run their business, I'll be taking my business elsewhere. However, it is my belief that many people choose to release no-mod due to some fundamental misunderstandings with regards to how SL works (see anyone who claims they only release no-mod to protect their content) or due to a belief that it will somehow negatively affect their salesand that's why I think this is a topic worth having a discussion about. Penny thinks I should make it copy/mod so users can make it 20 stories tall if they want to!! And breathe. So you haven't seen Penny going on about the benefits of scaling down to get more out of a smaller parcel? She's been writing about it for years. The irony of your throwing such hyperbole is amusing, but it does indicate you don't understand what she's on about at all. It might help if you read her writings more carefully and thoroughly. They might not change the way you create, but you've just spent a lot of time and energy on ranting here against something you seem to be taking far too personally and understanding her intentions would have saved you from that. Time and energy which could have been better spent attending to the RL life things you mentioned or otherwise getting closer to getting back into creating. There are reasons why some creations are best made no copy or no mod, like game items, combat systems and such. If your desire is to position your works in the realm of fine art rather than consumer goods, then perhaps it does make sense to make them no copy, no mod. What you should take from this thread and Penny's blog is that you will limit your market in doing so. But from what I think I understand of your project, you WANT to limit your market. Right? So it's really not fair to Penny or yourself or anyone in this thread to react as if it somehow threatens your planned awesomeness.
  25. Are you trolling us or do you really believe all that? And how did you get from people wanting the option to mod to everyone throwing away your precious textures?
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