Jump to content

WolfBaginski Bearsfoot

Resident
  • Posts

    1,238
  • Joined

  • Last visited

Everything posted by WolfBaginski Bearsfoot

  1. For the walking, I'd check Preferences, but it's not something I'ver ever come across. The Bridge is an LSL script that gives the Viewer some extra features, by adding ways of getting data from in-world. It's not fully matching what it can do in Phoenix, so it doesn't matter much for this version. The solution to this sort of problem is to detach the Bridge and delete from inventory, and then re-log to a quiet sim. Firestorm should then create a new version. This is a sort of general asset-loading problem and that's a general solution. The only possible low-lag region I recall is Pooley. There are others.
  2. I use Phoenix, and now Firestorm (Phoenix has a few features I find very useful which are not in Firestorm yet), and there's certainly been some bad behavious recently. Texture loading can be horrible. So this may not be a viewer problem. It's worth having a different Viewer available to check on thse things. I don't know how to change it in actual Viewer 2, but one common piece of advice I've heard is to try switching off HTTP texture loading. I infer that something isn't quite right in how the server-systems and the Viewer talk to each other.
  3. It would help a lot to know which version of the server code is running your region.
  4. Finding Rez zones can be tricky, but there's a lot of navigable water on the combined Heterocera/Atoll continents. There's a new coastal channel on the North side of Bay City, connected via the ANWR channel to the Atoll continent.There's also a chain of connected small seas. though some of the channels are are a bit dodgy. There's also some deep-water seas south and east of the Sutherland Dam--really deep water that's good for submarines as well as surface ships. There's a Ban-Line HUD which warns of looming ban lines and shows possible rez zones
  5. Since there's a Warthog on sale on TurboSquid for $10, which has been there for several years, If the IPholders cared, how come they haven't noticed? Sorry, but I think the OP was careless. I don't know if this was the source, but it is so easy to find that I really hope the Lindens are not so prone to jump to conclusions.
  6. I age-verified about 18 months ago. I've just been ejected from a Region, accused of being under-age, and I've discovered my Profile isn't showing Age-Verification status. Has anyone else had similar problems? The missing data at least.
  7. These restarts can even be helpful, sometimes. Maybe it's hard to tell, with the code changes, just what gets cleared up by the restart, but I've known "ghosted" AVs trapped at a region boundary (possibly some sort of Bot), and restarts clear that. I suppose it's hard to avoid awkward restart patterns, with multiple sims on the same machine, but it does seem to me that the non-RC restarts are too big a lump, with no easy way of predicting the timing. My home is in an RC region, and I've got a pretty good prediction of the timing. Looking at the Status lags, the RC rollouts look to fit into hour-long blocks pretty well (though you look to have started earlier than you'd announced on the 8th). So if there were three or four main-channel servers, code-identical but with different labels, and you announced that Block 1 restarts would begin at 5am, Block 2 at 6am, and so on, it would be easier to plan around. 5 hours is a big block of time to plan around, even if the time-block is off-peak. And I don't think it would ne a bad thing to have a few minutes of planned slack in every hour, a chance to take stock on how the roll-out is going. Is the current Main Release Channel block too big to properly manage?
  8. Many scripted translation tools used in-world, and the translation option in some viewers, use the Google Translate API. Google has announced this is to be withdrawn on the 1st December 2011, and until then there will be a limit on the number of requests which can be made, Google Translate Announcement That's six months. With the limit on requests, I can see people complaining. Amd I don't see any easy answer.
  9. There's various Land Parcel options which affect teleports. What would setting a Landing Point do to this, for instance? I suspect you would arrive at the Landing Point, try a double-click teleport, and get just the error message you describe.
  10. Some areas, such as the Blake Sea, are pretty clear of skyboxes, but that's a side effects of the land "ownership". As things are at the moment, I'm not sure I'd chance a 'plane anyway. I've experienced some severe rubber-banding with vehicles, though far fewer total failures, when sim-crossing. And there are a few places, where Linden roads cross region-corners (most of Zindra, now I think about it) where that gets a bit crazy. It's one of those things which seems to arise from decisions made in the early days, and fixing it would be a major political issue. Whether it's the skyboxes, the routing of a Linden Road, or trying to hit a narrow waterway between ban-lines.
  11. Search alone isn't enough to prompt me to switch to Viewer 2.x, but i do hope you manage to get it right this time. If the search engine isn't right, it doesn't matter what the people coding viewers do. (Though i hope you have a properly documented API.) I'll stick with Phoenix and wait for Firestorm
  12. There is a photograph here of Dutch sports cyclists in the 1920s. Some of the bicycles are purpose-made racing bicycles. Note the style of pants. It's possible that, for a race, they would remove their caps and jackets.
  13. I have this one. WWII Paratrooper: https://marketplace.secondlife.com/p/WWII-Paratrooper-Uniform/174848 The furry theme in the pictures doesn't do it justice, but it does suffer from the shading being a bit heavy. This matches with the sources I have, though it could certainly be better done. (I see people getting completely the wrong idea about the WW2 British battledress uniform, for instance.) It does depend what it's being used for. This would work well for the combat-oriented military role-play, but maybe wouldn't be so good for the social side.
  14. Can you check on Le Tigre. Sims are showing last week's version number, 11.05.11.229644, rather than the expected 11.05.17.230139 Is this a dumb mistake in version numbering, or have you restarted with the broken code? Today has not been a good day.
  15. I know of a couple of establishments which have moved from Adult to Mature: they don't seem to be breaking any rules. On the other hand, I know one place in a Mature sim which appears to have been breaking the rules for all of the time I've been in SL. I haven't been there since they ran a public orgy contest.
  16. Fewer crashes on sim-crossing with a vehicle, but far more rubber-banding. I do see a difference with different vehicles, more from script-load than such things as wearable detail, There's some connection with busy regions, but I've sometimes had huge problems when the regions involved are both empty. Not-crashing is good. But I seem to be seeing far more mishaps which would have, a year ago, caused a crash.
  17. My recent experiences have not been so good. I've experienced some quite extreme rubber-banding and wild shifts of direction when sim-crossing in a vehicle. Though I also see some significant differences between vehicles, from which I infer that a vehicle's script usage is important. Things such as twitchy steering have other causes: I'm not in North America and trans-oceanic ping times may be part of the problem. I'm looking forward to the latest round of RC upgrades, if only because they might make a difference. It seems a very recent problem. But things don't crash so often. This morning alone I've managed to rubber-band by some 2000m (not a typo, that is two thousand) and after the snap-back I was able to continue. But I was able to drive a vehicle fairly reliably, a year ago, and I think the current experience is worse now. A viewer crash doesn't break the immersion in the same way as this rubber-banding does.
  18. Oh joy... schöner Götterfunken, and all that, but I'd be willing to settle for better sim crossings. I could well do without the excitement.
  19. It used to be that this sort of thing was worth a blog post from the LDPW. I've sailed through Maroon, but the whole region seems to be No-Script. Vehicles will steer, but there seems to be no control of speed. From there you can easily get to the L-shaped sea, and the area's a more southern route to Bay City would connect with. I'm afraid that some of the channels I used to sail have become very awkward. The channel west of Umber is one which straddles a sim boundary, but if you can get through, there's a decent sim-edge channel on the north side of Hiaka which eventually leads to the larger eastern seas. The channel through Baku has some nasty traps where banlines follow sim boundaries, so it seems the practical route is as far south as Crescent. Still, It's now possible to get from Bay City to Mowry Bay or the Sea of Fables. That's a lot to explore.
  20. Most of the sailable yachts with high-detail use a small vehicle, which doesn't need a big parcel to rez, with a wearable attachment. Though that gets awkward sometimes and mnight not cross sim boundaries well. If you want something as a houseboat, that doesn't work. And it sounds as though you need a large land area for what you have in mind. 512 sq m gives you 117 prims. As long as land parcels are in the same region, they can share prims, so it wouldn't all need to be water, or even adjacent land.
  21. While I've done some work on 3D meshes elsewhere, I'm not in SL to be a creator. But, on what I've seen, these scanners are a very expensive tool, and not cost-effective for SL. It is an area where 3D scanning and 3D printing are feeding off of each other, but I'd expect to see a few odd examples coming from people who use the resources at college. It's not really mesh-dependent: sculpties could come from this too, though it's not as easy.
  22. I don't know the exact details, but one thing that has been introduced was a new way of serving assets, which made use of the Amazon Cloud. And, a week ago, part of the Amazon Cloud had major problems. But whether SL uses the affected Amazon service, I don't know.
  23. It is the coomon knowledge of the SL sailing community that the SL Wind is too variable to be fun, both with distance and time. As a consequence, most of the wind-sailing vessels out there use some sort of fixed wind, set for a race, or by the vessel owner. A few still use SL Wind The descriptions I've found come from 2005/2006, and the SL Wind I see today seems far less variable than these old accounts suggest. Have there been any changes in the last five years? Is the system the same. Have the constants been tweaked to give slower-changing SL wind?
  24. It's looking as though Search and Delivery are both broken at the moment. It's possible that this could be a more general Internet problem, but the Amazon cloud system has been in a mess for several days: I think SL makes some use of that.
  25. I'm not sure just when this started, or which server versions might be involved, but something seems to have changed. There's a water channel along the boundary between the Hikuelo and Umber regions. There is a strip of Linden Protected Land running along the boundary line, with a quite reasonable total width, and with the right wind it's an easy sail. It's now become difficult. As nearly as I can tell, having part of the boat-object overlapping the region boundary seems to lock the boat in place. There is an alternative route, passing to the east of the large island which includes Hikuelo, so it isn't so important in itself. But something seems to have h appened.
×
×
  • Create New...