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Innula Zenovka

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Everything posted by Innula Zenovka

  1. Thanks. But when an animator tells me his animations are 24 fps, he must mean something. Maybe I should ask him, but certainly several experience animators I know are under the impression -- possibly mistaken -- that the animations they've uploaded to SL have a particular framerate, and whenever I've calculated the time at which a script should do something, based on this and what happens a particular number of frames into the animation, the results have been what I'd expect. For example, if the animation has the avatar start to move their right arm at frame 96, the movement starts about 4 seconds into the animation.
  2. So what does this mean, please? https://wiki.secondlife.com/wiki/BVH_Frame_Rate#:~:text=While Second Life lossily compresses,45 FPS for all animations.
  3. Aren't most SL animations uploaded at 24fps, though? That's what my animator friends tell me is the standard. I'm having difficulty understanding how all these different rates affect each other.
  4. Maybe I'm missing the point, but since the simulator can't run faster than 45 fps, isn't anything greater than that wasted? Meanwhile, the standard framerate at which movies and TV shows are made is 24 fps. I never pay much attention to my fps unless I'm in a very laggy environment -- lots of moving avatars, and lots of textures and complex objects for the viewer to render -- but unless if falls much below 20 I very rarely have cause to notice it, since everything seems to be working to a perfectly acceptable standard. Additionally, whatever framerate my viewer is reporting, what I actually see is surely going to be limited by the refresh rate of my monitor, which is 60 Hz -- that is, the screen refreshes itself 60 times a second, so no matter what the viewer thinks it's doing, 60 fps is all I'm going to see. (Windows users can check theirs with Settings>Display>Advanced Display). What am I missing by not having 200 fps in SL?
  5. It sounds as if you want to cycle through a list of colours. If that's the case, try something like this, to run through the colours you've chosen and then start over. You'll probably want to change the colours using a timer rather than a touch event. integer iMax; integer iCounter; integer n; list lColours =[ <1.0,0.0,0.0>, <0.0,1.0,0.0>, <0.0,0.0,1.0> ]; string strText ="Hello, Avatar!"; default { state_entry() { iMax = llGetListLength(lColours); n = iCounter%iMax;//the "remainder" when you divide iCounter by iMax llSetText(strText,llList2Vector(lColours,n),1.0); } touch_start(integer total_number){ ++iCounter;//advance the value of iCounter n = iCounter%iMax; llSetText(strText,llList2Vector(lColours,n),1.0); } }
  6. Most likely explanation -- the phone was a no-copy item, so no copy remained in the inventory when it was rezzed, and was set to die on rez if it was rezzed on the ground rather than attached to an avatar.
  7. I asked someone who knows about such things and he explained that the data is exposed to the viewer because it's taken directly from the animation file, to which the viewer has access on my PC. The simulator, though, can't see the animation file -- all it does is send it to people's machines when told to.
  8. I'd always thought that, if I wanted to know how long an animation plays for, so I can start and stop things at the same time by script, I had to find the animator and ask them Turns out you don't, or not in the official viewer, anyway (dunno about Firestorm): Find the animation in your inventory and click "Open" Then click on "Advanced" and I'd never seen this before, and I think I'm going to find it very useful. I hope others do, too.
  9. I really don't think forcing everyone to complete a captcha before they can log in, simply to prove they're not bots, is going to prove very popular, and I can't see LL wanting to implement it. Everyone hates captchas.
  10. Unless that's very tightly restricted -- e.g. scripts set to a particular experience can tell whether people are wearing HUDs temp attached by that experience before they try to attach another one, which would be very helpful -- that would raise some serious questions about privacy, I think, and probably more than do any bots.
  11. No, there's no way to detect by script what scripts an object contains, unless you happen to know that the script you're looking for responds by being pinged on a particular channel. And bots aren't scripted objects. They're regular avatar accounts logged into SL via particular viewers which control the avatar from the remote PC by code rather than by a human interacting with the interface. The bot might (and I stress might) be assisted by scripted objects, but a great deal of information is exposed to the viewer anyway and is therefore available to the bot-operator's PC. But if the bot is supplementing the viewer's capabilities by wearing a hud that runs a sensor or llGetRegionList on a timer, processing the data and then passing it back to the bot via IMs or llOwnerSay, you're not going to be able to detect that.
  12. Entertaining though the idea is, doesn't it depend on the bots' viewers having RLV enabled?
  13. Try Google advanced search: I told it to look for "hat" in https://marketplace.secondlife.com by entering "hat site:https://marketplace.secondlife.com" (no quotes) in the search box and immediately found what look like useful results https://tinyurl.com/mrkr48eb then I tried "cloche" and found these https://tinyurl.com/5n8nte95
  14. Not that I can think of. If you do it all in-world, it's going to be easy for whoever develops the bot to programme it to answer the maths question, and if you direct them to an external website to complete a captcha people will complain they're being asked to expose their IP addresses. And whatever you do, you're going to have to do it on a region-wide basis, and be prepared to ban a lot of people over false positives because they didn't properly complete the captcha in time, or didn't see it, or couldn't be bothered. The only way to ban bots programmatically, I think, is if there's a new flag for llGetObjectDetails, OBJECT_SCRIPTED_AGENT or something, as suggested by the OP. But even that doesn't address the issue that any data a bot needs to collect, it can probably collect in well under a second, so it doesn't need to stay for as long as it would take to complete a captcha, and you're going to need to run any automated scan of avatars on the region on a very fast timer, which has resource implications, particularly at busy events like Hair Fair, to stand much chance of catching a bot while it's busy doing its thing. There's a constraint of 6 tps a minute, but if detecting bots by scripts becomes a common practice, then the sensible bot-controller will have them visit 5 regions in quick succession, too fast to be detected by anything other than a scanner on a very fast timer, then return to base for a minute's rest before continuing. We could always try shouting !QUIT at them, I guess (I sometimes still see "anti-bot" gadgets around the grid doing that!).
  15. I'd imagine that Governance have better things to do with their time than go through people's profiles looking for non-G content, so it would make sense for them to rely on some kind of automated system to flag apparently non-G content to prevent it appearing in people's search results unless they've said they want to see non-G content there. That way LL retain the option of removing really objectionable material if someone complains about it, and also ensure people who really don't want see certain types of material are protected from content they want to avoid, without having to waste time and upset everyone by heavy-handed policing. Any apparent inconsistencies seem a non-issue to me.
  16. To expand on Phil's point, the function llGetObjectDetails returns data on both objects and agents, and includes particular flags that are valid for one but not the other (OBJECT_ACCOUNT_LEVEL applies only to agents, for example, . However, there are agent-specific functions like llGetAgentSize(), llRequestAgentData(), or llGetAgentList(), which return data on avatars and bots, but not objects, scripted or otherwise.
  17. I don't know about AW, but in SL, we know that, as far as LL are concerned, https://wiki.secondlife.com/wiki/Linden_Lab_Official:Bot_policy
  18. How do your bots know what rent people are paying for the parcels? I'm not saying it couldn't be done, assuming you know where the rent boxes are, and have access to them but it wouldn't be trivial by any means.
  19. What's the exploit? LL recently added the flag OBJECT_ACCOUNT_LEVEL to llGetObjectDetails and published this fact in the Wiki, along with a description of what it does. It's of particular use, I think, to the LDPW Moles, who have to maintain vendors to give out Premium Gifts, and premium tokens for the Winter Wonderland. Hitherto they've been able to do only by placing them on Premium sandboxes, but now they can place the vendor anywhere and test for membership level when someone tries to use it. I don't really really see why anyone else needs it other than to create drama, but it took me less than five minutes to write a simple script that scans for all the agents on a region every 5 seconds and lists them in hovertext, along with the Account Level (none, Premium or Premium Plus -- it doesn't seem to have heard of simple Plus yet). I thought of posting it here, but decided against it since I don't want to upset people, but I really don't see what "exploit" is supposed to be involved in using a regular LSL function to do exactly what it's supposed to -- return information on people's payment level.
  20. As a scripter, I would disagree with this. Both LSL scripts and the SL viewer are able to exchange information with the simulator and SL's servers, and to send various instructions to the simulator and servers. Some things you can do either by script or with the viewer, some things you can do only with scripts, and some things you can do only with the viewer. Bots are a way of automating tasks that cannot be performed by LSL scripts on their own. For example, while an LSL script can easily collect data about all the avatars on a region, it can't make the object containing the script teleport rapidly teleport from region to region, collecting data about all of them as it goes. Similarly, while a script can detect when someone enters a parcel and can send them an IM inviting them to click a link to join a group, it can't directly send them a group invitation --- for that you need either someone behind the keyboard, or a bot. Nor can a script can't monitor group chat and try to moderate it in the way a bot can. So I would say completely the opposite -- the point about bots is that they can do things that scripts can't do, at least not on their own.
  21. How do you make that out? RedZone depended on landowners (not bots) rezzing something on their land that scanned for new arrivals and rezzed something that grabbed their IP address using a well-known exploit involving parcel media and then posted them to an external database. This database then tried to match the IP addresses thus collected and posted details of which avatars shared the same IP address, on the assumption they must belong to the same person, on a website for subscribers. Bots, in the sense of scripted agents, weren't involved in any way.
  22. There's only one way to find out https://www.dmca.com/FAQ/What-is-a-DMCA-Takedown I agree with Coffee -- if you've created the image, then you own the copyright. You've agreed to allow LL to show it on their profile pages, but that doesn't mean anyone else is allowed to hotlink to it. Go ahead and file a request and see what happens -- if they can't help for some reason, you've not lost anything other than the few minutes it takes you to fill out the online form.
  23. What do you suggest could be done with the data set that is being collected here?
  24. I don't know. If she does, they'll doubtless tell her that. Only one way to find out.
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