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Innula Zenovka

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Everything posted by Innula Zenovka

  1. You're right, of course. I'm so used to dropping scripts into my building partner's prims and my alt's that I'd forgotten you can't do it in the normal course of events.
  2. Tormented Twilight made a classic list of achievements people might like -- http://junkworld.weebly.com/achievements.html
  3. Unfortunately, it doesn't seem to like Catznip 2.8 and I do... roll-back time.
  4. The only way I can think of to hide a spy script so it's not detectable by checking the ownership of objects on the land is to introduce it into a modifiable object belonging to the landowner, which is, unfortunately, quite simple. You could then, I guess, turn on beacons and see if anything's showing up as being scripted that shouldn't be, but if the object's scripted in the first place, you're snookered, and will just have to inspect all your scripted objects for scripts that shouldn't be there. Since they'll be limited to hearing stuff in chat range, you would probably do best to start your search in the places on your land you most often are to be found. I'm assuming that, if you're worried someone's done this to you, you've made sure you're not wearing prim items given you by the person(s) you suspect of eavesdropping.
  5. Just read over at SLU that the Mesh Cothing Parametric Deformer Project (adjust mesh clothes to fit your shape, rather than adjust your shape to fit them) has hit its funding target, so let's see what Qarl makes!
  6. Do we know how well they cope with any of the newer viewers, official or TPV, or should I stick with the 260.99 driver for my GTX460 until the various OpenGL issues are resolved?
  7. Medhue Simoni wrote: What boggles my mind is, why does some1 who shows off a mocap suit in every interview he gives, needs to have other people create animations for him? I may be mistaken (I often am) but I thought the success of the original sexgen product preceded the purchase of the mocap suit, rather than the other way round.
  8. I think -- though I could be mistaken -- that, while llInstantMessage now behaves like that in all viewers, other functions (llOwnerSay and llRegionSayTo(id,0,msg), certainly, and I think llSay(), too) behave normally in most viewers other than Phoenix and Firestorm, and Firestorm is fixing that in their next update. So unless your items need to communicate from a different sim, that might be a work-round.
  9. I, on the other hand, do use a mesh viewer, but haven't yet seen much I want to buy. I've bought some nice boots from lassitude & ennui, but -- maybe because I don't wear thigh-length boots that often -- I still mostly wear my boots from Bax. I like the mesh jeans I've seen, and will probably get some next time I want some more jeans, but nothing's jumped out and said "buy me!" yet. When some of of the designers I normally buy from -- Avid, for example, or DE -- start making mesh outfits, then I may well be a lot more interested.
  10. In addition to the other suggestions, I would advise asking for an invitation to join the group For Sale By Owner and posting the details there.
  11. You might be interested in this thread over at SLU, where people are listing mesh items (of all types) they've seen and liked.
  12. Do other people see you as being animated? If they do, I would suspect a slow connection at your end is a problem -- your viewer has to download new animations to your pc, where they're played locally, and this takes a little time to happen; it's like sounds loading or textures taking a time to rez. Otherwise, I'm wondering if it's an AO problem; I know the Firestorm built-in AO and many AOs you wear are smart enough to detect if something you're sitting on is trying to animate you, and not to try to over-ride it, but I'm not sure about the Phoenix one. Try turning your AO off before you get onto a poseball and see if that fixes it.
  13. Lindal Kidd wrote: The point is...from almost everyone's viewpoint...the glitch happened! But from a lot of people's viewpoint, trying to prevent its happening again, to groups they own, is pretty important, too. If it's an issue with the recent server code, and any group is likely find itself wiped out by accident, then I certainly want to follow the relevant jira about this very serious bug and also want to consider whether it''s worth the trouble of making back-up membership lists of the groups of which I'm an owner. If it's only an issue with moderation bots, then I'm not that worried, but people who use them might well want to know whether it's an issue with all moderation bots, or one type in particular.
  14. If you "drop" an item that's attached to you, it normally positions itself about a metre or so away from where you're standing. Quite where it ends up relative to you is a bit unpredictable, depending as it does on how the object is made and where it was attached. It should be around your Linden Home somewhere, though it might be buried in a piece of furniture or something. Try opening the editing tool and, holding your left mouse button down, draw some rectangles round pieces of furniture, walls and so on. This will highlight objects you thus select, including ones buried inside things, I think. That might help locate it.
  15. I'm baffled. What you describe with the vehicles sounds exactly what I would expect to happen if the script's attempts to turn physics on for objects were failing. As it happens, there was a server bug recently that caused exactly that to happen if the scripts were written in a particular way, but that's now been fixed, and has been for a couple of weeks. The problem with the projectiles is similar, but those you would normally make physical before putting them into the object that fires them, so server issues with scripts shouldn't apply, and I can't think of any way physics-enabled objects in a prim's inventory would cease to be physical. Do you have this problem everywhere, or is it just in one particular sim?
  16. To be strictly accurate, you can avoid the permissions dialog for attaching objects if you use the Lulu Loophole (so-called because Lulu Ludovico discovered it, or at least uses it to great effect in her cuffs). But it is a bit fiddly to set up.
  17. I use TPVs almost all the time, because I use -- and script -- RLV, so the official viewer isn't much good for me in everyday use. But I'm very much looking forward to when Marine or Kitty bring out something based on this (their RLV or RLVa viewers are very close to the official viewer, with a few clever tweaks in addition to the RLV(a)). I'd really like it if this had dockable windows that remembered where I'd docked them, and I quite miss having the chat bar down at the bottom all the time. There's a problem with scrolling using the middle mouse key, at least in Windows, which is a nuisance, but I think LL is on to that, from some of the comments in the OS-dev list. And, of course, I really hope the rumours I hear about a fix having been found for the Open-GL bug are true, so I can run SL using my rather expensive Nvidia graphics card on an up-to-date driver.
  18. Racia Fiertze wrote: perhaps even just a door with a locking script that asks a question to be open.. like a riddle Try something like this, then. Make your door with a path cut prim, B:0.125, E0.625 integer handle;integer my_channel;key av;string riddle = "Why did the chicken cross the road?";string answer = "to get to the other side";//nb lower case //-- 90 degrees around z axis, use - 90 to reverse directionvector vDegSwing = <0, 0, 90>;rotation vRotSwing;float vFltTmt = 10.0; // stay open for 10 secondsfloat vFltOpn;uDoor(){ llSetLocalRot( (vRotSwing = ZERO_ROTATION / vRotSwing) * llGetLocalRot() ); llSetTimerEvent( (vFltOpn = (float)(!((integer)vFltOpn)) * vFltTmt) ); //-- small hack to get around logical not with floats}default{ state_entry(){ my_channel = ((integer)("0x"+llGetSubString((string)llGetKey(),-8,-1)) & 0x3FFFFFFF) ^ 0xBFFFFFFF; vRotSwing = llEuler2Rot( vDegSwing * DEG_TO_RAD ); // convert to rotation } touch_start( integer vIntNull ){ av = llDetectedKey(0); llListenRemove(handle); handle = llListen(my_channel,"",av,""); llSetTimerEvent(15.0); llTextBox(av,riddle,my_channel); } listen(integer channel, string name, key id, string msg){ llListenRemove(handle); llSetTimerEvent(0.0); if(llToLower(msg)==answer){ state open; } else{ llRegionSayTo(id,0,"Sorry, wrong answer"); } } timer(){ llListenRemove(handle); llRegionSayTo(av,0,"Sorry, timed out"); llSetTimerEvent(0.0); }}state open{ state_entry() { llRegionSayTo(av,0,"Correct; you may enter"); uDoor(); } timer(){ if (vFltOpn){ uDoor(); } }}
  19. RudolphUkka wrote: * Working at * MacDonalds even is more * llucrative and more * interesting than any * job in * SL *** Rudi *** I dunno. One of the first commercial scripting jobs I did, which can't have taken more than a hour even then, was for a friend who offered me a percentage, equal to L$60, on each item sold. That was well over three years ago, and the items still sell at least two or three a day, averaged out over a week. So, let's see; on a very conservative estimate, of one sale a day for three years, that single hour's work has netted me the equivalent of about US$250 (and, in fact, it must be considerably more), which isn't too bad for an hourly rate.
  20. It sounds to me as if you have accidentally locked yourself into the shoe, using your viewer's RLV capabilities. There should be a notecard with the shoes, telling how the RLV locking mechanism works, but you can always free yourself by either finding the RLV settings in your viewer's preferences, turning off RLV, and relogging (turning RLV on or off requires a restart before it takes effect) or simply by relogging usng the official viewer, which doesn't have RLV in the first place.
  21. You certainly can, either by using the terrain editor https://wiki.secondlife.com/wiki/Building_Tools#Land_Tool or by applying a ready-made RAW terrain map.
  22. Unless I'm misunderstanding something, don't the two statements, taken together, accurately describe the present state of affairs -- that is, while there is no current payment info for you, your payment info was used when LL did have it on file?
  23. At risk of seeming picky, was this actually a server glitch? I ask because the message that was being circulated at the time, apparently by one of the co-founders, said "Today, as many of you know, SL was having issues. Apparently it affected our moderator bot, so much so, that it generated a mass eject. " To my mind it matters, since if it actually was "a server glitch" that was directly responsible, then LL need to be looking at the server code, but if the bot was responsible because it was in the middle of doing something and the sim crashed or whatever, then the maker of the bot needs to be looking at its error-handling.
  24. One of the most useful Torley videos, to my mind:
  25. Tristizia Demonista wrote: I can't remember him ever saying anything like it. In fact he even spoke at some time, that a lot of people use SL exactly for this kind of "more private" purposes, without adding something like that this will vanish or so. While I may have missed something, and would welcome assistance if I have, I've just searched on Google for all the combinations of keywords that seem to me likely to lead to an interview with Rodvik saying he wants SL to be a "game building platform" and, without exception, this thread is the only hit I get. He's said he'd like to make it easier for people to set up RPGs within SL, certainly, but that's not the same thing at all. The logic seems to be that a lot of people want to create and play RPGs in SL -- which obviously they do -- so let's make it easier for them. By the same token, lots of people (sometimes the same people) want to do stuff involving adult content, and it looks to me like LL's trying to make it easier for us, too. I've been in SL for 4 years and odd, and, for the first time in a long while, I have the feeling that LL's abandoned trying to get us to do what it thinks we ought to want to do or, as was the case for a bit, trying to get us to stop doing things we wanted to do but which might put off the potential customers LL hoped to attract, and is actually trying to work with the various constituencies in SL to help us do all the different things we want to do, with a view to attracting new residents with similar tastes -- whether that's first-person shooters with evil zombie NPCs or wierd and wonderful sex stuff (possibly involving evil NPCs, to the distress of the escort business.. who knows?) or whatever. I'm not particularly familiar with the Sims Online, but I don't see why his removing adult content or activities from there, if that's what he did, should be taken as an indication of anything other than a decision that they didn't fit into that particular game's marketing strategy for the particular demographic at which it was aiming. I don't see that it's reasonable to infer anything about his personal tastes from that particular decision.
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