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Paul Hexem

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Everything posted by Paul Hexem

  1. Cinnamon Lohner wrote: You need to understand how the SL economy works. Linden dollars have no value to Linden Labs. When an object is sold for linden dollars, those linden dollars go to that person's account. If that account ceases to exist, then the linden dollars disappear from the virtual economy. LL makes their money on premium accounts, tier payments and the sale of sims (which is really just an extension of tier payment plus setup fees). And they make a small amount on fees when dollars convert to linden dollars and when linden dollars are converted to RL dollars. The purchase of virtual goods simply circulates linden dollars amongst the residents. --Cinn A little off topic, but this argument (by LL, that is) is a bit flimsy. They sell Linden dollars for money. That means they're worth money. I kind of think that argument is just there so they can pretend they're not accountable if something goes wrong, because most people won't go to court over these microtransactions. I think Chelsea is right when she says a court would have to handle any serious issues.
  2. Darkie Minotaur wrote: Most has been said, I think. Just one more thing that opens some interesting possibilities is that something said on llRegionSayTo on a non zero channel to an ava is also heard by the attachments See, now THAT sounds useful. Everything else seems like you'd have to use one of the other methods, at least once, just to grab the UUID of the object you want to RegionSayTo.
  3. I found a store in-world, complete with listings on the marketplace. The owner is gone from SL (won't even show up in search, and people in his groups say he's banned), but they still have a store on mainland, in their name, and stuff listed on the marketplace. The first thing I wonder is, how do you get support if you buy from this person and something goes wrong? The second thing I wonder- isn't there something illegal about selling someone's creations and keeping the profit for yourself (LL is selling this stuff on the marketplace and presumably taking their cut, after having banned the creator)?
  4. Is there any other reason to use RegionSayTo over RegionSay besides for security- i.e. making sure only one object hears the message? And, how does it compare to llInstantMessage?
  5. RL trademarks are... Well, trademarked. Selling trademarked stuff IS against the rules, and will often be removed from being sold. If the company finds out you were profiting with their trademark, yes. They can take legal action against you. However... While "Pepsi" is against the rules, you could potentially use... "Popsi".
  6. Looking for animations or at least one animation, that gives the effect of using a PDA or tablet PC.
  7. You don't have to deed the land. Just set the land to group, while keeping your ownership. Then you can set group roles for access. Alternatively, yes. Have a scripted object do it. Not hard to script something to only accept input from certain users and set it to the land media.
  8. Don't get me wrong, I'm not arguing with you on any of the points you made. As a matter of fact, with most, I agree. I just also agree with the other person who said SL is due some upgrades.
  9. I don't know about you, but I see a significant difference between 10 and 30 FPS in.. well, anything on my computer, Modern Warfare or no. 30 FPS > 10 FPS any day of the week. If we can do that without training every single content creator in SL in how to be better at content creating, we should.
  10. Oh, no. I get that. The content is easily 70% of the issue. Even user generated, mainland sandbox trash would render well if SL had DirectX 11 support, ran on multiple cores, SLI, etc... All these new (even some of the old!) technologies that modern graphics cards are using.
  11. There is some validity to the statement that the rendering engine needs work, at as far as performance. The same system that can run games like the latest Call of Duty and Battlefield: Bad Company and Crysis and the Dragon Age games all at maximum graphics settings getting 40 FPS gets sluggish as soon as you fire up SL at max graphics settings. SL should never take more power than a Call of Duty game... Until you can get 40+ people on screen with sculpts and meshes and lights and particles and animations all playing smoothly.
  12. Sculpts cannot be flexible. However, if you want a moving sculpted tail, it IS possible to have the tail sculpted in multiple positions and have have a script on a timer hide all but one, to give the illusion of moving around. Or, switch the sculpt map on the timer, to save on prims.
  13. I see that from time to time- builders with lower end graphics cards turn on lights or glow and do a terrible job, because they can't see it.
  14. Anyone else think LL was aware of this (that technically, SL avatars are not allowed on Facebook), and that it was their way to trying to force a connection between your real Facebook identity (assuming you have one) and your SL avatar? Particularly, for revenue generating, privacy infringing type things?
  15. I would use a drawbridge, too. A little clever scripting can make it connect when you need it, and move when you don't.
  16. My friend rents on a sim called Poseidon's Adventure. Yesterday we tried to put in an ASN Stargate and noticed issues Won't dial, and connections don't allow teleports. In my troubleshooting, I bounced back and forth a couple times, and noticed that the SLURL in my teleport history was un-clickable. Like, not a valid SLURL. Example, in world... http://slurl.com/secondlife/Maple/24/217/24 is valid. I click it and get the popup. http://slurl.com/secondlife/Poseidon's%20Adventure/56/83/852 is not. Can't click it at all. I did test a little llMapDestination script, and that DID work, as did creating a landmark, so I'm just plain confused. Edit: So, the apostrophe IS the problem. Doesn't really work as a solution though, because the viewer and scripts generate it with the apostrophe. Perhaps a JIRA is in order?
  17. Does it matter why? Could be instructions in llOwnerSay, that include showing you how to emote. And I've used /me in script a lot, for communications... By the way, these scripted replies, aren't they just more complex ways of doing what I suggested? Assuming the string isn't variable, that should work.And even if it is, you could use llOwnerSay("/me : /me says " + string);
  18. Can you cheat and put in /me twice? Like... "/me : /me Says Hello!"
  19. I have a pair of shoes that have a HUD. It's to toggle the flight controls. Try Hoorenbeek. Mostly men's stuff, but there's a handful of shoes women could wear. Great quality.
  20. It can be done with gaming keyboards. Or, like someone else said, ask a scripter. We can throw something together to pull you in whatever direction you're facing, which gets the same effect.
  21. I'm with you. I think it's a waste to buy something that just lags up a sim and charges you a recurring fee to do it, only to eventually die. Or whatever it is they do. Granted I have a dog- but said dog doubles as a security system, with push and damage enabled, and has no recurring costs. That's the way to go.
  22. Avatar rendering cost has nothing to do with scripts or bandwith. It's a graphical thing. It's just how many prims are attached, flexi or not, etc. If you have an old or poor graphics card, lowering your ARC will help your Frames Per Second, and maybe how quickly your avatar prims load AFTER they're downloaded. Scripts are separate, but these days, they can be measured. You can count how many scripts are on your avatar. Fewer is better. I generally have less than 10. If you want, contact me in world (remeber to say why), and I can give you a little object to tell you your estimated script memory, which plays a significant factor in bandwith, teleports, etc.
  23. Penny Patton wrote: I've considered this a big topic for years. The lack of consistent scale in SL has been a huge detriment to SL's graphics, the level of detail, and even the amount of content we can fit in a sim. The problem is compounded by the confusion surrounding avatar scale, leading to further building issues as well as problems with attachments, furnishings and even animations. It is extremely difficult for the community to solve this issue with no support from Linden Lab. This is a problem LL really needs to address. They can do this very easily by making a few changes. LL needs to provide accurate height information to residents who are editing their shapes. Currently, LL shows incorrect height information. The height displayed in the appearance editor of LL's own viewers is off by about half a foot or more. LL is aware of the bug, they simply have yet to correct it. Second, LL needs to provide new residents with properly scaled and proportioned shapes. The shortest of the current starter avatars is still 6'8" tall. That's pretty mammoth considering that "short" avatar is a woman, and average height for an American woman is 5'5". Shorter in many other parts of the world. The avatars for men just over 7' tall. Some of the older starters I believe were closer to 8' tall or more. So, the starter avatars are giants, until recently LL provided residents with no information on height and now that they do the height they provide is wrong. In addition, avatars can be anywhere from under 4' tall tto just shy of a full 9' tall. It's really no wonder there's so much confusion running rampant. Bigger avatars need bigger builds, most people eyeball their avatars and build around them, with several feet of height difference between the average avatar that makes most content in SL way out of scale with each other. Then there's the BIG culprit, the SL camera. SL's camera placement is terrible, pretty much requiring people increase the size of their builds to double scale. Whe you make a house double size, it takes up 4 times as much area. So, your house requires 4 times as much land. In addition, with current restrictions on prim sizes, those 10x10m rooms are now 20x20m. A 7 prim 10x10 room winds up being 16 prims at 20x20m. So you need more land space and more prims! Here's a forum post where I explain how to fix SL's camera placement. If you own a full sim, building like this means you're basically paying for a full sim but only using it as if it were 1/4th of a sim. That's a fairly substantial waste of money, wouldn't you agree? So yes, most definitely scale is important and there are many very real benefits, for everyone, inbuilding to scale. You're right about one thing. Moer standardization needs to be in the viewer for it to be more widely accepted. I know users have been pushing for it for years. But until someone with some authority (read: LL) puts in some methods and scales people will actually see, it'll never be enforced. The second issue is- what about all the products already built to the current oversized scale? What happens to all of them?
  24. The general consensus seems to be that builders made buildings to compensate for the camera. Then people started scaling their avatars up to "better fit" in those buildings. So, following the trend, builders started making vehicles, furniture, and accessories for these upscaled avatars... Which caused more people to scale up, etc. Now everything's sized up, so a seven foot tall avatar is called short when they go out anywhere.
  25. Anyone else think there should be more talk about a standardized scale for building in Second Life? Some builders build to RL scale. Which often seems tiny when your avatar is scaled for something else. Or vice versa. We know why this happens. The camera position is largely to blame, as is the sliders for making avatar shapes. The camera thing is an easy fix, adjusting zoom and position. Zoom in closer. Make avatars semi-transparent, etc. The question is, can we fix it? And if we can, will people accept it?
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