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EnCore Mayne

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Everything posted by EnCore Mayne

  1. fashion blogging in SL is a business. just like any other business in SL you should be doing it for the pleasure it gives you. if you're more interested in benefitting from the economic rewards of supplementing your wardrobe with the top designers wares, good luck on the journey. the road to that success is littered with dreamers whose skill sets came up short. it may look easy, your perspective on the the current influencers should be fairly discriminating if you're following the best and most attractive in the field. start up a blog (there's plenty of free hosting), get yourself a flickr account and start posting. see if you can manage the technical hurdles that are bound to test you and get to where you're really happy sharing what you've done. however much time that takes depends on you. don't be anxious or blinded by goals that may seem out of reach (or out of touch with reality). you have to be honest with yourself. you've got plenty of people to compare yourself against. an honest assessment as to how far or how fast you've progressed should keep you in the game. or not. not everyone makes it. with some people their people skills are foremost, others have a technical drive, or their aesthetic sense is awesome, while others are organizers and producers. it's not all pretty clothes and the next big thing. the fashion network is wide and deep with passionate and ambitious people. if you love fashion, there's plenty of ways to participate as you feel it or as the opportunities arise to fill your needs. and live each day as it comes. it might just get immersive and all consuming. you'll be exited to log in every day and see to making your Second Life a real enjoyable happening.
  2. genius! only change i had to make for the first option was to change the HUD's listen>requestperms to having the llDetachFromAvatar() in it. my runtime already had the attach perms. thanks again, both to you and Qie. any pose animation you have in mind, it's on the house.
  3. kk, so if i read you right, the timer's a no no. if you're confused as to what's being done i'll follow your A B scenario. the avatar wears attachment A which rezzes B (HUD) on the ground using the llRezObject() in A. B (HUD) pops up a permission to attach dialog. on accepting that permission it's attached as a HUD. all that's fine so far but i need some code to detach the HUD when A is detached. as far as my limited skills go your option attach() seems simple enough for me to bang my head about. i just have to set up a listen in the HUD to sense the attach() going NULL when A is detached?
  4. the title should say it all, haha. if not, please allow me explain. i've got a HUD attached using the on_rez() event: on_rez(integer rez) { if ( !llGetAttached() == 0 ) { llOwnerSay("HUD not attached"); } else { channel = llGetStartParameter();//from start parameter in garment's llRezObject function llOwnerSay("HUD channel = " + (string)channel ); llRequestPermissions( llGetOwner(), PERMISSION_ATTACH ); } } the run_time_permissions is: run_time_permissions( integer given ) { if (given & PERMISSION_ATTACH) { llAttachToAvatarTemp(ATTACH_HUD_CENTER_1); llSetTimerEvent(1.0); } else { llOwnerSay( "Permission refused" ); llDie(); } } the llSetTimerEvent() is an attempt on my part to follow a similar code for attaching/detaching a HUD when the avatar stands from an animation posestand. as such: timer() { integer iIsSitting = (llGetAnimation(llGetOwner() ) == "Sitting" ); if ( iIsSitting != iWasSitting ) { if (!iIsSitting && (llGetPermissions() & PERMISSION_ATTACH) ) { llDetachFromAvatar(); } } iWasSitting = iIsSitting; } that works a treat, but, on this occasion the avatar's not sitting. is there any way to adapt the timer event to sense when the garment/attachment gets detached? if not, can someone suggest how (if it's possible) to accomplish this feat?
  5. let's face it. we are on our own. LL has pretty much abandoned us to make the world as we will. and that's the problem, isn't it? the experiment of a user created world did not/does not have any overarching cohesive structure. LL doesn't have a problem. their revenue may be flat, the bugs are constant (keeping the devs busy), the innovations and new features are impossible with the spagetti code, the frustrated and concerned are patted on the head (or perma banned), and the world goes on (till it doesn't). our amateurish attempts at making a real game with goals and purpose and community is beyond our limits. we may have individually created brilliant forms of 3D sculptures replete with life-like sensibility. but there's no life in them. there's no dynamic interaction with them or to them. the platform's there for a complete sensory immersion, but really, it's just for looks. who knows what their neighbours are doing? do you have them over for dinner or cocktails on the dock? how difficult would that simple gesture be to create? to what end would the gift of creating such a scene be to anyone other than the host? is it even possible, now or in the future? i knew when i entered SL that the potential for the game to reach a believable living space could only be stopped by the lack of love for one another, the loss of ambition as a driving force, or the unequal exchange for time input. you may have your own reasons. point being: we have failed SL.
  6. alls i read are defenses for sexual assaults. too revealing as to the user base?
  7. funny that! any time i've checked in on newbie welcome areas they are mostly populated with abusers.
  8. wake up. SL has so many problems and difficulties, answering the narrow tip of the iceberg of pleadings on these forums can be a career in and of itself. i bristle at reading the same responses by the same people to the same problems. maybe one day the Lab might venture to open their doors to the unwashed again. remember the momentous revolution surrounding viewer 2? before the upheaval to conform to a corporately managed pie in the sky adventure there were a chosen few who held LL's feet to the fire. as it is, i love the nameless, faceless lab rats when they check off a JIRA report and i hate them for letting things pile up and go unnoticed. i know everyone's doing what they can to improve the situation. asking for more is not viable. we're all terribly overwhelmed with the nonsense being what it is. that being said, i wanted to ask Coffee (and any other lurking coders): can you craft a viewer from what skills and resources you presently have? if so, can you conceive of a BASIC type newbie viewer that prevents a new user from being overloaded with hypertechnical mumbo jumbo that seems to populate the menus as they are now?
  9. that, and that a thousand times over should tell you something. instead, you offer advise and guidance and encouragement. unfortunately, i'm not sure if any of the other 999 poor souls who never exposed their horrifyingly debilitating experiences with SL could benefit from your motherly tsk tsk. are you listening? (i don't mean to be demeaning, Rolig. it's a far too common response from the forum members to correct the technical off in the weeds newbies. there there, pat them on the head, give them a cookie, and be on with your day. but really. can you not recognize the petty problems we oldbies have overcome are show stoppers to anyone who's not lived through the 20 years of SL's beta torture?) no one's there when they come to a jarring full stop. the emotional damage can be considerable. enough so so that they may never rise again, or if they do, their attitude might be offensive. if your kid keeps burning its hand on the stove do you buy a ream of bandages?
  10. in the case anyone's wanting the script for an animesh to follow a circular movement i found one on the Kitely forums: integer CHAN; integer BOTCHAN = -123; integer MARKERMAX = 8;//total number of markers integer gMarkCount = 0; vector gTarget; rotation gAngle; rotation gRot; rotation gRotOld; float SPEED = 2.5; //smaller is faster rotation f_rotDir(vector localAxisToPointWith, vector target, vector origin) { return llRotBetween(localAxisToPointWith*ZERO_ROTATION, target-origin); } SFrame(vector pos,rotation rot, float seconds) { //From Kayaker Magic llSetKeyframedMotion([pos-llGetPos(),rot/llGetRot(),seconds], [KFM_MODE,KFM_FORWARD,KFM_DATA,KFM_TRANSLATION|KFM_ROTATION]); } default { state_entry() { llSetRot(ZERO_ROTATION); gRot = ZERO_ROTATION; llSensor("marker"+(string)gMarkCount, "", PASSIVE, 40.0, PI); llStartObjectAnimation( llGetInventoryName( INVENTORY_ANIMATION, 0) ); CHAN = llListen(BOTCHAN, "", NULL_KEY, ""); } timer() { if (llVecDist(llGetPos(), gTarget) < 1.0)//arrived { if (gMarkCount == MARKERMAX-1) { gMarkCount = 0; } else { gMarkCount++; } llSensor("marker"+(string)gMarkCount, "", PASSIVE, 40.0, PI); } } sensor(integer total_number) { gTarget=llDetectedPos(0); llSetTimerEvent(1.0); gRot = llDetectedRot(0); float distance = llVecDist(llGetPos(), llDetectedPos(0)); SFrame(llDetectedPos(0), gRot, distance*SPEED); gRotOld = gRot; } no_sensor() { //llDie(); llOwnerSay("no new sensor"); } } works a treat.
  11. who cares? in other words, in whose interest, amongst the movers and shakers within the black hole of the organizational heirarchy of the current iteration of Linden Lab, does a thriving, dynamic, and vibrant collective of involved users serve? and, to those hapless servants keeping up with the countless day to day problems the current numbers bring, does more seem as if it would serve them well? i was encouraged hearing Philip speak. i'm happy for what SL has given him. unfortunately, when SL drops off the edge it won't take anything away from his life. so..., who's it gonna hurt the most? who's loss of everything they've invested in time and money will be affected the most? how do you measure what SL has meant to all the various souls cracking the door for a look inside? i'm an SL lifer and i wish i had more of a say in how our world survives.
  12. y'all are fastidiously arranging the deck chairs on the Titanic. the OP could be a serious exploration as to why we're all gonna die if we don't get the powers-that-be to do something about the attrition. if any of the complacent fat cats in the Ivory Lab ever do read our drivel is it any wonder we're not taken seriously?
  13. thanks for the help Quarrel but i'm taking a different tack. i need that circular radius to be 20 or more meters. i'll try scripting the animesh model that actually works. i may revisit the follow path constraints at a later date. as it is, this method is way over my head.
  14. i started out posing and keyframing the tail bones in Pose mode then i got adventurous and added the follow constraint (an area i've not approached before). the animation for the tail movements works inworld as an animesh. i export as an .anim.
  15. yeah, i wish it was that easy, Optimo. i know how to set up the animesh inworld. the problem is converting the follow circular path into the existing animation. in other words, the mesh (a fish body) is animated to simulate a swimming animation. all well and good. that actually works when i bring it inworld. however, i want the swimming mesh body to follow a circular path (just like it appears in Blender). i've tried selecting the bones then Object>Animation>Bake Action (which writes keyframes every frame of the 100 frame animation) but that animation export doesn't translate the circular follow. i'm not sure what i'm doing. just trying to follow as many tutorials as i can find but there's really too many moving parts for me to get me head around. is it indeed possible?
  16. is there any way to import an animesh that follows a path in Blender into Second Life? 1. i've got a customized mesh weighted and animated to the tail bones of the avatar skeleton using Avastar. 2. i've got that animated mesh following a circular path in Blender. how do i get the mesh object out of Blender with the circular path?
  17. come visit our New Location for a chance to win 1000L$, 500L$, or 250L$. just ring the bell (at the top of the stairs) to enter your name. random draw winners announced Sat. Aug13.
  18. this is the xml file i'm using. no idea where/when i found it. =========================== <NotepadPlus> <UserLang name="notepadlsl" ext="lsl" udlVersion="2.1"> <Settings> <Global caseIgnored="no" allowFoldOfComments="no" foldCompact="no" forcePureLC="0" decimalSeparator="0" /> <Prefix Keywords1="no" Keywords2="no" Keywords3="no" Keywords4="no" Keywords5="no" Keywords6="no" Keywords7="no" Keywords8="no" /> </Settings> <KeywordLists> <Keywords name="Comments">00// 01 02 03/* 04*/</Keywords> <Keywords name="Numbers, prefix1"></Keywords> <Keywords name="Numbers, prefix2">0x</Keywords> <Keywords name="Numbers, extras1">A B C D E F a b c d e f</Keywords> <Keywords name="Numbers, extras2"></Keywords> <Keywords name="Numbers, suffix1"></Keywords> <Keywords name="Numbers, suffix2"></Keywords> <Keywords name="Numbers, range"></Keywords> <Keywords name="Operators1">, . ; &lt; = &gt; [ ] ! ^ &amp; | + - * / ( )</Keywords> <Keywords name="Operators2"></Keywords> <Keywords name="Folders in code1, open">{</Keywords> <Keywords name="Folders in code1, middle"></Keywords> <Keywords name="Folders in code1, close">}</Keywords> <Keywords name="Folders in code2, open"></Keywords> <Keywords name="Folders in code2, middle"></Keywords> <Keywords name="Folders in code2, close"></Keywords> <Keywords name="Folders in comment, open"></Keywords> <Keywords name="Folders in comment, middle"></Keywords> <Keywords name="Folders in comment, close"></Keywords> <Keywords name="Keywords1">default do float integer jump key list return rotation state string vector while</Keywords> <Keywords name="Keywords2">llAbs llAcos llAddToLandBanList llAddToLandPassList llAdjustSoundVolume llAllowInventoryDrop llAngleBetween llApplyImpulse llApplyRotationalImpulse llAsin llAtan2 llAttachToAvatar llAttachToAvatarTemp llAvatarOnLinkSitTarget llAvatarOnSitTarget llAxes2Rot llAxisAngle2Rot llBase64ToInteger llBase64ToString llBreakAllLinks llBreakLink llCSV2List llCastRay llCeil llClearCameraParams llClearLinkMedia llClearPrimMedia llCloseRemoteDataChannel llCloud llCollisionFilter llCollisionSound llCollisionSprite llCos llCreateCharacter llCreateLink llDeleteCharacter llDeleteSubList llDeleteSubString llDetachFromAvatar llDetectedGrab llDetectedGroup llDetectedKey llDetectedLinkNumber llDetectedName llDetectedOwner llDetectedPos llDetectedRot llDetectedTouchBinormal llDetectedTouchFace llDetectedTouchNormal llDetectedTouchPos llDetectedTouchST llDetectedTouchUV llDetectedType llDetectedVel llDialog llDie llDumpList2String llEdgeOfWorld llEjectFromLand llEmail llEscapeURL llEuler2Rot llEvade llExecCharacterCmd llFabs llFleeFrom llFloor llForceMouselook llFrand llGenerateKey llGetAccel llGetAgentInfo llGetAgentLanguage llGetAgentList llGetAgentSize llGetAlpha llGetAndResetTime llGetAnimation llGetAnimationList llGetAnimationOverride llGetAttached llGetBoundingBox llGetCameraPos llGetCameraRot llGetCenterOfMass llGetClosestNavPoint llGetColor llGetCreator llGetDate llGetDisplayName llGetEnergy llGetEnv llGetForce llGetFreeMemory llGetFreeURLs llGetGMTclock llGetGeometricCenter llGetHTTPHeader llGetInventoryCreator llGetInventoryKey llGetInventoryName llGetInventoryNumber llGetInventoryPermMask llGetInventoryType llGetKey llGetLandOwnerAt llGetLinkKey llGetLinkMedia llGetLinkName llGetLinkNumber llGetLinkNumberOfSides llGetLinkPrimitiveParams llGetListEntryType llGetListLength llGetLocalPos llGetLocalRot llGetMass llGetMassMKS llGetMemoryLimit llGetNextEmail llGetNotecardLine llGetNumberOfNotecardLines llGetNumberOfPrims llGetNumberOfSides llGetObjectDesc llGetObjectDetails llGetObjectMass llGetObjectName llGetObjectPermMask llGetObjectPrimCount llGetOmega llGetOwner llGetOwnerKey llGetParcelDetails llGetParcelFlags llGetParcelMaxPrims llGetParcelMusicURL llGetParcelPrimCount llGetParcelPrimOwners llGetPermissions llGetPermissionsKey llGetPhysicsMaterial llGetPos llGetPrimMediaParams llGetPrimitiveParams llGetRegionAgentCount llGetRegionCorner llGetRegionFPS llGetRegionFlags llGetRegionName llGetRegionTimeDilation llGetRootPosition llGetRootRotation llGetRot llGetSPMaxMemory llGetScale llGetScriptName llGetScriptState llGetSimStats llGetSimulatorHostname llGetStartParameter llGetStaticPath llGetStatus llGetSubString llGetSunDirection llGetTexture llGetTextureOffset llGetTextureRot llGetTextureScale llGetTime llGetTimeOfDay llGetTimestamp llGetTorque llGetUnixTime llGetUsedMemory llGetUsername llGetVel llGetWallclock llGiveInventory llGiveInventoryList llGiveMoney llGodLikeRezObject llGround llGroundCountour llGroundNormal llGroundRepel llGroundSlope llHTTPRequest llHTTPResponse llInsertString llInstantMessage llIntegerToBase64 llKey2Name llLinkParticleSystem llLinkSitTarget llList2CSV llList2Float llList2Integer llList2Key llList2List llList2ListStrided llList2Rot llList2String llList2Vector llListFindList llListInsertList llListRandomize llListReplaceList llListSort llListStatistics llListen llListenControl llListenRemove llLoadURL llLog llLog10 llLookAt llLoopSound llLoopSoundMaster llLoopSoundSlave llMD5String llMakeExplosion llMakeFire llMakeFountain llMakeSmoke llManageEstateAccess llMapDestination llMessageLinked llMinEventDelay llModPow llModifyLand llMoveToTarget llNavigateTo llOffsetTexture llOpenRemoteDataChannel llOverMyLand llOwnerSay llParcelMediaCommandList llParcelMediaQuery llParseString2List llParseStringKeepNulls llParticleSystem llPassCollisions llPassTouches llPatrolPoints llPlaySound llPlaySoundSlave llPointAt llPow llPreloadSound llPursue llPushObject llRefreshPrimURL llRegionSay llRegionSayTo llReleaseCamera llReleaseControls llReleaseURL llRemoteDataReply llRemoteDataSetRegion llRemoteLoadScriptPin llRemoveFromLandBanList llRemoveFromLandPassList llRemoveInventory llRemoveVehicleFlags llRequestAgentData llRequestDisplayName llRequestInventoryData llRequestPermissions llRequestSecureURL llRequestSimulatorData llRequestURL llRequestUsername llResetAnimationOverride llResetLandBanList llResetLandPassList llResetOtherScript llResetScript llResetTime llRezAtRoot llRezObject llRot2Angle llRot2Axis llRot2Euler llRot2Fwd llRot2Left llRot2Up llRotBetween llRotLookAt llRotTarget llRotTargetRemove llRotateTexture llRound llSHA1String llSameGroup llSay llScaleTexture llScriptDanger llScriptProfiler llSendRemoteData llSensor llSensorRemove llSensorRepeat llSetAlpha llSetAngularVelocity llSetAnimationOverride llSetBuoyancy llSetCameraAtOffset llSetCameraEyeOffset llSetCameraParams llSetClickAction llSetColor llSetContentType llSetDamage llSetForce llSetForceAndTorque llSetHoverHeight llSetInventoryPermMask llSetKeyframedMotion llSetLinkAlpha llSetLinkCamera llSetLinkColor llSetLinkMedia llSetLinkPrimitiveParams llSetLinkPrimitiveParamsFast llSetLinkTexture llSetLinkTextureAnim llSetLocalRot llSetMemoryLimit llSetObjectDesc llSetObjectName llSetObjectPermMask llSetParcelMusicURL llSetPayPrice llSetPhysicsMaterial llSetPos llSetPrimMediaParams llSetPrimURL llSetPrimitiveParams llSetRegionPos llSetRemoteScriptAccessPin llSetRot llSetScale llSetScriptState llSetSitText llSetSoundQueueing llSetSoundRadius llSetStatus llSetText llSetTexture llSetTextureAnim llSetTimerEvent llSetTorque llSetTouchText llSetVehicleFlags llSetVehicleFloatParam llSetVehicleType llSetVehicleVectorParam llSetVehicleVectorParam llSetVelocity llShout llSin llSitTarget llSleep llSound llSound llSoundPreload llSqrt llStartAnimation llStopAnimation llStopHover llStopLookAt llStopMoveToTarget llStopPointAt llStopSound llStringLength llStringToBase64 llStringTrim llSubStringIndex llTakeCamera llTakeControls llTan llTarget llTargetOmega llTargetRemove llTeleportAgent llTeleportAgentGlobalCoords llTeleportAgentHome llTextBox llToLower llToUpper llTransferLindenDollars llTriggerSound llTriggerSoundLimited llUnSit llUnescapeURL llUpdateCharacter llVecDist llVecMag llVecNorm llVolumeDetect llWanderWithin llWater llWhisper llWind llXorBase64Strings llXorBase64StringsCorrect</Keywords> <Keywords name="Keywords3">ACTIVE AGENT AGENT_ALWAYS_RUN AGENT_ATTACHMENTS AGENT_AUTOPILOT AGENT_AWAY AGENT_BUSY AGENT_BY_LEGACY_NAME AGENT_BY_USERNAME AGENT_CROUCHING AGENT_FLYING AGENT_IN_AIR AGENT_LIST_PARCEL AGENT_LIST_PARCEL_OWNER AGENT_LIST_REGION AGENT_MOUSELOOK AGENT_ON_OBJECT AGENT_SCRIPTED AGENT_SITTING AGENT_TYPING AGENT_WALKING ALL_SIDES ANIM_ON ATTACH_AVATAR_CENTER ATTACH_BACK ATTACH_BELLY ATTACH_BRIDGE ATTACH_CHEST ATTACH_CHIN ATTACH_HEAD ATTACH_HUD_BOTTOM ATTACH_HUD_BOTTOM_LEFT ATTACH_HUD_BOTTOM_RIGHT ATTACH_HUD_CENTER_1 ATTACH_HUD_CENTER_2 ATTACH_HUD_TOP_CENTER ATTACH_HUD_TOP_LEFT ATTACH_HUD_TOP_RIGHT ATTACH_LEAR ATTACH_LEFT_PEC ATTACH_LEYE ATTACH_LFOOT ATTACH_LHAND ATTACH_LHIP ATTACH_LLARM ATTACH_LLLEG ATTACH_LSHOULDER ATTACH_LUARM ATTACH_LULEG ATTACH_MOUTH ATTACH_NECK ATTACH_NOSE ATTACH_PELVIS ATTACH_REAR ATTACH_REYE ATTACH_RFOOT ATTACH_RHAND ATTACH_RHIP ATTACH_RIGHT_PEC ATTACH_RLARM ATTACH_RLLEG ATTACH_RSHOULDER ATTACH_RUARM ATTACH_RULEG AVOID_CHARACTERS AVOID_DYNAMIC_OBSTACLES AVOID_NONE CAMERA_ACTIVE CAMERA_BEHINDNESS_ANGLE CAMERA_BEHINDNESS_LAG CAMERA_DISTANCE CAMERA_FOCUS CAMERA_FOCUS_LAG CAMERA_FOCUS_LOCKED CAMERA_FOCUS_OFFSET CAMERA_FOCUS_THRESHOLD CAMERA_PITCH CAMERA_POSITION CAMERA_POSITION_LAG CAMERA_POSITION_LOCKED CAMERA_POSITION_THRESHOLD CHANGED_ALLOWED_DROP CHANGED_COLOR CHANGED_INVENTORY CHANGED_LINK CHANGED_MEDIA CHANGED_OWNER CHANGED_REGION CHANGED_REGION_START CHANGED_SCALE CHANGED_SHAPE CHANGED_TELEPORT CHANGED_TEXTURE CHARACTER_ACCOUNT_FOR_SKIPPED_FRAMES CHARACTER_AVOIDANCE_MODE CHARACTER_CMD_JUMP CHARACTER_CMD_SMOOTH_STOP CHARACTER_CMD_STOP CHARACTER_DESIRED_SPEED CHARACTER_DESIRED_TURN_SPEED CHARACTER_LENGTH CHARACTER_MAX_ACCEL CHARACTER_MAX_ANGULAR_ACCEL CHARACTER_MAX_ANGULAR_SPEED CHARACTER_MAX_DECEL CHARACTER_MAX_SPEED CHARACTER_MAX_TURN_RADIUS CHARACTER_ORIENTATION CHARACTER_RADIUS CHARACTER_TURN_SPEED_MULTIPLIER CHARACTER_TYPE CHARACTER_TYPE_A CHARACTER_TYPE_B CHARACTER_TYPE_C CHARACTER_TYPE_D CHARACTER_TYPE_NONE CLICK_ACTION_BUY CLICK_ACTION_NONE CLICK_ACTION_OPEN CLICK_ACTION_OPEN_MEDIA CLICK_ACTION_PAY CLICK_ACTION_PLAY CLICK_ACTION_SIT CLICK_ACTION_TOUCH CLICK_ACTION_ZOOM CONTROL_BACK CONTROL_DOWN CONTROL_FWD CONTROL_LBUTTON CONTROL_LEFT CONTROL_ML_LBUTTON CONTROL_RIGHT CONTROL_ROT_LEFT CONTROL_ROT_RIGHT CONTROL_UP DATA_BORN DATA_NAME DATA_ONLINE DATA_PAYINFO DATA_RATING DATA_SIM_POS DATA_SIM_RATING DATA_SIM_STATUS DEBUG_CHANNEL DEG_TO_RAD DENSITY EOF ESTATE_ACCESS_ALLOWED_AGENT_ADD ESTATE_ACCESS_ALLOWED_AGENT_REMOVE ESTATE_ACCESS_ALLOWED_GROUP_ADD ESTATE_ACCESS_ALLOWED_GROUP_REMOVE ESTATE_ACCESS_BANNED_AGENT_ADD ESTATE_ACCESS_BANNED_AGENT_REMOVE FALSE FORCE_DIRECT_PATH FRICTION GRAVITY_MULTIPLIER HORIZONTAL HTTP_BODY_MAXLENGTH HTTP_BODY_MAXLENGTH HTTP_BODY_TRUNCATED HTTP_METHOD HTTP_MIMETYPE HTTP_VERIFY_CERT INVENTORY_ALL INVENTORY_ANIMATION INVENTORY_BODYPART INVENTORY_CLOTHING INVENTORY_GESTURE INVENTORY_LANDMARK INVENTORY_NONE INVENTORY_NOTECARD INVENTORY_OBJECT INVENTORY_SCRIPT INVENTORY_SOUND INVENTORY_TEXTURE KFM_CMD_PAUSE KFM_CMD_PLAY KFM_CMD_SET_MODE KFM_CMD_STOP KFM_COMMAND KFM_DATA KFM_FORWARD KFM_LOOP KFM_MODE KFM_PING_PONG KFM_REVERSE KFM_ROTATION KFM_TRANSLATION LAND_LARGE_BRUSH LAND_LEVEL LAND_LOWER LAND_MEDIUM_BRUSH LAND_NOISE LAND_RAISE LAND_REVERT LAND_SMALL_BRUSH LAND_SMOOTH LINK_ALL_CHILDREN LINK_ALL_OTHERS LINK_ROOT LINK_SET LINK_THIS LIST_STAT_GEOMETRIC_MEAN LIST_STAT_MAX LIST_STAT_MEAN LIST_STAT_MEDIAN LIST_STAT_MIN LIST_STAT_NUM_COUNT LIST_STAT_RANGE LIST_STAT_STD_DEV LIST_STAT_SUM LIST_STAT_SUM_SQUARES LOOP MASK_BASE MASK_EVERYONE MASK_GROUP MASK_NEXT MASK_OWNER NULL_KEY OBJECT_CREATOR OBJECT_DESC OBJECT_GROUP OBJECT_NAME OBJECT_OWNER OBJECT_PATHFINDING_TYPE OBJECT_PHANTOM OBJECT_PHYSICS OBJECT_PHYSICS_COST OBJECT_POS OBJECT_PRIM_EQUIVALENCE OBJECT_PRIM_EQUIVALENCE OBJECT_ROT OBJECT_RUNNING_SCRIPT_COUNT OBJECT_SCRIPT_MEMORY OBJECT_SCRIPT_TIME OBJECT_SERVER_COST OBJECT_STREAMING_COST OBJECT_TEMP_ON_REZ OBJECT_TOTAL_SCRIPT_COUNT OBJECT_UNKNOWN_DETAIL OBJECT_VELOCITY OPT_AVATAR OPT_EXCLUSION_VOLUME OPT_LEGACY_LINKSET OPT_MATERIAL_VOLUME OPT_PATHFINDING_CHARACTER OPT_STATIC_OBSTACLE OPT_UNKNOWN OPT_WALKABLE PARCEL_COUNT_GROUP PARCEL_COUNT_OTHER PARCEL_COUNT_OWNER PARCEL_COUNT_SELECTED PARCEL_COUNT_TEMP PARCEL_COUNT_TOTAL PARCEL_DETAILS_AREA PARCEL_DETAILS_DESC PARCEL_DETAILS_GROUP PARCEL_DETAILS_ID PARCEL_DETAILS_NAME PARCEL_DETAILS_OWNER PARCEL_DETAILS_SEE_AVATARS PARCEL_FLAG_ALLOW_ALL_OBJECT_ENTRY PARCEL_FLAG_ALLOW_CREATE_GROUP_OBJECTS PARCEL_FLAG_ALLOW_CREATE_OBJECTS PARCEL_FLAG_ALLOW_DAMAGE PARCEL_FLAG_ALLOW_FLY PARCEL_FLAG_ALLOW_GROUP_OBJECT_ENTRY PARCEL_FLAG_ALLOW_GROUP_SCRIPTS PARCEL_FLAG_ALLOW_LANDMARK PARCEL_FLAG_ALLOW_SCRIPTS PARCEL_FLAG_ALLOW_TERRAFORM PARCEL_FLAG_LOCAL_SOUND_ONLY PARCEL_FLAG_RESTRICT_PUSHOBJECT PARCEL_FLAG_USE_ACCESS_GROUP PARCEL_FLAG_USE_ACCESS_LIST PARCEL_FLAG_USE_BAN_LIST PARCEL_FLAG_USE_LAND_PASS_LIST PARCEL_MEDIA_COMMAND_AGENT PARCEL_MEDIA_COMMAND_AUTO_ALIGN PARCEL_MEDIA_COMMAND_DESC PARCEL_MEDIA_COMMAND_LOOP PARCEL_MEDIA_COMMAND_LOOP_SET PARCEL_MEDIA_COMMAND_PAUSE PARCEL_MEDIA_COMMAND_PLAY PARCEL_MEDIA_COMMAND_SIZE PARCEL_MEDIA_COMMAND_STOP PARCEL_MEDIA_COMMAND_TEXTURE PARCEL_MEDIA_COMMAND_TIME PARCEL_MEDIA_COMMAND_TYPE PARCEL_MEDIA_COMMAND_UNLOAD PARCEL_MEDIA_COMMAND_URL PASSIVE PATROL_PAUSE_AT_WAYPOINTS PAYMENT_INFO_ON_FILE PAYMENT_INFO_USED PAY_DEFAULT PAY_HIDE PERMISSION_ATTACH PERMISSION_CHANGE_LINKS PERMISSION_CONTROL_CAMERA PERMISSION_DEBIT PERMISSION_OVERRIDE_ANIMATIONS PERMISSION_SILENT_ESTATE_MANAGEMENT PERMISSION_TAKE_CONTROLS PERMISSION_TELEPORT PERMISSION_TRACK_CAMERA PERMISSION_TRIGGER_ANIMATION PERM_ALL PERM_COPY PERM_MODIFY PERM_MOVE PERM_TRANSFER PI PING_PONG PI_BY_TWO PRIM_BUMP_BARK PRIM_BUMP_BLOBS PRIM_BUMP_BRICKS PRIM_BUMP_BRIGHT PRIM_BUMP_CHECKER PRIM_BUMP_CONCRETE PRIM_BUMP_DARK PRIM_BUMP_DISKS PRIM_BUMP_GRAVEL PRIM_BUMP_LARGETILE PRIM_BUMP_NONE PRIM_BUMP_SHINY PRIM_BUMP_SIDING 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  19. happened to my Maitreya body. the solution was to apply a HUD skin (not one from your inventory). then rewear whatever skin you have. if you don't have the Maitreya try asking in your body's group or discord for help.
  20. uhuh, i just realized that after i made a purchase of the item myself. the unpacker HUD's chat originated from the avatar. i'm guessing ALL the chat came from the moment one attaches the inventory object (unpacker).
  21. i was browsing over at the Cosmopolitan Event minding my own business when a chat came up from someone's purchase. [02:17:59] DEMO ******* Dress ***** Fat Pack: Thank you for your purchase [02:17:59] DEMO ******* Dress ***** Fat Pack: Please join my group and receive promotions and free gifts! click here: ********************* [<< landmark link] [02:17:59] DEMO ******* Dress ***** Fat Pack: click to unpack notice, the unpacker HUD also posts into the chat! not only that, but i must have been 80meters from where the vendor was. i'm not sure where the buyer was. is anyone else bothered by this designer's methods?
  22. your mesh head may have animations already running. turn those off before trying your own.
  23. sounds mighty authoritive to me. (just so ya know. wouldn't want it to get out of hand.) not that i don't believe your personal opinion might be accurate (to whatever degree that it pleases my purpose) could you site where you derived such knowledge you profess? i'm not really trying to up the stats or enter into mindless debate with anyone. i'm having an issue that i'd like to have addressed in a public forum. i'm certainly aware of all the excuses from the fanguys and girls as to just how complacent we hapless users should be in the face of all the continuous bugs that seem to appear ad infinitum and at the worst of times. if you'd like to actually help, you might gain some points if you put yourself in the place of someone who doesn't just shrug off the foibles of a system that SHOULD work flawlessly. have you ever thought to your self in those quiet moments: "ya know something, this thing's as buggy as hell. i can understand why we can't keep any new users. maybe i should ride Linden's ass a bit more and make things better instead of defending them every chance i get." ever? (don't answer, i'd love nothing better than you to quietly contemplate another co-resient's perspective.) aaaaaahhhhhoooooommmmm....
  24. only when i need to log in.... to any of those who speak in pseudo official Linden capacity; what's your answer? 1. it's your problem and yours alone, 2. it's technical, let me twist your brain into a prezzle with the techobabble your newb mind is inadequate to comprehend. 3. meh, you expect SL to actually work? 4. gee, i don't know, it's fine here. have you tried EVERYTHING POSSIBLE you can imagine to fix it? 5. did ya try this? this? this? this? this? this? ...
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