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Hadet Sonnenkern

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Everything posted by Hadet Sonnenkern

  1. I wouldn't necessarily be opposed to separating Roleplay and Adult Roleplay.
  2. I'm not here to quote Parx he's usually really good at self-destructing his own arguments, but I don't disagree with what he's trying to do. What i'm saying is that our Community does have a lot of people in it. The Public groups for our community are relatively big the majority of them having 500 or more people in them for setting home it's part of how we assess numbers. Traffic in our sims is hard to track as it really depends on which sim was attacked the most that day so some days one sim will end up with 20K Traffic and other days there will just be 5-10K Traffic across the board because there were no large attacks and mostly just people working on content. I'm not trying to say that this is necessary for just our community it'd be nice to share ideas and scripts and so on with communities that are necessarily roleplay communities but do like to shoot at each other. Not all roleplay sims have Combat and not all Combat sims are roleplay. You're really not adding anything to this discussion just being constantly contrarian to everything that's posted here.
  3. That isn't really the case for how a lot of people do "Combat" in SL, some people just want to go to a place and shoot guns at each other and then go do other stuff. They don't want to get involved in some BDSM trap and slave play.
  4. I don't think that asking for a Combat Sub-forum is at all unreasonable. The Second Life Military Community has a lot of people just on it's own Case and Point: https://gyazo.com/9a5a1a77ea943242939ce628d9947d3d Searching SLMC which is our way of finding Sims in our community brings up 20 or so results 10 of which have 1000 or more traffic. I have more metrics that i track but those aren't stored by SL and people can say i'm cooking the books on those so there's no point in me posting them. But this isn't just about people that use Sims for Linden Damage, the VICE Community does a lot of combat with no Roleplay involved either. These points have already been raised. People involved in Combat, Linden Damage, Gorean Meter, zCS, VICE, and whatever other meters are out there produce A LOT of content and I don't think it's unreasonable to ask for some support from Linden Lab regarding a platform to communicate with each other and discuss things. People and Stores like to shoot guns without Roleplay reasons. It's pretty ridiculous how hostile people are being to the topic. It made me think i was looking at SLU and not the actual second life community forum when i first got here.
  5. I read through a lot of this and a big thing people seem to think is that this is going to be JUST AS LAGGY as Prim Animation by changing prim positions, ect. It's not at all. When you animate something right now you have two options. you can update each linked prim every frame of the animation which is INCREDIBLY hard on Script Run, or you can do that REALLY REALLY Bad Alpha Looping thing. I have been on The Test Grid the Better part of 2 days now messing with this. I find the additional 200 Land Impact completely unacceptable and you can tell that whatever team is working on it currently has no association with people that play Second Life. Additionally someone mentioned that using this for NPC's would cause lag because of the number of Sensors. Any decent scripted would never script an NPC or Turret system using a sensor it is laggy, and in every way inferior to using AgentList for that sort of thing. Currently our Zombies have a Land Impact of 18 an active script time of around 0.112 and A LOT of Script Memory because of how we animate them, they look great compared to say other people's zombies and they are comparable in terms of region impact including their script run. We can drastically reduce this script impact and memory by switching to Animesh Zombies, however the trade off is entirely undesirable right now currently I can get 10 zombies on sim at a cost of 180 Land Impact, If these were Animesh Zombies that would cost me 2180 Land.of Impact. In a full Sim oriented towards combat with 15 or so avatars I can run about 50 zombies currently before we start to notice a performance hit on the Simulator, that performance his is not Render Performance, and it's not related to Physics FPS, it's 100% Script performance, and 100% to do with the way we have to animate them now. If i turn the animation scripts off entirely and let the zombie run static i can have HUNDREDS of them before i get the same problem. People making game systems SHOULD NOT have to suffer because of inexperienced users. I will be filing a Feature Request or whatever is necessary to bring this to attention. The Land Impact should be directly related to the complexity of the Mesh, nothing more. Currently i am working on a Video and a Document detailing everything I've stated. This is very important for some communities in SL and We outright cannot allow this to take the turn that Pathfinding did due to lack of testers. As it stands preparing a sim for Pathfinding isn't worth the trade off of just scripting navigation using llCastRay to detect obstacles. It's a little late for Linden Lab to start caring about performance when you see people walking around in Mesh Bodies layered with alpha 1024x1024 alpha blen textures, 2 Million Tri clothing, ect. I've literally come across avatars with GIGABYTES worth of content on them. IF we want to start caring about performance we need to have things like avatar complexity addressed in community meetings. We need more community meetings, and we need to start calling out content creators that are making the content that's making us lag, so that the rest of us don't have to suffer "fail-safes" like an additional 200 land impact for their mistakes. I apologize for any typos I am legally blind. If anyone would like examples of things I am talking about feel free to contact me inworld, or add me.
  6. In all seriousness Pivots stilla ren't fixed? We're having to use this ridiculous bounding box workaround when pivots export perfectly fine in Collada format for other programs? Am I missing something or is this still the case? My object pivots perfectly in Unity, Max and Torque.
  7. I can't log into my main account, it says Despite our Best Efforts something went wrong. I log into another account and don't recieve teh error, so it's not my machine or connection. Also why can i no longer contact support directly for these issues? Where is the contact support option now?
  8. Three months and this problem still hasn't been addressed, A GTX 460 is 130 US Dollars.This is ridiculous. Get your crap together Linden Labs.
  9. You should only be using Drivers provided by your graphics card manufacturer, if you're using others it could potentially void your waranty, or make your card non-operational. Always use Nvidia's drivers only.
  10. Actually that's normally all spaced out this forum just doesn't support formatting properly i guess. I'm a programmer, I know how to organize, i'm just new to LSL, and i know i'm missing something really obvious.
  11. I'm new to LSL but i have done this: "integer have_permissions = FALSE; fire(){ rotation rot = llGetRot(); vector vel = llRot2Fwd(rot); vector pos = llGetPos(); pos = pos + vel; pos.z += 0.75; vel = vel * 30; llTriggerSound("Report", 1.0); llRezObject("Frag", pos, vel, rot, 0);}default{ state_entry() { key owner = llGetOwner(); llPreloadSound("Report"); llListen(8,"",owner,"r"); if (!have_permissions) { llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); } } listen(integer channel, string name, key id, string message) { llResetScript(); } on_rez(integer param) { llResetScript(); } run_time_permissions(integer permissions) { if (permissions == PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llStartAnimation("hold_R_rifle"); have_permissions = TRUE; } } attach(key attachedAgent) { if (attachedAgent != NULL_KEY) { llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); } else { if (have_permissions) { llStopAnimation("hold_R_rifle"); llStopAnimation("aim_R_rifle"); llStopAnimation("hold_R_handgun"); llStopAnimation("aim_R_handgun"); llReleaseControls(); llSetRot(<0,0,0,1>); have_permissions = FALSE; } } } control(key name, integer levels, integer edges) { if ( ((edges & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) &&((levels & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) ) { fire(); } } touch_end(integer num) { if (have_permissions) { ; } else { llWhisper(0, "wear me"); } }}nteger num) { if (have_permissions) { ; } else { llWhisper(0, "wear me"); } }} And i'd like to make it have a set clip size and reload time of 20 seconds can anyone help?
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