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AnnMarie Otoole

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Everything posted by AnnMarie Otoole

  1. Perrie Juran wrote: You mean that you don't know what your Alt has been doing? That seems kind of odd to me. Oh yes, but the problem was which function was she doing? She visits all the roadside gas stations to update vehicle models, She has ALL the vehicles on the roads in her name for 2 reasons, First there are thousands of navigating reports that come in from the vehicles that would render my chat useless so by going to the bot's they are available if needed but not swamping my account. Second, when she gets suspended because someone AR'd a vehicle on their land, my main account stays active. And finally all the bus stop rez signs are in her name since she places them. The Lindens will not tell you (Their rules prevent it) what encroachment object or what encroachment location so you never know any details that can be corrected, just Go to jail, go directly to jail, do not pass GO, do not collect $200.
  2. Perrie Juran wrote: <SNN Here would be something for you to collate. How many of those are people who actually reside on (pay for) the Mainland? While it is true the roads are set for public access it is still those of us who Pay for Mainland who keep it (and hence the roads) going. No way. Membership and land costs are exactly the same for regions with and regions without roads. You pay no extra for roadside land. The membership fees would be identical if they didn't have roads. What about the millions of members who play free? Should they pay a road tax?
  3. I finally got a response from Lindens, it turns out someone clicked the wrong "crime", it was meant to be object encroachment, not abusing a Linden . Encroachment happens with my vehicles. The silly part about it is their own regulations prevent them from telling you where the offense took place so there is NOTHING you can do to correct it. In RL the idea of punishment is to alleviate crime. In a dictatorship you just punish with no feedback to improve the quality of life and reduce crime. So I have no doubt the encroachment will repeat itself and I'll get suspended again but never know where it happened and how to fix it.
  4. Unfortunately, the dead vehicles stick in one spot like a sore thumb until removed. However compared to the overall picture they are an insignificant statistic. My alt visits about 50 sites that are or have been problem locations and clears about 25 dead vehicles a week. Perhaps other dedicated souls clear another 25 for 50 a week = say 250 a month. Out of 30 million sim crossings per month that is a darned good reliability. It is very rare that the landowner complains, in fact I contact them about the problem and they rarely respond. Those that do respond are typically willing to help. The ones that complain are on forums like this who are jealous of me using public facilities that we ALL pay for although it costs us nothing. I ran 1.5 to 2 sims for many years although I'm cutting back slowly and down below 1 sim now. That's why roads and public land was created, TO BE USED. LL should pay me for pioneering the addition of life to sims. As I get time I make changes at trouble spots to correct them but they actually go away by themselves, I suspect as regions move to new servers, only to appear somewhere else, perhaps when that region ends up on a suspect server? Why are so many people pissed off over some stuck vehicles that are not even on their land if the landowners don't care. Perhaps SL needs to create the FWPF, the Frustrated Would-be Police Force so they can wear a badge and arrest people. Hut hut hut, Get AnnMarie. ROTF. Grow up kids.
  5. Hmm, well the only other numbers I have are the live occupancy percentages but that number is only updated once every 10 minutes to give an average over time. When I first introduced the vehicles it ran in the 3 to 6% range but in recent times it varies from zero to about 3%. HOWEVER, I don't need to justify their existence just as the thousands of empty shopping malls, empty dance clubs, empty renal houses, empty billboards don't need to justify their existence. I would continue to brighten up the empty SL roads even if they didn't accept passengers. I'm quite proud of the achievement and the notoriety I receive. I'm a household swear word the length and breadth of SL . When I started, the doomsayers said the Lindens would have to ban the unoccupied vehicles when the roads became clogged with traffic jams. LMAO, not a single competition for realistic vehicles on the roads in 5 years, where is everyone? Lets go for RL realism. On the other side of the equation, it does seem that those that are delighted with the vehicles send me IMs, those that are pissed vent in forums.
  6. That is the relative ratio of those that have ridden once to those that have ridden more than once. The statistic I was quoting was the percentage of ALL riders that rode only once.
  7. Look at the numbers, average number of rides per person is 3. Not counting me and my alts, 7 people have ridden over 1,000 times 43 have ridden over 100 times, 2331 have ridden more than 10 times, 95,180 have ridden from 2 to 10 times 55,154 have ridden only once. So to answer your comment, only 19% have ridden only once and over 80% chose to ride again. (I have names and addresses.)
  8. There is one major difference between my "safety net" and the one suggested that I'm testing. My system detects the hazard and attempts to prevent the vehicle entering. The "new" approach lets it enter but destroys it. I'm going to marry the two systems so it tries to save the vehicle but if it fails THEN it times out with TOR. Re the comment that the vehicles are too big, their size is primarily governed by the passengers. Its only with special "sit" poses that avatars can ride in many of them without their feet dragging on the ground. It is a fact that avatars are too big causing everything else to compensate.
  9. Thanks a bunch, Qie. I'll test it again. It would be a major improvement if I can get it to work. Prior testing (2011) had intervals varying from about 60 seconds up to 120 seconds with somewhat random times and no way to synchronize. Perhaps (hopefully) subsequent releases have set the garbage collection to exactly 60 seconds. It would have to re-synchronize on sim crossings, I seem to remember that you get a fresh garbage timer in each sim however that should not be difficult except some crossings take many seconds which may hurt timing.. EDIT Doesn't work . On a laggy sim I could not get it to survive 1 minute even with 5 seconds tolerance on synchronizing.
  10. Gadget Portal wrote: If the problem is sim crossings, just toggle temp for the crossing. Like I said before- crappy scripts. No, need for cheap insults. It takes more than a minute to cross sims, especially if they park so toggling TOR at the crossing still doesn't give you any more than a minute in the sim. Sim crossings are NOT the problem. I have virtually no sim crossing failures of unoccupied vehicles.
  11. In response to the suggestions that the Temp-On-Rez function may have changed since I tested it in 2011 or that Maestro Linden had supplied a solution I dug out the tester and tested again. The only script function that is running in NO-SCRIPT land is the Temp-On-Rez timer that will destruct the object after about 1 minute. The WIKI still says "The garbage collection timer is cumulative and cannot be reset. You can turn TEMP_ON_REZ off which stops the timer running but it will continue from where it left off if TEMP_ON_REZ is restored." The theory is that you set TOR off for 1 second in every 60 so that there is a 59/60 chance that if it ends up on no-script land, the TOR is running, giving fairly good odds. But with the tester off for 10 seconds in every minute, the longest time I could get it to run without destructing was 2 minutes. Test it yourself, rez a cube and put this script in it. integer life;integer temp_on_rez_Timer;default{ state_entry(){ llSetTimerEvent(0); life = 0; llSetPrimitiveParams([PRIM_TEMP_ON_REZ ,FALSE]); llOwnerSay("Temp-On-Rez is OFF. Click to start test."); } touch_start(integer t){ if(life == 0){ temp_on_rez_Timer = 0; llSetTimerEvent(1); } } on_rez(integer r){ llSetTimerEvent(0); life = 0; llSetPrimitiveParams([PRIM_TEMP_ON_REZ ,FALSE]); llOwnerSay("Temp-On-Rez is OFF. Click to start test."); } timer(){ life ++; llOwnerSay((string)life); temp_on_rez_Timer ++; if(temp_on_rez_Timer == 1){ llOwnerSay("T-O-R is ON"); llSetPrimitiveParams([PRIM_TEMP_ON_REZ,TRUE]); } if(temp_on_rez_Timer == 51){ llSetPrimitiveParams([PRIM_TEMP_ON_REZ ,FALSE]); llOwnerSay("T-O-R is OFF, being reset"); } if(temp_on_rez_Timer == 60) temp_on_rez_Timer = 0; }}
  12. Qie Niangao wrote: Just to update on the self-replicating "Bus Stop" rezzers: Per the SLU thread, many (all?) of these now have been removed by the Lindens. There's even a cute snapshot of Governance6 Linden on the case. As long as I'm popping this thread anyway, I'll just mention that, personally, I'll never complain about the appearance of Arcadia Asylum's creations, specifically, and I'm glad to see her content continuing to populate the grid. Also, somewhere above, somebody mentioned that the vehicles should be able to detect no-script (or no-object-entry?) parcels, but in fact that's not possible across sim borders, and it's a bit tricky to know where roads will continue on the other side of a sim crossing. (Rails are much easier, of course.) One thing I'm not clear about, however, is why such vehicles aren't set temp-on-rez for 90% of their lives, given the way garbage collection is documented to behave now. This has changed a lot over the years, and I haven't tested the current behavior, so I'm genuinely interested in why / if it wouldn't work to just toggle to non-temp briefly while the garbage-collection timer is set to expire. (Maybe some cumulative imprecision when crossing to a new sim, or something?) What, where is the "SLU thread"? No one has contacted me regarding removal of them?? Has there been a change in temp-on-rez? I actually spent quite some time with the Lindens trying to get the temp-on-rez altered. The problem with it is the time is accumulative, if you disable and restore it continues from where it was so you only get about 60 seconds life. I even filed a wish list to make the temp-on-rez resettable, or settable to a numeric time. Have they done that? I also suggested a temp-on-no-script feature that would start a 1 minute self destruct timer if the object was on no-script land and this flag was set.
  13. One of my alt accounts is a BOT. She was suspended for 4 days for "Abuse of Support Staff". "Additionally, if you persist in using an abusive tone, you may be subject to inworld disciplinary action." This BOT has never submitted a trouble ticket, has not spoken to ANYONE for over a year. She is unable to respond to chat or IMs. She does create IMs but they only go to me (the holding account). How can this happen?
  14. LMAO, I did say MANY, that doesn't mean all of them DUH. But thanks for keeping the forum alive.
  15. I will say I haven't run into any of her cars on the Second Life Railways in a long time. So she has made some progress. Actually they are all there but many have been programmed to morph into rail road stock when on the rails and morph back to road vehicles when they depart.
  16. Gadget Portal wrote: Scripts can check, on a timer, if the land they're about to run over is set to no scripts, and stop or die or do any of a hundred things. Sounds to me like these are crappy scripts in these vehicles. Thanks for the suggestion, Gadget. In fact they do check 4 times a second up to 5 meters in the direction they are moving. They first check to see if the test pos is in the same sim because you can't detect land parameters across a sim boundary. If in-sim and they detect NO-SCRIPT or NO-ENTRY they immediately disable the physics engine, they llSetPos back to the last safe location and restore operation. Please tell me why that doesn't work? How would you do it? I've been programming computers since before you were born in RL. How come no one else has been able to make a self navigating vehicle? How come SL has not been flooded with self navigating vehicles as the doomsayers predicted? The only other unoccupied vehicles are all waypoint followers.
  17. Way Cool, I love stirring the pot Are we having fun yet? Get those hearts pumping, put life back in SL . Some updates, explanations, corrections in no particular order. For the fun of it, I think I'll install a booth you can visit and it will tell you how many times you have ridden my vehicles. The average number of rides is over 2 per person with the majority only 1 so I think it is the large number of REPEAT customers that is the interesting statistic. Many are over 100 rides. QUOTE Does not allowing object entry on parcels keep those things from getting stuck on one's land? I'm thinking there should be some way to combat this situation. Answer, yes it "should" work but it frequently fails due to a bug. I've finally had an official response from the Lindens. Although they acknowledge that object no-entry fails they have indicated that they do not intend to fix it. As a consequence I'm "taking responsibility" as requested. I have a list of parcel LMs were vehicles are getting trapped due to this bug. One of my alts will visit those locations at least once a week and remove any stuck vehicles. If you have a location like this, send me the LM and I will put it on the list. If you don't want to be on the list, no problem. Since it is a recognized SL bug they are not responding to ARs on it. Vehicles get stuck if they enter land with scripts disabled, it even disables the self destruct script. One effective solution is to turn scripts on, they can then get back to the road by themselves, or die in the process. Due to a LL provision made for vehicles (driving or flying), scripts WILL run even if in a NO-SCRIPT parcel so long as the vehicle has a passenger. If you click on a stuck vehicle and become a passenger the scripts will run so long as you remain in it until it gets back to land were scripts are enabled. If you jump ship they will stop again. Although I've given away over 50,000 vehicles and sold a small number, sales are too low to bother with it. When I get time I will discontinue leasing the script or selling vehicles. Vehicles are a very minor portion of my activities in SL. My bus stop rezzer signs have been around for over 2 years with no problems but only in the last few months have they been added to most rez zones. In a few places like dead ends and parking lots with tons of spare prims they maintain a live bus but 99% are rez on demand. Busses are NOT rezzed on a timer. Although some Lindens are aware of them they (understandably) will not discuss them. Qui, I love your suggestion of having passing vehicles replace missing bus stop signs, that's brilliant. Currently it takes a bot about 2 hours. That will be a major reduction in down time, typically happening after a sim restart.
  18. OMG Ambience police now Lindens won't remove it, you need to send me a LM or nothing will happen. Very close to 300,000 riders now by over 100,000 different people.
  19. Actually, there is provision for what you ask. The Lindens planned from the start to allow aircraft to fly and vehicles to drive as freely as possible so as long as your vehicle has a passenger and is scripted as a vehicle, it WILL work in NO-SCRIPT land and can enter NO-ENTRY land. The worst hazard are security systems with a short fuse that blow you out of the land or send you home before you can cross the land and get out of range. I classify them as worst because you cannot detect them. Second worst is ban lines unless you are flying high enough. There are some other hazards like full sims and bugs like the oldest unresolved bug on record. SVC22. It is a little tricky, it is caused by the fact that when you cross a sim line the vehicle and the avatar are sent separately and re-united in the new sim. When they first arrive, if the land right on the border is no-entry the vehicle gets blocked because for a fraction of a second it has no passenger. It is a timing thing and only fails if the no-entry works before the avatar links to the vehicle.
  20. I've given enjoyment to as many as 250,000 passengers in SL. What have YOU done tht involves even 250 people? I don't know why you think I'm causing problems. I don't have any problems. When the landowners log in and get the information that their land has a bug they are grateful and thank me for the help. So I've got no problem, Landowners have no problem (once they fix it), obviously the Lindens don't have a problem, it appears the only people with problems are a few self appointed SL police on this forum. No one asked me to have vehicles roaming SL, I needed no invitation. The Lindens not only provided roads but they set the specifications specifically to ALLOW unmanned vehicles to roam. I don't have any LL dirt, I'm doing what they wanted in the first place. They could easily stop it any time. They provide excellent support, I've filed over 1,200 trouble tickets on road and land errors with response typically within 24 hours. I do understand their reluctance to fix this land bug. The bug is only infecting about 20 land parcels out of over 100,000, so it is not serious enough to expend the effort. On the other hand they acknowledge the bug and do not issue encroachment tickets to owners of objects that do penetrate the land. Meanwhild I relish the debate and it keeps the subject at the top of the fourm - the advertising is great, thank you.
  21. What a great idea. In fact I give most of my vehicles away free but I do charge a one time fee to use the self navigating script. To date I've given away over 20,000 vehicles and still averaging 10 to 15 a week. I've only sold 312 licenses so not enough to pay tier costs. As of today, I've had 93,687 different people ride the vehicles 256,358 times. (I have names and UUID keys and LOTS of Lindens in that list). Tips from passengers who appreciate the ride have fallen off to about L$1000 a week. What have YOU done for SL?
  22. Awww pity party, nowhere in the TOS does it say anything has to be realistic. Why don't you write your own self navigating script and walk an inch in my shoes. No one else has been able to do it. True it isn't perfect but it is the best there is. If my vehicles spin, jump, roll, spew smoke, park, fly, who are YOU to tell me what I can and can't do in SL?
  23. The word "Litter" does not occur a single time anywhere in the TOS.
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