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NiranV Dean

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Everything posted by NiranV Dean

  1. And now you wish you had these fancy selection outlines too.
  2. The reason the poser changes them back to the initial pose is because disabling the bones still keeps your positions intact (in case you disabled them accidentally) or want to use them in the next pose. This would need options... lots of options... but i'd like to keep the poser UI as simple as possible and it is already full of stuff.
  3. Actually, this says nothing. You take the LL Viewer (which every graphical third party Viewer is based on) and add a single tiny thing and BOOM its automatically better. "Beating" the official Viewer is literally just the baseline requirement for a third party viewer. Also, uh necro?
  4. Life is Dark Souls. You will die. @Topic You should be getting 30 FPS average with dips down to 15 on busier places and up to 80 FPS on almost empty places, around 40-60 FPS with decent stuff around, with shadows on, i've got an AMD FX 6200 which in SL is exactly the same as your eight core. It all depends on where you are though and what kind of people and content is around you. Judging by your framerate i'd say complete trash.
  5. My god, Henri thank you. THANK YOU. I was actually thinking of implementing everything EEP offers without the rendering part too (some of them like the changable moon/sun textures should be easily implementable without breaking everything else).
  6. SL is a virtual world. A virtual world is a sandbox. A sandbox is a game. A game does not need to have a goal to be a game. There are plenty of goal-less games, those are usually called sandbox games because you make your own goals... and content to varying degrees. Besides SL is a MMO which automatically puts it into the technical category of a game. Real life people inside a game doesn't make it less of a game. Every multiplayer game has other people in it. Conclusion: SL is, was and will always be a game. The problem is that people automatically expect certain stereotypes when they hear "game" which are neither true nor necessary. But then again there are a lot of stereotypes going around in SL that have survived the passing of time.
  7. Well keep in mind that this is self-published, self-packed executable and moreover a WinRar "installer". So no official installer or signage. It's as plain and simple as it can get... well almost, it could be a zip actually but i figured a simple installer would help people who are... eh less technically versed. I do take privacy and security serious too and i investigate any report i may get about shady stuff going on (just got a big boomer a day ago) hence why i don't use a normal installer, it allows you to simply open the installer with WinRar (or 7zip) and look right into it or extract it manually if you don't trust the "installer", it should also make it much easier for any antivirus software to scan it. I'd also like to note that you should never ever EVER, in your entire lifetime, accept direct links to Viewer downloads, i've got a blog and a download link there which sends you to a explanatory pre-download page which should clear up some first-start issues and explain the difference between AVX/nonAVX, many people skip it because they get direct links and with direct links i cannot make sure that you will land on the actual download page and download the same file as i do whenever i go after a potential virus report.
  8. OK, so some people really want to complain about SL's self-inflicted bad performance. Fixed it for ya, no thanks necessary!
  9. Quite the opposite. If you change the text background to white you make it unreadable in the dark theme because the text defaults to white wheras it defaults to black in the light theme. So if anything if you change the text or background you are always making it unreadable for one or the other. If anything you have to change the background to white and the text to black but then you are making it hard for dark theme readers again because the stark black/white contrast in the dark theme is really eyestraining to read. That begs the question why are you even changing any color at all. Just leave it as it is and it will be fine for everyone.
  10. That's quite nice of you listening to him that far. I think i would have burned down his house, poisened his water, abducted his children and destroyed his fields midway through.
  11. You seem under the impression that BOM isn't good just because its doing a minimal improvement. In SL there is no one-solution-to-fit-them-all fix. SL is composed of many problems that bog down the experience, not just one. One of those many issues is texture memory usage. Whether you think your hardware benefits from this or not, it certainly does. Besides, worst case nothing changes, best case people start adopting it and texture memory usage for avatars goes down. There is only one road this whole thing can take from here and its a good one. There is nothing people can do with this that would make it worse. And while i do have a 6GB GPU and my Viewer supports up to 8GB, not everyone uses my Viewer and no everyone has 6GB to spare not to mention that we shouldnt spare it in the first place just because we can. Regardless of how much VRAM is available we should always strife to go for the lowest possible.
  12. It seems like that some of you don't understand the technical aspect of BOM. BOM's biggest upside is if applied to combine at least 2 textures into one, you're saving texture memory. The more layers you combine the more memory you save. With just 1 texture saved you get 4MB less (5MB if its an alpha, which we have to assume it is to allow layering in the first place) if its a 1024x1024 texture. Now do this with multiple body parts and 3 layers and you can quickly reduce 200MB avatars to 50MB easily. This can greatly help lower VRAM cards (and Viewers) since usable VRAM is quite limited in most Viewers. Less textures also means less downloading and decoding, which means less bandwidth spent, less time wasted loading and of course less time in "decoding" mode and thus less time with drastically lowered framerate.
  13. You both got it wrong. 80k-100k refers to the polygon count, not the complexity. Complexity is calculated from polygon count as well as other things. Polygon count (or triangle count) is the raw amount of triangles on any given object. Triangles are made up of 3 vertices.
  14. There isn't much to say, really. I haven't tested BOM and have no inclination to do so. I doubt that BOM could be as broken as EEP is. And if others are right the only thing i could complain about is the missing alpha masking and materials usage, which is a bit of a letdown considering that it would be a simple addition now that everything is in place, but nothing gamebreaking. The only reason i went for EEP was because i was asked to.
  15. It's okay, i'm already done unflattening my inventory. Thought there were more folders with too much items in it.
  16. I should unflatten my inventory some time when i'm bored, every first login ends up failing 100%.
  17. Screw this. I'm sick of it, i'm trying get us a good and working feature here, offering feedback and a whole buglist, i'm testing this stuff in my free time for your own good so you end up with a broken mess. Instead you have nothing better to do than sabotage everything i do and shrug off these critical bugs as "not a problem" giving LL the impression what i fear is them thinking that this is release worthy and then i'm also getting smacked with the stupid Forum rules because i just can't be nice anymore to someone who is absolutely stretching my patience. All you do is come in here and give me contra simply to give some contra to what i'm saying. Nothing of what you are saying holds any reason, any proofs or shows how "fine" EEP is, instead you keep ignoring the endless growing list of bugs i keep documenting here over and over, i keep reasoning with you but you show nothing but ignorance to the topic at hand -> EEP is NOT okay the way it is. We deserve much better than this and i've been trying to get us exactly that with whatever help i can offer, be it just reporting bugs. Heck i basically offered redoing all their windlight windows, heck i goddamn did it while doing so just for the sake of it. But that's it. I'm done. If you want EEP the way it is, fine. I'll not report back here any more, have it your way, i'll happily sit back and watch the *****storm unfold when EEP goes live like this. All the threads whining about performance, all the threads whining about shiny being broken, the threads whining that shadows look like ass now... oh i will enjoy watching the world burn.
  18. 24 hour daycycle isn't exactly a feature i'd die for. As far as i can tell its a mere case of "raise the number". I'd rather want smooth daycycles back from Viewer 1 times, where it didn't "jump" from one 5 minute tick to another but rather actually moved in realtime the whole time. See: This isn't about the "differences" between EEP and non-EEP anymore, those have been mostly solved, there's always going to be a tiny difference, we're speaking of completely altering how lighting and atmosphere is handled. I'm talking about all the bugs in and around EEP. You don't seem to read the buglist do you?
  19. EEP is already available to the masses if they so choose to. EEP is also still way too buggy to make it into release, the rendering is still broken everywhere. If EEP were to release now you'd see each and every Viewer who chose to merge it drop to single digit framerates for no reason. I'm getting no more than ~20 FPS in EEP at all times, even worse when i'm not in a completely empty place devoid of life. In comparison i get 50-70 FPS in my own Viewer without all these rendering issues. I'd be laughing at you having a slideshow of a framerate for no reason, i certainly wouldn't merge EEP, a few extra switchable textures is no reason for me to completely compromise performance. Funny since i've always said i'd take single digit framerates to get full atmospheric scattering which they were planning to add with EEP but is now dropped and scheduled for the second phase of EEP. Now look at EEP, what does EEP really offer that any other Viewer can't easily offer without breaking everthing? Nothing. Just for fun i should add sun textures and make the moon texture replaceable as well. Maybe add the 2-3 extra sliders in sky presets as well, funny part is that would make me almost 100% compatible with sky presets from EEP. Change a few min/max values of sliders and what's left? Nothing.
  20. There is no real hard way. Setting it to Alpha Masking is already THE way to go. Note tho that not every texture is made for Alpha Masking so they might not look good, you'll have to adjust the masking cutoff value until you get something that looks decent, textures made to use masking look much better though but sadly that's not an option unless you are the one making the textures.
  21. A few additional notes: You can change your avatar's position on X Y and Z (hover height) with the Poser as well in the bottom tabs "Position" on mPelvis. You can also double click to load poses. You can right click to revert to the last slider value (the one before you started dragging), this works everywhere not just the Poser.
  22. Profile pictures in BD are square now with the introduction of legacy profiles. I've seen that there was some code (disabled in BD) that scaled the image rectangles depending on the ratio of the picture in profile windows and since this whole profile window code came from FS i'd suspect that would explain why they aren't consistent there.
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