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Pazzo Pestana

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Everything posted by Pazzo Pestana

  1. Thanks, so much!!! You've solved my problem and I'm back to sailing the Blake Sea in peace! You have achieved goddess status in my pantheon of SL mavens!
  2. I sail boats that use gestures mapped to F keys to raise, lower, and trim sails. I don't use channel 0 and all the gestures have the correct channel number. The F keys have worked quite well until the past few days and it now takes anywhere from 1 to several (sometimes more) taps on a key to execute the desired gesture. I have no idea where the problem lies: in my keyboard, in my client, in the servers? What allows the F key to function in a SL viewer (I use Phoenix because Viewer/Firestorm crash when I attempt to enter "contacts" to send an IM)? Is it a memory issue? a graphics issue? a server? I use WindowsXP and Phoenix as a rule but the problem also exists in Singularity and Imprudence. I can't use the Viewer/Firestorm on my desktop because they crash when I try to send an IM (Firestorm tech staff were very good in working with me trying to resolve the problem).. I have a laptop with Windows Vista and have used the Viewer for SL: the same sluggishness exists on a different computer/platform/viewer. The clients on both computers are up to date. I'm tempted to blame the server since it's a grid-wide issue and I haven't found any particular sim where the keys work better. Any suggestions will be greatly appreciated! I'd also like to know if anybody else has experienced this sluggish response of the F keys. Thanks!
  3. I've had double click on minimap disabled all along ... it's just on the World Map where I have problems. It seems to me that any aspect which would disrupt the flow of one's life in SL should have a "disable" option. thanks to all for your responses! Pazzo
  4. Thanks for the response! It's good to find empathy! Yes, I found the debug setting but nothing there re: world map. In Preferences/Input and Camera, nothing either. Yes, I'll keep looking. I'm using Phoenix and Imprudence and Singularity and suppose that the solutiion would apply to all. I find that Imprudence and Singularity are much better for crossing sim boundaries as in racing or just cruising in boat/plane. Thanks, again!
  5. I've accidentally double-clicked on the world map several times and been teleported to that location. It's embarrassing and frustrating to be suddenly removed from my sailboat during a race, etc. I would like to disable that feature and find it more of a hassle than help. thanks.
  6. Here's the link for the helpful graphics card tutorial: http://shoppingcartdisco.com/digitallife/tutorials/tutorial-letting-your-graphics-card-do-the-heavy-lifting/
  7. I found an interesting thread in the forum regarding tweaks to the graphics settings: basically, let the graphics card do the heavy lifting. Adjusting the settings on the graphic card and shutting them down in the viewer has helped a lot with sim boundary crossings. I still think that if the servers for a homogenous area such as Blake Sea could be more effectively linked the problem would be less. Also, following the suggestions of the above response to avoid changing direction at a boundary, cross at right angles, and avoid the corners has helped, too. thanks, again, for the responses! Pazzo
  8. thanks, all, for the helpful info! I fly a seaplane on Blake Sea (based in Swallow Tail) and agree about the perpendicular/no corner crossings. I use the minimap to see the boundaries but I still have the problems, in my helo as well. I have what I think is a decent system (Intel Core 2 duo, nVidia 9800GT, 4GB RAM, WinXPprof) but wonder about the Roadrunner network connection. The lag meter usually shows the "client" with low FPS and suggests lowering the draw distance. I'm also wondering about Windows7 and 64bit stuff in running SL ... and ahead to Windows8. Would increased graphics and computing power have an effect on the sim boundary crossing issue? Pazzo
  9. Marigold, thanks so much for the helpful response! Querying other sailors is a good idea! and, of course, reducing scripts. Pazzo
  10. I'm an avid sailor and pilot and love the open water/sky of Blake Sea; however, I'm confused as to why the servers have such a difficult time passing me from one sim to another without sucking me into the vortex and spoiling my sailing and flying. You'd think that, in an area with nothing but water (hence, not much to rez, I guess) and no others in it, there would be fewer problems with sim crossings. Sailing and flying aren't done within the confines of a single sim usually, at least in the Blake Sea where sailboat racing spans many sims. When I consider the amount of creativity that has gone into building planes and boats, and the cost of ownership, LL would be more attentive to this problem. I'm not much of a techie but I do understand that a vehicle and it's occupants must be handed off from one server to another and that, especially at high speeds, the process can be tricky. However, sailing isn't a high speed activity ... racing boats will hit 15 knots sometimes but most cruise in the 4-10 knot range, from my experience. Is this sim boundary problem, which has existed since my first day, something that LL should've corrected instead of devising new gizmos for the interface that frustrate so often? Also, I realize that my client (system resources) and my network are factors in the process. I wonder, though, are there particular aspects of certain vehicles that make the crossing more difficult? Pazzo Pestana
  11. Why do clothing designers add sculpty items to their outfits, items that can't be modified!!! Given the infinite variety of shapes and sizes in SL, one would think that being able to re-size a sculpty clothing object is a no-brainer. Even the resizing script is often useless. Why not just make a sculpty clothing item re-sizeable? What is so difficult about that? And, with mesh appearing more and more in clothing, the issue is even more critical, I think. I think that fashion (female more than male) is the height of creativity in SL ... it's a shame that being able to adjust the items to fit one's avatar is so frustrating.
  12. There is a pose that was in my AO and I've tried to eliminate it by deleting it from the AO and the settings card and by resetting the script. But, it won't die and keeps cycling through my standing poses. ... any ideas? thanks!
  13. Wow! That did it!! You're marvelous!! thanks, so much!! The simple solutions are often the hardest to find!
  14. Hi! Thanks so much for your response (honored that it be from a builder from whom I've learned so much over the years). I did load factory settings but the collision field fails to appear. Here's a screenshot. I hope this helps. I've been reluctant to leave 2.49b for 2.5 or 2.6 because of the radical change (for me) in the interface. thanks, again!
  15. I've been trying to make a tablecloth following the steps illustrated in Ina.centaur's excellent YouTube video. She rezzes a cube, selects the "Objects/Physics" button and 4 fields appear across the bottom of the screen. The far left field where "collision" can be activated on the prim doesn't appear in my Blender 2.49b, the same version she uses. When I boot up Blender, the command window indicates Python 2.6.2 is installed and active. Other builders with whom I've spoken have had no problems in making a cube a collision object. I also have Primstar installed. One source of the problem maybe the installation of later versions (2.53, 2.6) and trying to go back to 2.49b ... working on that now. Any suggestions or help will be sincerely appreciated.
  16. I can't believe that people have been paying for every upload all these years since the advent of Phoenix. Textures, sculpt maps, animations ... they all are subject to glitches and it's good to know that you have what you want before paying for it. The fun in building will cease if temporary uploads for free end, for me, at least. I think it's incredibly "cheap" on the part of LL to penalize people who want to build and will go through many trial and error attempts before getting what they want.
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