Jump to content

Pixels Sideways

Resident
  • Posts

    158
  • Joined

  • Last visited

Everything posted by Pixels Sideways

  1. I responded earlier to this re my MacBook Air specs, etc. Since then. I came across PBR in use in SL. I use Firestorm which is not PBR yet. Specifically Firestorm version 6.6.3.67470 (6.6.3.67470) because I'm on a Flintstone laptop running an old Mac OS. I have noticed two merchants I frequent - Azoury & Scarlet Creative - have begun to use PBR in their creations, both have had to put signs out warning residents that if they are not using the new SL PBR viewer, they will only see a plain white texture, which is true. Azoury has incorporated PBR into some parts of their new store and Scarlet into the buildings they sell. Scarlet is aware of the issue so has included a "legacy non PBR" building in their package, This seems like a huge *****-up on behalf of LL that if PBR effects are applied and you are not using a PBR viewer then all you see is only a blank white surface. At least with ALM and local lights, if you turn off those features you can still see the texture without the added materials. They will lack the depth and realism and light reflections but the texture detail and color is still there. Making PBR a do or die situation in which objects using PBR are stripped of their texture visibility is a really bad mandatory feature implementation. There should be a way that, using non PBR viewers or features, should just make the shiny reflective surface not shiny or reflective but the texture still visible. PBR should be one more feature step above ALM, not a total replacement and definitely not a texture killer. It should be another "layer" above ALM and if you turn it off, you still have ALM materials and if you turn ALM off, you still have textures visible and can still use the build tools to apply shine levels - which I find I need to use so I don't have LI blowing up on large or "tortured" prims which is what happens when I apply materials. Having not yet used the new SL viewer, I don't know if the add shine feature is still available in the basic build tools window. But doesn't matter if an object is PBR. I will try the new SL viewer if it will even work on my OS but even without PBR, it's not as useful as Firestorm - especially for building - plus other features which is why I - and so many others - choose Firestorm over SL viewers. This baffles me more than anything - why LL didn't spend $$ hiring / acquiring the Firestorm team and tech and implementing those cool features into SL viewers to make SL viewers a whole lot better. And so many other common sense practical applications that have lingered on the SL Jira for years and years and years. I get having flashy cool stuff like "real" reflective surfaces such as mirrors is a neat thing to add another layer of "reality" to the SL experience but PBR just seems not well thought out in how it seriously degrades the experience for those not using PBR. It reminds me of the implementation of mesh and how mesh objects were insanely distorted if you did not use a mesh capable viewer. As noted, it's one thing to not see a reflective surface on PBR objects but it's a whole other WTF to not see anything at all. Which absolutely does spoil your SL experience. This isn't to say LL should not try to improve user experience with new and improved features but how the implementation of those features affects users is crucial in the decision process. And when the decision seems to be, "well, too bad this will be problematic for a huge portion of our users but it works for us and that's all that maters," then you are failing not only your loyal user base but ultimately, SL and LL as well.
  2. SL can run on old hardware with everything set to lowest graphics settings which means you will never see the world as intended which vastly diminishes the SL experience.
  3. Animations in animesh objects get embedded like rots do in prims. It can be near impossible to clean the animesh. Reg scrubbers didn't seem to work. Someone gave me an animesh scrubber script that is no mod so I am curious what code / reference in the script would specifically relates to aniimesh. Thoughts?
  4. Hi animats This is a bit off topic but why does a mesh that is specifically created with a set number of vertices, edges, faces/triangles at a small size that is 2LI suddenly balloon up to 300L when increased to a much large size? SL generated prims don't do this so why do imported meshes? And why does the cost of importing/uploading the same exact object at a larger size increase? If SL servers and viewers see and process the same exact object constructed with the exact same mesh, why does size matter and LI increases? And applying materials to SL prims that are huge does likewise? Can you explain this to me like I'm four years old? This always seemed weird to me like it was intentional to have residents have to pay more in terms of upload fees and land with more LI to use scaled up objects.
  5. Checks my existence... Nope, not a myth. I use a 13" 2014 MacBook Air running OS X El Capitan + 1.7 GHz Intel Core i7 + Intel HD Graphics 5000 1536 MB This is only computer I have and can't afford a newer one. So far I can still log in using FS Firestorm version 6.6.3.67470 (6.6.3.67470). The equivalent SL official viewer was laggy on this machine which is why I don't use it. Plus FS has better intuitive build tools and things like an awesome area search and other features lacking in SL official viewers. I have created a lot of content in SL including fairly large builds for SL bday exhibits using Blender generated objects and SL prims. I have everything in my viewer preference graphics turned on except for ambient occlusion and shadows - shadows slows me way down. As do lots of avatars so I often slide my avatar complexity setting to minimal and derender avatars who are not friends in crowded places and so far, I have been ok. My lapdoggy does heat up like a furnace when using SL no matter what settings I use so I have to be mindful. I can see materials - not PBR since I'm not using that viewer. When I want to move faster and decrease object/image rez times, I switch off ALM and local lights. I also set my draw distance to 92 and only increase it when I'm building something big or want to increase area search or look at something. There is a windlight water setting that acts like PBR and reflects the stuff around it but that's the only time I've seen actual reflections. I use point light and reflective image light settings in objects all the time for projects and can see those. I do think if I am forced to upgrade I may no longer be able to access SL bc of my OS which I have not upgraded yet bc I may lose some software that was on this when I got it. And screw it up so nothing works. If it ain't broke... Lets not forget the sinkhole of Sansar and the intentional bad decision to cut MAC users out entirely. We MAC users sort of operate in the margins of SL as LL seems to cater to the PC crowd though I know SL/TPV viewers do include upgrades for MAC OS. Graphics cards in MAC laptops are limited. Anyway, just wanted Quartz to know those of us using Flintstone computers whether MACs or PCs are not a myth and the OP is correct that any new mandatory viewer upgrades may very well end our participation in SL as well as end our significant investments in content & assets we have created and purchased. I should note that a friend with a decent PC desktop and excellent internet connectivity and so on, got killed on the latest FS upgrade bc of that inventory pic generated thing. He had to reinstall the previous version and will likely not upgrade until all the bugs are fixed or it becomes mandatory. So while there are cool ideas being implemented in viewers, they don't always work out of the box or can be utilized. All new mandatory upgrade viewers should contain a legacy option so we can still access SL with older computers and operating systems. It may not look as purdy and flashy with all the new bells and whistles but at least we can continue creating content for everyone and enjoying our experiences with friends and residents including Moles and Lindens. xo
  6. Unlike a rl grocery store, you do have the ability to exclude things - filtering - from search results, The boolean function works if words are included in the object name and description text but it doesn't work for shops/owners names. I also use the left sidebar filters - I find putting 1L in the item cost search criteria removes most demos from merchants who abuse the demo listings. I think on/off blacklisting temporarily solves this and other issues in which merchants create these problems. It is a workaround until MP is cleaned up or retooled which may not be a priority for LL. But at least it would make searching for things on MP better. Also if LL removed shops that were not complying, that might motivate merchants/sellers to bring themselves into compliance to continuing benefitting from using MP..
  7. I WAS LOOKING FOR INFO ON HOW TO EXCLUDE MERCHANTS FROM MP SEARCHES AND CAME ACROSS THIS THREAD/ I MAY SUBMIT A JIRA REQUEST IT COULD WORK IN THE SAME WAY FAV STORES AND FAVORITES WORK BY ADDING THEM TO AN EXCLUDE LIST OR ADDING ANOTHER BUTONN ON ANY MERCHANTS ITEM PAGE THAT SAYS EXCLUDE MERCHANT FROM ANY FUTURE SEARCHES. - OR AN ADD/REMOVE BLACKLIST FEATURE LIKE VIEWERS HAVE. (I note this again below). Sorry about caps lol I wasn't paying attention. I don't want to retype. lol Also, merchants who intentionally deceive buyers should have their shops removed from MP. Example of this are merchants who sell realistic textures of a vase, etc, but intentionally don't mention it's a 2D texture/image and not a 3d object. I've been fooled by this a couple of times. New folks can get totally scammed by this malpractice. Merchants get notified and their shop is removed until they add an appropriate and truthful description. Also, with the exception of sounds and scripts and possibly animations - but not poses, all merchants should be required to provide a clean accurate visible image of their item. No pic, no listing and their shop gets removed until they add an image/images. And the keyword abuse needs to stop. When shops are flagged/reported for this, LL should remove the store until the merchant fixes the issue. To help merchants with accurate descriptions and keywords, LL should provide a list of accurate key words and numerous examples of how to list items and how to use keywords accurately and merchants should agree to this via MP TOS. If they abuse this, their shop is removed until they fix the issue. LL could work with creators and residents to create a library of visual references that covers all types of clothing, shoes, hair, cars, architecture, animals, etc,. I've been collecting fashion infographics for my own education and amusement. This would be really helpful for both inworld and marketplace shops and residents. Let's say I might want a vintage victory rolls or Dorothy Hamill hairstyle but don't know the accurate term to search for those so and having a place that has images and names of hair styles as well as for clothing, shoes, furnishings, architecture, etc. by era and style would be amazing to look thru and get correct info. This would also help inworld stores in describing their products accurately and organizing better. And it would be brilliant for MP. There is sooooo much fabulous schtuuuf in SL that making it easier to discover things would really make SL so much better and increase sales and user engagement. SL can be a huge time suck when you are trying to find things inworld to on MP. And when people get frustrated, they won't buy thing and/or just leave. I realize some items have crossover use and may have keywords that bring them up in different categories but as others mentioned above, keyword abuse is a huge problem. I should not see dozens of listings for a shop's crappy clothing come up when I'm searching for baroque porcelain vases. LL could retool MP to make certain things mandatory before uploading such as is this a texture or an object. - use the same basic system categories as the inventory for the first level, then mote accurate descriptions to follow. I realize this exists already but before a merchant can even get to the next levels and categories, they have to do this first category assignment. This would prevent people from intentionally mislabeling their items and knowing if they do misrepresent their merchandise, their shop gets removed until they make the correction. Maybe merchants should be required to do a test course like you do before uploading mesh so they understand if they can't list their products accurately, their entire shop will be removed until they fix the issue. I do think the excluding merchants - a blacklist like tool like we have on our viewers - would be awesome - so you can add/remove shops easily to refine searches, And bringing down the hammer on keyword abuse, deceptive practices, no images and spam would vastly improve user experience. Wasting shoppers time by trying to scam the system is not okay. Making MP more user friendly will make it easier to find and purchase things and increase sales which is a win/win for everyone.
  8. Thanks for your reply, ChinRey. Since I posted this, we had reset back to 4L and it seems to have locked into and held that number. We are monitoring the object count on the parcel and it reflects the 4LI. I should have mentioned that my import/mesh upload into SL was under 5LI so that seems like it tracks. Will update if it changes again.
  9. Hodeeee: I created a simple prim build using a variety of 16 cubes, converted it to mesh, imported back into SL with physics added. rezzed it, and it was 22LI convex hull. When I switched to Prim to activate the physics, it dropped to 4LI. I gave this build to a friend, he rezzed it and it was 22LI again as a prim. He swapped to convex hull, then back to prim and the LI dropped back to 4LI. But later it switched back to 22LI. Why does it do this and how can we lock in the 4LI and prevent it from reverting to 22LI? It's really annoying and screws up the LI cont on the parcel, Thank you for your help. xoxo pixels here are pics of the build and the 4 LI count
  10. HOLA! I have an old Jopsy particle script that randomizes textures with a timer. It's a cool "teaching" script that allows you to learn about parameters of particles & change values so has a lot of extra stuff at the top. I deleted the particle parameters edu annotations but left in ones for the main script functions. I have modded it with the following objectives: I added a listen event to start the particle process. I added a kill stop particles line to stop the particle process. The goal is when an avatar sits on an object, that object will tell the particle object to begin the randomizing texture particle process for 60 seconds then it stops until an avatar sits again.. I used a sleep to set it to run for 60 seconds then it should stop until it's called again to start via the listen. It's not working. How do I tweak this to get it to start via the listen then stop the particles after 60 seconds? ** Ideally I would condense this so it's just the basic particle script and does not have it split with the input floats, integers, etc. I tried that but the timer stuff is tied to the split particle stuff and could not clean it up and get it to work. TY for your help. pixels xoxo ============================================================== // Jopsy's Particle System Template v5 - Jan 28 2005 //added listen integer channel = -36367; string TEXTURE = ""; textureRandomise() { integer textureNumber = llGetInventoryNumber(INVENTORY_TEXTURE); TEXTURE = llGetInventoryName(INVENTORY_TEXTURE, llFloor(llFrand(textureNumber)) ); } mySetParticles() { //=============================================================== // Part-1 - APPEARANCE - Settings for how each particle LOOKS vector START_SCALE = < 1.0,1.0,1.0 >; // < 1.0, 1.0, 0.0 > vector END_SCALE = < 1.0,1.0,1.0 >; // < 1.0, 1.0, 0.0 > vector START_COLOR = < 1.0, 1.0, 1.0 >; // < 1.0, 1.0, 1.0 > vector END_COLOR = < 1.0, 1.0, 1.0 >; // < 1.0, 1.0, 1.0 > float START_ALPHA = 1.0; // 1.00 float END_ALPHA = 1.0; // 1.00 integer INTERP_COLOR = TRUE; // FALSE integer INTERP_SCALE = TRUE; // FALSE integer EMISSIVE = TRUE; // FALSE float AGE = 0.3; // 20.00 float RATE = 0.01; // 0.1 integer COUNT = 1; // 3 float LIFE = 0.0; // 0.0 integer PATTERN = PSYS_SRC_PATTERN_ANGLE; // PSYS_SRC_PATTERN_DROP float RADIUS = 0.10; // 0.00 float ANGLE_BEGIN = 0.10; // 0.00 float ANGLE_END = 0.00; // 0.00 vector OMEGA = < 0.00, 0.00, 1.00 >; // < 0.00, 0.00, 0.00 > integer FOLLOW_SRC = FALSE; // FALSE integer FOLLOW_VELOCITY = FALSE; // FALSE integer WIND = FALSE; // FALSE integer BOUNCE = FALSE; // FALSE float SPEED_MIN = 0.01; // 1.00 float SPEED_MAX = 0.01; // 1.00 vector ACCEL = < 0.00, 0.00, 0.10 >; // < 0.00, 0.00, 0.00 > integer TARGET_POS = FALSE; // FALSE key TARGET = llGetKey(); // llGetKey(); list particle_parameters = [ PSYS_PART_FLAGS, ( ( EMISSIVE * PSYS_PART_EMISSIVE_MASK ) | ( BOUNCE * PSYS_PART_BOUNCE_MASK ) | ( INTERP_COLOR * PSYS_PART_INTERP_COLOR_MASK ) | ( INTERP_SCALE * PSYS_PART_INTERP_SCALE_MASK ) | ( WIND * PSYS_PART_WIND_MASK ) | ( FOLLOW_SRC * PSYS_PART_FOLLOW_SRC_MASK ) | ( FOLLOW_VELOCITY * PSYS_PART_FOLLOW_VELOCITY_MASK ) | ( TARGET_POS * PSYS_PART_TARGET_POS_MASK ) ), PSYS_PART_START_COLOR, START_COLOR, PSYS_PART_END_COLOR, END_COLOR, PSYS_PART_START_ALPHA, START_ALPHA, PSYS_PART_END_ALPHA, END_ALPHA, PSYS_PART_START_SCALE, START_SCALE, PSYS_PART_END_SCALE, END_SCALE, PSYS_SRC_PATTERN, PATTERN, PSYS_SRC_BURST_PART_COUNT, COUNT, PSYS_SRC_BURST_RATE, RATE, PSYS_PART_MAX_AGE, AGE, PSYS_SRC_ACCEL, ACCEL, PSYS_SRC_BURST_RADIUS, RADIUS, PSYS_SRC_BURST_SPEED_MIN, SPEED_MIN, PSYS_SRC_BURST_SPEED_MAX, SPEED_MAX, PSYS_SRC_TARGET_KEY, TARGET, PSYS_SRC_ANGLE_BEGIN, ANGLE_BEGIN, PSYS_SRC_ANGLE_END, ANGLE_END, //PSYS_SRC_INNERANGLE, INNERANGLE, //PSYS_SRC_OUTERANGLE, OUTERANGLE, PSYS_SRC_OMEGA, OMEGA, PSYS_SRC_MAX_AGE, LIFE, PSYS_SRC_TEXTURE, TEXTURE ]; llParticleSystem( particle_parameters ); // Turns on the particle hose! } default { state_entry() {llParticleSystem([]); //KILLS PARTICLES llSleep(2); //GIVE IT A REST llListen( -33367, "", NULL_KEY, "" ); //LISTEN FOR STUFF mySetParticles(); llSetTimerEvent(2); //changes particles texture every x seconds } timer() { textureRandomise(); mySetParticles(); } listen( integer channel, string name, key id, string message ) //LISTEN FOR COMMAND { if ( message == "mined" ) //LISTEN COMMAND TO START { llParticleSystem([]); //turns off particles // STOP llSleep(2); //GIVE IT A REST mySetParticles(); // turn on the particles // llSetTimerEvent(60); // reset the alarm clock //THIS IS TURNED OFF - NOT SURE HOW IT WORKS //play sound goes here llSleep(10); //TEST TO SEE IF THIS WORKS & SHUTS OFF AFTER 10 SECONDS llParticleSystem([]); //turns off particles // STOP //stop sound goes here } }}
  11. UPDATE: **** FIXED IT - I was today years old when I found out that Shout is limited to 100m and RegionSay is sim wide so got the Call Box to work. Yay! Also - read the LSL Wiki first, pixels. 🙂 I'll leave this here in the event someone else might find it helpful. xo Hola Again: I made a simple elevator script that works. The call box in the elevator works with a listen and a Say "go here" to the designated floor coords. However, the external call boxes on each floor which I copied from the one in elevator and set to Shout rather than Say, don't work on the longer distance runs. The external call boxes work if the elevator car is closer but the distance from ground floor to the top most floor is 80-90m and if the elevator car is on the top floor and I call it from the ground floor, it will not respond. I thought Shout was sim wide so the listen in the elevator script could hear the command and respond anywhere on the sim. As noted, the call box in the elevator works and takes you from the underground straight to the top with no issue. What would cause the external Shout call box to not work? Been driving me cray cray trying to figure this out. TY for your help. xo pixels
  12. {{{{{{{{{{{{{{{{{{{{{ GOT IT FIGURED OUT LOL }}}}}}}}}}}}}}}}}}}}}}} Placing curly fries brackets correctly is not mah friend. Thanks again.
  13. Thanks Wulfie fixed that, but still getting syntax error //elevator simple integer channel = -36903; default { state_entry() { llSitTarget(<0.15204, -0.06241, 1.08959>, <-0.00000, 0.00000, 1.00000, 0.00000>); } changed(integer change) { if (llAvatarOnSitTarget() != NULL_KEY) { llSay(0, "SELECT A DESTINATON!"); llSleep(01); //ELEVATOR MUSIC", 0.5); llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { string anim = llGetInventoryName(INVENTORY_ANIMATION, 0); if (anim != "") { llStopAnimation("sit"); llStartAnimation(anim); //AVATAR SELECTS FLOOR FROM PANEL, CAR MOVES { llListen( -36903, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message); { //GO TO GROUND if ( message == "GROUND" ) { llSetRegionPos(<45.21164, 161.45197, 28.00000>); // GROUND } //GO TO UNDERGROUND else if ( message == "UNDER" ) { llSetRegionPos(<45.21164, 161.45197, 34.00000>); // UNDER } //GO TO SPHERE1 else if ( message == "SPHERE1" ) { llSetRegionPos(<45.21164, 161.45197, 38.00000>); // SHPERE ONE } //GO TO SPHERE TWO else if ( message == "SPHERE2" ) { llSetRegionPos(<45.21164, 161.45197, 42.00000>);// SPHERE TWO } //GO TO SPHERE THREE else if ( message == "SPHERE3" ) { llSetRegionPos(<45.21164, 161.45197, 46.00000>); // SPNERE THREE } //GO TO FARM else if ( message == "FARM" ) { llSetRegionPos(<45.21164, 161.45197, 50.00000>); // FARM }} llStopSound(); llSleep(1); llResetScript(); }}
  14. Holalala I'm trying to figure out why I keep getting a syntax error at this line: listen( integer channel, string name, key id, string message Any help is much appreciated. And I'd love to move the elevator car slowly but just moving the avatar to the correct level is all I need for now. Thankies xo pixels //elevator simple integer channel = -36903; default { state_entry() { llSitTarget(<0.15204, -0.06241, 1.08959>, <-0.00000, 0.00000, 1.00000, 0.00000>); } changed(integer change) { if (llAvatarOnSitTarget() != NULL_KEY) { llSay(0, "SELECT A DESTINATON!"); llSleep(01); //ELEVATOR MUSIC", 0.5); llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION); } } run_time_permissions(integer perm) { string anim = llGetInventoryName(INVENTORY_ANIMATION, 0); if (anim != "") { llStopAnimation("sit"); llStartAnimation(anim); //AVATAR SELECTS FLOOR FROM PANEL, CAR MOVES { llListen( -36903, "", NULL_KEY, "" ); } listen( integer channel, string name, key id, string message { //GO TO GROUND if ( message == "GROUND" ) { llSetRegionPos(<45.21164, 161.45197, 28.00000>); // GROUND } //GO TO UNDERGROUND else if ( message == "UNDER" ) { llSetRegionPos(<45.21164, 161.45197, 34.00000>); // UNDER } //GO TO SPHERE1 else if ( message == "SPHERE1" ) { llSetRegionPos(<45.21164, 161.45197, 38.00000>); // SHPERE ONE } //GO TO SPHERE TWO else if ( message == "SPHERE2" ) { llSetRegionPos(<45.21164, 161.45197, 42.00000>);// SPHERE TWO } //GO TO SPHERE THREE else if ( message == "SPHERE3" ) { llSetRegionPos(<45.21164, 161.45197, 46.00000>); // SPNERE THREE } //GO TO FARM else if ( message == "FARM" ) { llSetRegionPos(<45.21164, 161.45197, 50.00000>); // FARM }} llStopSound(); llSleep(1); llResetScript(); } } }
  15. HI. I would like to mod this script from the Outworldz Free script library. It's a sky writer script that uses mouselook to position rezzed prims as you move your mouse around and write with prims. What I need is the object I wear to skywrite with will rez a single prim which I can then move with my mouse via mouselook. This prim will have particles in it to "write" whatever in the sky. Not sure how to do this. I'd also like a script that would do the same only record the position of the object as I move it via mouselook. - And would have an input to be able to change the time between each pathway point. Then when done, would dump all the data in chat that would be added to the script or a notecard to be read that would used for an automated version of the above. The automated skywriter would have touch/on off controls and would have a timer or sleep input to change the amount of time lapsed between the end and the restart. Here is the current skywriter script. It lacked instructions but I figured out you have to put a prim in the skywriter to rez. I // the arms animation as I don't have it. I've emailed Fred at Outworldz to see if there's something already in the library that does any of the above. In the meanwhile, any help with this is greatly appreciated. Thank you. xoxo pixels // :CATEGORY:Writing // :NAME:SkyWriter // :AUTHOR:Fred Beckhusen (Ferd Frederix) // :CREATED:2013-09-06 // :EDITED:2013-09-18 15:39:03 // :ID:780 // :NUM:1068 // :REV:1 // :WORLD:Second Life // :DESCRIPTION: // Write on the sky with mouselook // :CODE: integer offset=88000; float zh; default { on_rez(integer a){ llResetScript(); } state_entry() { llOwnerSay("Press 'M' to go into mouselook. Then Hold the left Mouse Button to draw!!D"); if(!llGetAttached())return; llSetTextureAnim(ANIM_ON+LOOP,ALL_SIDES,255,1,0,0,395+llFrand(75)); llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION|PERMISSION_TAKE_CONTROLS); llTakeControls(CONTROL_ML_LBUTTON,1,0); vector pos=llGetAgentSize(llGetOwner()); zh=pos.z*.5; } control(key id,integer on, integer change) { offset+=1; if(on&CONTROL_ML_LBUTTON){ llRezObject(llGetInventoryName(INVENTORY_OBJECT,0),<0,0,zh>+llGetPos()+(<2.5,0,0>*llGetRot()),<0,0,0>,<0,0,0,0>,offset); //llStartAnimation("arm0"); } if(~on&CONTROL_ML_LBUTTON&&change&CONTROL_ML_LBUTTON){ llRezObject(llGetInventoryName(INVENTORY_OBJECT,0),<0,0,zh>+llGetPos()+(<2.5,0,0>*llGetRot()),<0,0,0>,<0,0,0,0>,offset); offset+=5; // llStopAnimation("arm0"); } } }
  16. Hi Been wondering when we will hear back regarding our applications for exhibitors spaces for SL20B. I submitted mine on the 5th of May, then asked about it about a week ago, was told they would not begin allocating spaces until the apps process closed on the 14th. Anyone received their exhibitor spaces yet? Are they being handed out chronologically based on the application date? I usually pre-build as much as I can to work within time limits but helps to know what size & type of space & how many LI I may receive if I receive a space. TY. Looking forward to SL20B. 20 years. Wow. Congrats Linden Lab.
  17. Hola! I have an animation that was not uploaded to loop. I have a script I'm using that works great & has a cam position view, etc. The animation plays then stops. What I need to add is code that that will continuously loop the animation until the avatar unsits/stands. I can't seem to find info on how to do this. Here is my current script: Where would I insert a loop until avatar unsits/stands command? Thank you. xoxo //Offset Position //ex: < 0.0 , 0.0 , 1.0 > = 1 meter above the object (z axis) vector offset = < -0.0,0.1 , -0.05>; //Degrees Rotation //ex: < 0 , 0 , 45 > = +45 degrees on the z axis vector deg = < 0 , 0 , 270 >; //Pie Option Text string text = "COOL"; default { state_entry() { llSetSitText(text); deg *= DEG_TO_RAD; //convert to radians rotation quat = llEuler2Rot( deg ); //convert to quaternion llSitTarget(offset, quat); llSetCameraEyeOffset(<-0.0, -4.0, 1.0>); llSetCameraAtOffset(<0.0, 2.0, 0.>); } changed(integer change) { if (change & CHANGED_LINK) { if (llAvatarOnSitTarget() != NULL_KEY) { llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION); } } } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { key av=llAvatarOnSitTarget(); llStopAnimation("Wave_RHand 11.5"); string animation="Wave_RHand 11.5"; llStartAnimation(animation); llSleep(20); llClearCameraParams();llUnSit(av);llSleep(1);llResetScript(); } } }
  18. Gravity is fussy. I need these to stay on the z axis position and not fly away. I can try that tho. Maybe can set the z position to a set region level? I'm not sure how to do that, tho.
  19. Thanks for your reply. It's a problem because the follow script turns the object physical and physical objects can not be suspended in mid air as they fall because they are physical. And these objects need to be in place in mid air prior to avatars engaging with them. Here is the annotated script I am using. default { state_entry() { //Get the current position of the object. vector pos = llGetPos(); //limit-stop obect rotations llSetStatus(STATUS_ROTATE_Z,FALSE); llSetStatus(STATUS_ROTATE_Y,FALSE); llSetStatus(STATUS_ROTATE_X,FALSE); //Apply realworld physics. llSetStatus(STATUS_PHYSICS, TRUE); //Wait for 0.1 seconds. llSleep(0.1); //Get the key for the owner of this object. key id = llGetOwner(); //Track the location of the owner and updates every 0.4 seconds. llSensorRepeat("",id,AGENT,20,2*PI,.4); } sensor(integer total_number) { //Get the location of object 0, (owner). vector pos = llDetectedPos(0); //Variable used to control the offset. vector offset =<3,0,0>; //Calculating the offset from the detected position. pos+=offset; //Move to new position with 30% motion smoothing. llMoveToTarget(pos,.3); } } I also have another script that makes an objet reactive to an avatar that doesn't require physics but it pushes the object away from the avatar. I think I will have to use that and play wththe vectors and reverse then so it comes toward the avatar instead of away. Still curious why physics is necessary for following.
  20. Hola! I have several object follows avatar scripts - slightly different but all have this line to set the prim to physics: llSetStatus(STATUS_PHYSICS, TRUE); Problem is, I need the objects I'll be putting the script in to not be physical as they will be suspended in mid air when reacting to avatars. While the object will follow an avatar from the ground up if the avatar flies up, that's not gonna work. When I remove set to physics, the object no longer follows. So two questions: 1. is setting the object to physical necessary and why and if so 2. is there a workaround from setting the object to physical? Thanks for your help. xo pixels
  21. I pay monthly for my premium membership - and am billed on the same day of each month and have been or years. I also pay via paypal so it sets up the auto pay. It costs more tho paying month to month than an annual membership.
  22. Short version: Do better Linden Labs and stop passing the buck. Long version. Grab a beverage and some snacks and settle into your comfy chair. So LL hired some marketing guy they're prolly forking over a lot $$$ to and yet I see nothing anywhere about SL in the press, on social media, etc., other than things written by residents. Truly LL has repeatedly failed in this regard and it's no surprise that retention doesn't pan out and attrition increases. And this affects their bottom line. As someone pointed out earlier, SL needs more cash cows (residents) and I have yet to see effort on LL's part to successfully drive that. I worked in PR & marketing at a major entertainment company so I know a little bit about getting eyes on your brand and product and motivating people to leave the comfort of their homes , drive, park, pay for a ticket, buy snacks and sit in a theatre for two hours. Even with streaming the studios still generate huge profits. Getting butts in the seats kept us employed as well as other streams of revenue from different divisions. Continuity of product quality and building brand trust matters. And above all, getting the word out everywhere. I've been in SL long enough to see some colossal missteps LL has taken that drove people out. > The great homestead bait & switch in which LL offered homesteads for $75 USD then realized they screwed up and reversed it. That pissed off A LOT of folks in SL, many left and it kicked off major trust issues with LL. > The TOS copyright update sent more people away. over concerns about their copyright to their original content. > Massive layoffs of LL employees - many who used to be present in SL and interacted regularly with residents. That created a sad ghostly pall over SL and subsequent interactions with LL employees were and still are few and far between. > Sansar. LL's biggest FUBAR yet. I mean, when you know going in that Apple product users would not be able to access Sansar as well as quite a few SL residents who could not afford to upgrade their computers to access it in addition to the inability to transfer content you spent a crap ton of RL dollars acquiring in SL, that would seem to me, at least, to be a deal breaker in going forward with a new VR world that 86'd over half your users. And as many predicted, Sansar died a spectacular death. > Offering new Linden homes to Premium members but not having anywhere near enough to go around and making residents s scramble and compete to get one instead of doing a lottery or some other fair way of allocating the limited number of Linden homes. > Toying with the LL land prices, currenciy and fees. I get that LL is a business with overhead and salaries, etc., but it has been incredibly profitable especially given that it operates on the fringes of entertainment. And that's still an issue. When people hear "Second Life" they either have no clue what it is or have read some stupid myopic review that focuses on some sordid aspects of SL. I took some numpty journalist to task for writing a stupid review article of SL - he saw only a fraction of SL and whoever his "guide" was didn't know ***** but they sure managed to find the adult stuff ASAP. This dumbass article appeared in a major outlet. This goes back to SL's lack of marketing and PR. The ONLY positive and informational articles I see about SL come from Hamlet's blog that I periodically catch via my FB feed or from other inworld or Opensim blogs that pop up randomly. The SL website should have a page devoted to these blogs and positive articles about SL. When I'm not getting suspended on Twitter for telling Nazis to self deport from earth, I see a lot of push for that 8 bit looking VR world called the Sandbox that is a crypto crap trap that has some relationship with Snoop Dogg and a few other high profile peeps. I will post replies on Sandbox's Twitter feed about how SL is a far better VR world visually and has a significant commerce sector and entertainment and so on. I feel I should say something since no one at LL is. I have never seen any push for Second Life. None. Just stuff from those associated with SL whom I follow but now mostly nothing since Twitter 's new man-baby owner has tinkered with the algorithms and forced hate posts from white supremacists and the rest of #TinyDickNation into your feeds. I don't know what it takes to boost your feed and be heard on social media but it's where people go to find out about things via info blasts. So LL, why aren't you blasting like crazy on Twitter, FB, Instagram. TikTok, Discord and all the other social media sites?. Where are your influencers ? (I said that out loud despite my reluctance to say influencer.) Anyway, LL can increase revenue without nickle and diming residents who drop their limited budgeted RL cash into keeping SL and its merchants and entertainers afloat and paying that marketing guy's salary, among other expenses.. COL has increased everywhere so if LL wants to keep folks actively engaged in SL, they need to offer better incentives for residents to continue to hand over their hard earned moolah. Offering deals to Premium Plus members but none to Premium members who have been loyal for years smacks of exclusionary richy rich BS. LL could just have easily plugged those extra perks into Premium memberships and lots of folks would have signed up. And it's a great incentive and affordable. As for improving Second Life... The move to the Amazon server farm was supposed to be more economical and save LL $$$ and operate more efficiently but I've yet to see those results. I don't bork as much going over sim crossings but I seem to crash a lot more when teleporting. There are things on the Jira that have been languishing there for years that would vastly improve certain features of SL. I've been hearing about SL developing brand relationships but I've yet to see anything truly pan out. There is so much potential here but apparently there is a lack of imagination or motivation or an inability to see it from the perspective of those who have invested a significant amount of time in SL. I could see giving someone like Snoop a sim in exchange for promoting SL and the zany potential that would have. He could link VR products back to his RL products. I recently created a mesh book that does this for a friend in SL who just released a novel on Amazon. Snoop's Island could definitely bring in his followers and adjacent sims and homesteads could be purchased for far less than what Sandbox land costs though as noted, Sandbox is crypto driven so that currency is insanely inflated and as unstable as a drunk clown on stilts on top of a ball a seal is juggling. SL currency seems stable - I've not worried about it in the 15 years I've been using it - and as long as it doesn't get greedily inflated, it works for everyone. So this meandering reply to LL can be summed up as this: Stop passing the costs on to SL residents that you've incurred because your profits are going south while you do zip to increase revenue via bringing more people into SL. Make their first experience as good as possible. Ensure that every newly spawned visitor's first impression is one that introduces them not only to the "how to's" of SL but to snippets of everything they can discover here. Make sure there are LL employees and/or LL approved volunteers to help new residents and who can ding griefers out the arrival areas. This is super simple stuff. And for the love of everything Second Life, LL get off your keisters and blast out positive messages about SL at every opportunity like you were LDS evangelicals telling strangers about the good news. Make it easy for residents who also spend their limited time here to find out in a time efficient way what is happening in SL and not just via the viewer or website. Create some really cool one stop info places to go to that have freebies and info kiosks about all the different things SL residents can do and types of events and places to shop and art and educational spaces and support groups and so on. And reach out to some high profile folks and bring them into SL - assign them a LL employee to help get them up to speed and help arrange events, etc.. Once they are settled in, give them a special concierge connection to assist them if needed. There are a variety of opportunities here. Making SL better for everyone and expanding its reach and growing its users makes SL more profitable for LL and merchants and entertainers, can help to lower land costs and generates more fun, interesting and positive experiences for all. I have ideas if you are interested. As do a lot of SL residents. Talk to us. And apologies for my typos. As for any colorful words, that's mah lingo. xoxo
×
×
  • Create New...