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Penny Patton

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About Penny Patton

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  1. I can think of several open Jiras for very reasonable feature requests or much needed bug fixes, which have existed a lot longer and still haven't been acted upon by LL. Meanwhile, I've seen LL throw time and money to rush features out that nobody asked for or wanted, which are then quickly forgotten. Or features that require other features to exist to be useful, then never deliver on the other features that needed to come out first, leaving the features they did complete as entirely useless to the users at large. I will never understand LL's development process.
  2. No. No I am not.You are shadow boxing.
  3. Ok, no, that's not what I'm saying at all. Originally, you seemed to believe I was, in my earlier posts, saying that people shouldn't use the mesh available, that instead we should wait for some perfect mesh. I tried to clarify that I was not saying that at all. I was saying if there are mesh bodies that work for you, great, use them. I have a couple I use myself for different looks. However, regarding the original question posed by the thread (which, again, was "Is non-mesh Doomed to Extinction?") there are people who aren't satisfied with the limited options provided by the current mesh body market and many of them will continue to stick with the standard avatars until they find a mesh body that suits their needs. That is an observation. An objective description of what is happening in SL right now. It has nothing to do with my opinions on anything. I pointed out the issues with the current mesh market which have lead to this situation based on my own experiences with mesh bodies and body parts as well as comments I have heard from the many people I know still using the standard avatar body. The second statement you highlight is part of my thoughts on how LL could have avoided the problem of the fractured clothing market as well as given everyone a suitable option to upgrade to from the old, standard SL avatar bodies. Let's be absolutely crystal clear about that: I am NOT asking LL to do this. I'm NOT saying they will do this. I'm saying "this is what they should have done, from the beginning, and this is why they should have done it." I am NOT saying anyone should wait for LL to do this. LL is not likely to do this. They should, but they probably will not. LL has a long tradition of not doing things they really should have done, instead creating lots of avoidable problems for themselves and their customers. Does that make sense? Does that clarify my statements?
  4. I don't want to make any assumptions about what I think you're saying, so I'll just say you've lost me. What?
  5. I think you're missing the point. I'm not saying anyone should wait on anything. I'm saying that non-mesh avatars will continue to stick around as long as there are people dissatisfied with what the mesh body market has on offer. That is ALL I am saying. If you need me to provide any evidence to support this position, log in. Find any sim with a decent amount of avatars. Look around. You will see avatars with standard avatar bodies. If you ask them why they don't upgrade to mesh they will give you an answer, probably similar to one of the reasons I stated above, or maybe something I didn't think of. In addition, I don't believe the answer lies in a single mesh body from a single content creator. The way I see it, LL could have largely avoided the current situation by providing a brand new, updated, set of standard avatars. A well made one. An improved male and female basic avatar with baked textures, an improved appearance editor. An improved, standard, UV. Materials. BAM. Everyone has this body. The bulk of skin and clothing support goes to this body. New residents are started off with this body. The old SL avatar is still there, you can use it if you want, but as time goes on it largely gets phased out beyond a handful of holdouts. Third party mesh bodies still exist to serve specific body type wants and needs (giant boobs, giant muscles, etcetera). That should have happened before the mesh roll out. People in the mesh beta should have been given access so the day mesh was released to the main grid, so was the new body along with clothing support from mesh beta creators.
  6. Mirrors are totally possible without creating excessive amounts of lag.* In fact, years ago SL did briefly have working mirrors. I'm not certain if LL has ever stated mirrors were impossible due to performance reasons, or if this is an explanation residents came up with to explain why LL hasn't done it. If performance is a concern for LL I can think of a dozen things they could have been doing for years now that would have greatly improved performance for everyone, but they haven't done any of those things. *If LL added a mirrors feature and left it open so someone could make an entire build made out of mirrors, or an avatar attachment with a couple hundred mirrors, that would certainly cause performance issues, but there's also definitely ways to prevent that sort of abuse of a feature, like giving mirrors a higher LI cost to discourage people from rezzing to many, and giving mirrors a super high draw weight cost, making them prohibitive for avatars.
  7. It's different in that in the prim days, as long as the clothing was modifiable, it could be made to fit any bodyshape. It might have taken a little work on the customer's part to adjust the attachments, but everyone was a potential customer. You could reach 100% of the market, without exception. That market now is fractured. If you make clothes for Maitreya, only people with a maitreya body will buy your clothes. If you make for Freya or Belleza, then only the people with those bodies will be your potential market. Without putting in the extra work to release versions compatible with every mesh body plus the standard avatar, you no longer have that 100% market reach. As a creator, this greatly increases the amount of work you need to do while ultimately reducing your potential profit. As a customer this limits your options and presents a more complicated shopping environment for new residents already overwhelmed by SL's steep learning curve. That is the difference. Again, when you're shopping for clothes made to fit that body, yes, it's super convenient and super simple. AGAIN, I am not saying mesh didn't also bring improvements. I seem to be typing this again and again. How many times do I need to repeat that? And, yes, sometimes you can make a piece of clothing not made specifically for your particular mesh body fit. That's not normal, though, and often takes a lot more work than toggling a few alpha cuts. I speak from experience. I've been using mesh bodies for years now. I'm wearing some fantasy abdomen belts that ONLY fit my mesh body because I'm actually wearing both the male and female versions together because that's the only way they mostly fit. Otherwise there's far too much clipping for a few alpha cuts to fix. For that matter, the skirt I wear with my fantasy av would also look good with my Fallout style avatar's Raider outfits, but it does not fit the mesh body I use for that look and there are no similar skirts that will fit that mesh body either, so on that score I'm SOL. YOU not having experienced this problem doesn't solve the problem for me. That's the fact of the matter. If you're looking for clothes in a particular style it's luck of the draw on whether or not you'll find mesh clothes In that style That will fit the particular body you're using If you haven't run into that problem, good for you. I'm not saying you're wrong. I'm saying you lucked out but not everyone else is so lucky and that pushes some people to stick with a standard body. You also have to remember that everyone has different priorities. Things they absolutely need in a mesh body if they're going to purchase one. I didn't get a mesh body until I found one that was Modifiable, because I like to mod and the avatars I make are not possible without being able to mod my body Had modifiable clothing available for it, so I could make clothing in the very specific styles I wanted even if no one was making them Was capable of the specific body type I was going for These were my priorities. They may not be yours. The options I found that fit my priorities may not work for someone else. The bodies you purchased might not fit that hypothetical person's priorities either. Maybe their is nothing currently available for them. Again, I'm not arguing mesh is bad, I'm addressing the question of the thread. "Is non-mesh doomed to extinction?" Until everyone can find a mesh body that meets ALL of these criteria: Can work with the body type they want Is easy enough for them to work with at their appearance editing skill level Has clothing options in the styles they are looking for Has a variety of clothing and accessories support that meets their needs Meets their needs as far as permissions go ...then the answer to that question is a resounding and definitive "No." You or I having found bodies that meet these criteria, for our individual needs, does not change that if the same cannot be said for everybody.
  8. Sure, but if you have a sim and build yourself a 1:2 scale racing environment specifically for that purpose, there you go. You've gotten a much better experience and a lot more bang for your buck. In places like the old mainland vehicle sandbox sims, where there's not much of an environment to speak of, just the open road, you again get a better experience just by scaling down. Like I said, I use this in building and even just reducing content down to about 1:1 scale gives you so much more space and detail to play with. Sometimes I invite people over to my mainland home, a 4096sq.m. parcel and have fun just blowing their minds by showing them how much stuff I have there. This entire town is smaller than some houses in SL, but when you're standing in the middle of it, it sure doesn't feel that way, even if your avatar is a typical 7' tall.
  9. Exactly. LL did give us that "middle level" but nerfed it out of the gate. Bring up your camera panel from the toolbar and one of the tabs is a selection of various camera presets. From there you can choose the default camera presets we all know and love/loathe "front view" which is exactly what it says and is useful exclusively to people who don't know how to alt+cam and no one else a "top view" which is, again, exactly what it says but useful to no one a "group view" which is essentially a side view and also useless What LL should have done, and should still do, is include a bunch of variations of the default view. Giving people the option of the classic camera placement, something lower and closer, and maybe a few inbetweens. Some TPVs have done this. Black Dragon comes to mind. LL should have also given us the ability to create and share camera placement presets, and access these presets via scripts. So many useful things LL could have done to add polish to the user experience.
  10. Yes, I know I'm a nerd and I know I'm OCD about detail but I've been noticing certain trends in how roleplaying sims are being advertised and they bother my delicate sensibilities. I'm not thinking of any specific RP area as I type this. These are pretty much aggregate thoughts I've had over the past several years and I figured I'd share them. Also, this is just one issue relating to RP sims, it's not the one single issue upon which all RP sims rise or fall, it's just one issue that stood out to me over the years and right now I have the urge to share my thoughts. First, I see a lot of people conflating medieval and ancient times. I know "ancient" has become a catch-all adjective for "old" but when you're talking about a roleplay setting, "ancient" and " medieval" refer to two very distinct eras. "Medieval" is the knights and ladies, castles and kings area you commonly think of in fantasy. King Arthur, dragons and wizards with robes and pointy hats all fit into this era of legend and fantasy. A "medieval fantasy" setting is typically where you find all Tolkien derived fantasy elements. Elves, orcs, evil princesses calling out to dark forces and captured wizards waiting for their Prince Charming to rescue them. All that stuff. An "ancient" setting is much older than that. "Ancient" refers to Rome, the Greek nation states and all points going back to the earliest records of human history. "Ancient" fantasy settings have your Olympian Gods, the Minotaur, adventurers in togas and bronze chestplates fighting Medusa or building giant wooden horses that couldn't possibly be some Athenian trick. So where do the pirates of the Caribbean, the Spanish Inquisition and all of that fit in? Well, neither. Those are a part of what's known as the "Modern" era. Yeah, Blackbeard and his crew are closer in time to Big Macs and Netflix than they are to King Arthur and definitely closer to us than they are to Ulysses or Jason and his argonauts. Speaking of Ancient Greece, did you know that that is where our legends of the Amazons, the warrior women, come from? Amazons didn't live anywhere near a jungle. You're thinking of the river in South America, so named because, in the modern era, Spanish explorers saw tribes which included women warriors, and were reminded of the ancient Greek myths that were old to them! This confusion continued when Hollywood began putting out Tarzan movies with "Amazon warrior women". Yeah, they were bad at history, too. The Greek Amazons had different depictions. Sometimes they were depicted as only being women, no men. Taking men as slaves for breeding, giving away or killing the male babies and only keeping the girls. In other depictions Amazons included men, but the women were the dominant sex. The warriors and leaders. In some legends they're hostile to men, in others friendly. In one of the myths, Herakles/Hercules shows up to ask the queen for her belt as one of his trials. She agrees to give it to him as a gift, but one of the Greek goddesses instigates an all out battle because the Greek deities were jerks. In another version, Herakles just up and conquered the Amazons. Because he was also a jerk. Then of course there's fantasy eras set in other worlds, separate from our own. The "Middle Earth" from Lord of the Rings. Conan's "Hyborian Age" The sci-fi/fantasy world of Gor. Of course, many of these fantasy settings are at least based on hsitory ,using the familiarty of the real world to create a more immersive and engaging world that people can relate to. Middle Earth very much resembles the medieval era. Knights and ladies. Kings in their castles. Wizards in their towers. Swords and plat armour. The Hyborian Age more resembles the Ancient era of our world. Drawing on myths and settings of that time. Ancient gods, walled city states, togas and loin clothes. Ok, so why does any of this matter? Fantasy is not reality, and it's certainly not history. Fantasy is all made up anyways so who cares if minotaurs are fighting knights on pirate ships (which admittedly sounds pretty awesome)? Well, it matters because theming matters. Yes, you can have a fantasy setting that blends all elements of fantasy together into one generic mush, but then what are you offering when every other "medieval" fantasy sim is doing the exact same thing? What sets you apart? Why should I go play in your sim as opposed to the dozen other sims offering the exact same mush of conflicting themes? You're setting yourself up to be the beige of roleplaying. Nobody particularly likes beige. It's only used so much because nobody particularly dislikes it either. You probably won't do badly with a generic mush of fantasy themes, after all anyone can be whatever they want, but you probably won't have a particularly strong draw either. When you have everything tossed in the pot like that, nothing stands out. The sim with the most active population will suck everyone else up until their users get bored and move on to the next shiny new sim.* So if you want to stand out from the crowd, you need to offer something unique. You need a strong theme. A distinct setting. Understanding the different eras and the origins of various legends and stories and mythologies can help you do that more effectively. That doesn't necessarily mean sticking to a set, established historical or mythological setting, you can definitely play with different themes. I saw a sim the other day with a theme of a group of islands with Caribbean style pirates and jungle style tribal Amazons. That's a nifty, unique premise. Not historically or mythologically accurate, but that's not the point.They came up with a unique setting with some strong, iconic imagery. Gor, love it or hate it, has it's strong sense of setting and theme. The world is based on the books the setting comes from. You can't be a dragon or a neko in a Gor sim because those don't exist in that world. Allowing nekos, orcs, minotaurs and all that in would weaken the theme, push it more towards that generic "anything goes, nothing stands out" mush. The Pirates and Amazons sim I mentioned early also manages to keep a strong theme by sticking with those two basic elements. Pirates, with their tall, wooden boats and black powder guns and cannons, eyepatches and peg legs, versus the tribal, jungle amazons with their pelts, spears and jungle traps. Learning a bit more about the individual elements you decide to use in your RP sim will let you use those elements more effectively. Using the pirates and Amazons example again, you could incorporate pirate lore into the sim, with ghost ships, buried treasure, and Goonies style One Eyed Willie caves. You could go different directions with the Amazons, too. Either a Wonder Woman style ancient Greek city kept hidden and unchanged to the modern age, or Tarzan style jungle Amazons, or go all out on the Jungle tribes theme and incorporate elements from the Spanish exploration of South America, like the lost city of Gold. All this gives your sim a grounding and lore players can dive into, as well as its unique flavour. Anyway, that's all I had to say right now. How about you? Have you felt the same way about generic fantasy sims, but been unable to put your finger on why you felt that way? Do you think my ideas are stupid and "anything goes" is the only way to go? Have at it! *All else being equal of course. Again, there's definitely other factors that contribute to the success or demise of an RP sim.
  11. Took me a while to realize what looked like a tiny search icon in the new post toolbar is actually a post preview button. I think it would be a lot more obvious to just have a "Preview Post" button next to the "Submit" button, where most forums put it. Also, while I like that you can now upload a picture and just drag it into your post where you want it to be, the ability to do this is not immediately apparently. I didn't realize it until someone else told me. To the uninitiated it seems like you can attach images, but not have them displayed in the body of your post. It seems to me that a line of text in the attachment box could clear up that misconception very easily.
  12. Usernames are also visible if you view the person's profile. Now, I haven't used Firestorm or the LL viewer regularly in a long time, but if I remember correctly, even if you choose not to display usernames at all, you will still see an avatar's username next to their display name in IM windows, any sort of transaction window or popup, in the edit window if you try to edit one of the avatar's objects or attachments, and even in the little window that pops up if you just place your mouse cursor over that avatar.
  13. A few other people mentioned this to, but you get the idea. You're all right. You're also all wrong. With the introduction of mesh, LL gave content creators the ability to create content that is much, much more optimized and easier to render. They also gave creators the ability to bloat badly made content to an even greater extent than was possible in the past. Because of this you will see mesh content at both extremes. Super detailed avatars with a draw weight close to 30,000 or even lower in some cases. Low detailed avatars that somehow manage to have a draw weight pushing 300,000, killing the framerates of all those around them. Part of this has to do with the fact that avatars don't have any real "land impact" restrictions, so content creators feel they can create much higher polycounts for their attachments than they would for content rezzed in the environment. A 100 prim chair would never fly these days, but a mesh hat with a prim equivalence of 100? "Sure, why not? More polygons means more quality!" many content creators would say. Another factor are textures. SL has never had much of a cap on texture use and mesh, which allows creators to break up a surface into many separate textures, has given way to avatars wandering around with literally half a gigs worth of textures. That's half a gig worth of files you need to download before that avatar is properly rendered. Half a gig worth of VRAM used on your videocard, killing your framerates while ramping up the "texture thrashing" issue many experience in SL. Not to mention lots of no-mod mesh bodyparts with many invisible layers, tattoo and clothing layers that many never or rarely use anyway, just invisible polygons that your videocard still needs to put just as much effort into rendering, even if you don't see them. So, yes, mesh has helped a lot of people reduce their avatars's performance impact, greatly. But it's also helped some drive up their impact by at least as much.
  14. While we could debate the merits and drawbacks of individual settings, most people would agree that a lower camera perspective is an improvement. That's why lower, more "over the shoulder" sort of camera placement is so popular in videogames and have been since at least 2004. The style of camera placement SL emulates has been almost entirely phased out except in games like Diablo and certain MMOs where seeing a birdseye view of a battlefield is preferred for the action. In fact, if LL really wanted to improve on the camera they could make it so your perspective even changes depending on how close or far you scroll the camera from your avatar, just like many videogames, such as Skyrim, do. From a more centred view when zoomed out, to a more "over the shoulder" perspective when zoomed in close. But even a simple preset change can help immensely. There's my camera placement. The back of my avatar's head isn't taking up 40% of my screen and I've never had any issues walking into doorframes. The problems you describe usually seem to occur with people leaping from the default camera preset to something closer to the RE4 or Dead Space "over the shoulder" camera and not realizing they can zoom out with the mouse scroll wheel. That can be addressed in a couple of ways. First, by changing the camera in increments, over an extended period of time, so people slowly adapt. SL is over 15 years old and I don't believe LL has any plans to shutter it in the near term, so they can take this approach. Second, by defaulting to a more moderate distance from the avatar. A change I made to my own recommended camera presets last year. People who do want their camera closer to their avatar are also typically more likely to be comfortable adjusting the camera distance with the mouse wheel. Most importantly, we have to remember that years ago LL added in the feature of "camera presets". LL or Firestorm don't need to change the default presets if they're really that concerned. They can include improved settings as a separate preset. If they did want to make the leap, they could retain the old default camera placement as a "classic" preset. Which I would encourage.
  15. Honestly, a lot of it involves finding mesh content similar in style to the pre-mesh look you're attempting to update. To go into more detail it's worth noting that what would work best for you changes depending on whether you like to mod or not. If you don't do modding, then I'd recommend: the Maitreya mesh body. It seems to be the most popular and have the most clothing support.It also looks very nice. If you have a specific outfit in mind, disregard the above body suggestion and try to find an outfit in the style you're attempting to recreate, then see what bodies it is available for. For a mesh head you definitely want bento. Unfortunately I'm not all that familiar with the current state of the mesh head market. I've heard Catwa heads have an insanely high draw weight, which you want to avoid. But that was also their pre-bento head so they might be a lot better about that now. Try demos. See how they effect your draw weight. For that matter, do the same thing with any clothing you get. Low draw weight is good. If your draw weight is too high a lot of people won't see your avatar, just a brightly coloured sprite where your avatar is. If you do like to mod, then things get more complicated. Avoid no-mod bodies. They'll drive up your draw weight and limit your customization options, making it harder to recreate a specific look unless they have something in that style available off the rack. With a decent modifiable body, like Kitties Lair, you can remove the clothing/tattoo layers from the copy you wear to greatly reduce your draw weight. Avoid no-mod heads for the same reason.You still definitely want bento features. Some clothing makers will include download links for their textures, allowing you to download and edit textures which can make it very easy to expand your wardrobe and recreate a specific look or style. Most of these clothing makers also encourage people to sell their modifiable textures as it drives up the demand and value of their clothing. If you're good at retexturing you can sell your custom creations. In either case, chances are, you're not going to be able to recreate your old look completely, but if you shop around, making a list of bookmarks and landmarks where you can find similar clothing items in mesh, you should be able to get pretty close while also improving on the old look.