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Sion Pearl

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Posts posted by Sion Pearl

  1. OK, I get this for some reason with Kirstens, and not with SL2.x or Firestorm, but since the support at the Kirstens site is worse than useless right now, I'm asking here on the off chance. 

    Essentially, every time I log in with Kirstens, all the textures - and I mean all of them, even sculpt maps - have a sort of border around them, a discoloured line around two out of four edges.

    This means, among other things, that all sculpties are ruined, and seamless textures are tiled. 

    Check out the ground here, and note the line across my av's forehead, neck and waist. Also see how messed up her shoes, frilly trousers and prim jacket are. Snapshot_280.png

    Kirstens uses a different cache from SL. Which is odd when I log onto SL2 after having used Kirstens, and find that my avatar (but no other textures) is still showing the seams.  Debugging av textures fixes that. 

    Question: why on earth would it do that? I mean, manual cache nuke does nothing, disabling HTTP textures, nothing. What gives? 

     

    My specs: Kirstens S21 2.8.2 (9) Jul 22 2011 21:32:56 (Kirstens S21)

    Release Notes

    You are at 283909.0, 265371.0, 2017.2 in Loogaroo located at sim9784.agni.lindenlab.com (216.82.45.118:12035)
    Second Life RC LeTigre 11.07.20.236326
    Release Notes

    CPU: AMD Sempron(tm) Processor 3200+ (1800 MHz)
    Memory: 2012 MB
    OS Version: Linux 2.6.38-10-generic #46-Ubuntu SMP Tue Jun 28 15:05:41 UTC 2011 i686
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce 7600 GT/PCI/SSE2/3DNOW!

    OpenGL Version: 2.1.2 NVIDIA 270.41.06

    libcurl Version: libcurl/7.21.1 OpenSSL/1.0.0d zlib/1.2.5 c-ares/1.7.1
    J2C Decoder Version: S21J Runtime: 2.0.6
    Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.11.753 / OpenAL Community / OpenAL Soft: PulseAudio Software
    Qt Webkit Version: 4.7.1 (version number hard-coded)
    Voice Server Version: Not Connected
    Built with GCC version 40601

    Packets Lost: 0/8428 (0.0%)

  2. OK, so I tried it, and while the script throws up no errors as such, and you can touch it (you get the little hand if you mouse hover), touching it does nothing. I am at a loss. 

    Now it should be apparent I know little about scripting, but there was a lot of nonsense in that script. I tried something simpler. It still does not work. 

    I am eager to learn. Please tell me why?

     

    integer gpose = 1;string anim = "chinup"; // Name of head holding still pose thingy   default   {      state_entry()      {         llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION);      }      run_time_permissions(integer parm)      {         if(parm == PERMISSION_TRIGGER_ANIMATION)         {            llStartAnimation("chinup");         }      }      on_rez(integer st)      {         llResetScript();      }    touch_start(integer num){    llSetTimerEvent(1.0 * (gpose = !gpose));  }      attach(key id)      {         llStopAnimation("chinup");      }   }   //-------------------------------------------------------------

     

  3. Like it says in the title. When I save a photo to my computer, although the photo is (usually) saved OK, SL crashes. Although I have been using 2.8.1 recently, this has been consistent behaviour since 2.6, and happened before I recently upgraded my graphics card from a 6100 to a 7600. Is this a bug? Or can I mitigate?

    My spec:

    Second Life 2.8.1 (236154) Jul 20 2011 18:35:51 (Second Life Beta Viewer)
    Release Notes

    CPU: AMD Sempron(tm) Processor 3200+ (1800 MHz)
    Memory: 2012 MB
    OS Version: Linux 2.6.38-10-generic #46-Ubuntu SMP Tue Jun 28 15:05:41 UTC 2011 i686
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce 7600 GT/PCI/SSE2/3DNOW!

    OpenGL Version: 2.1.2 NVIDIA 270.41.06

    libcurl Version: libcurl/7.21.1 OpenSSL/1.0.0d zlib/1.2.5 c-ares/1.7.1
    J2C Decoder Version: KDU v6.4.1
    Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.11.753 / OpenAL Community / OpenAL Soft: PulseAudio Software
    Qt Webkit Version: 4.7.1 (version number hard-coded)
    Voice Server Version: Not Connected
    Built with GCC version 40103

     

     

  4. Here is a script for a thing that animates you when you wear it. It's pretty standard. I took it from another object I had. But what if I wanted to turn the pose on and off? Say by clicking the object? Put object on - pose working, click, it's off, click again, it's on. Any ideas?

    string anim = "chinup"; // Name of head holding still pose thingy
    
    integer hidden = FALSE;
    key wearer;  // Wearer key
    
    //MESSAGE MAP
    integer COMMAND_NOAUTH = 0;
    integer COMMAND_OWNER = 500;
    integer COMMAND_SECOWNER = 501;
    integer COMMAND_GROUP = 502;
    integer COMMAND_WEARER = 503;
    integer COMMAND_EVERYONE = 504;
    integer CHAT = 505;
    
    default
    {
        state_entry()
        {
            wearer = llGetOwner();
            llRequestPermissions(wearer,PERMISSION_TRIGGER_ANIMATION);
        }
    
        run_time_permissions(integer perm)
        {
            if(PERMISSION_TRIGGER_ANIMATION & perm)
            {
                llStartAnimation(anim);
                llSetTimerEvent(1.0);
            }
        }
        
        timer()
        {
            llStopAnimation(anim);
            llStartAnimation(anim);
        }
        
        attach(key id)
        {
            if(id)
            {
                if(!hidden)
                {
                    llStartAnimation(anim);
                    llSetTimerEvent(1.0);
                }
            }
            else
            {
                llStopAnimation(anim);
                llSetTimerEvent(0.0);
            }
        }
    
        
        link_message(integer sender,integer auth,string str,key id)
        {
            if (auth >= COMMAND_OWNER && auth <= COMMAND_WEARER)
            {
                if (str == "hide")
                {
                    hidden = TRUE;
                    llStopAnimation(anim);
                    llSetTimerEvent(0.0);                   
                }
                else if (str == "show")
                {
                    hidden = FALSE;
                    llStartAnimation(anim);
                    llSetTimerEvent(1.0);                    
                }
            }
        }
        
        changed(integer change)
        {
            if(change & CHANGED_OWNER)
            {
                llResetScript();
            }
        }
    }

     


  5. Pussycat Catnap wrote:


    Sion Pearl wrote:

     

    My new favourite dress.

    You have some of the best outfits. Who makes that one?

     

    :) That one's by Defectiva. Who make skimpy space dresses for the girls and military uniforms for the boys.The boots are by Abyss.

     

    But it is very, very nice.

  6. OK, first thing: I'm using Ubuntu Linux, so this behaviour may not be happening on a Windows machine.

    When I click on an object (like, one I own or made, for instance) I can't see how many prims it is any more. Now, instead of a number of prims, the spot on the edit window that has the prim count number just reads "(PRIM_COUNT)" instead of the number.

    Anyone else getting this?

     

  7. I just edited it, and made it transparent and very small, but Claireschen's solution is less fiddly. 

    You do need to have the thing on in Firestorm for all the extra stuff to work proper-like. It's one of the more annoying things about it.

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