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Freya Mokusei

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Everything posted by Freya Mokusei

  1. Nonsense. There have been these sorts of groups in SL since I joined at least in 2006. None of them have ever been able to put any pressure on any other resident; I would say that any resident would quickly realise that they don't need to belong to one of these groups to prove anything, to anyone. Your privacy argument is redundant since people joining these groups are doing so voluntarily. SL is awesome because it lets people choose how much they want to share. It would NOT be as awesome if people were forced to share according to your 'ideals'.
  2. Aaaah bingo. These are roughly spot-on, aside from the colour:- https://marketplace.secondlife.com/p/Waitress-Costume-Edelweiss-Bakery-FatPack/419111 https://marketplace.secondlife.com/p/Waitress-Costume-Edelweiss-Anna-FatPack/419087 Both available in 3 colours, separately or as a pack. Edelweiss are super, too. Hope that helps!
  3. Thanks for getting the pictures to work! Bare Rose would still be somewhat promising, but they do have a lot of items to sift through. ^^ There are plenty of other places I'm sure, but without getting in-world it can be tough. I'll see if I can post in a couple of hours, after I've had time to consult my Landmarks Folder.
  4. Hi! Sadly I can't get to those pictures either. However there are a good few spots I can recommend for this style of clothing! Netsui Kyogo Bare Rose HaxWorx If you can get a picture to show up (either via this thread or in-world) I don't mind taking a look for something a little more exact. Hope that helps!
  5. Kelli May wrote: I always wondered the same about the 'vehitars'. http://en.wikipedia.org/wiki/Aerial_refueling Pretty sexy >.>
  6. As Qwalyphi says, there's no way to 'track' the tip of a flexible prim. Flexible shapes are determined by each viewer that can see the object, so they can look radically different to different residents (most of these differences are based on residents graphics settings). Making particles emit from the tip is... unlikely to be practical using this method. A better approach is to use non-flexible sculpts (possibly with animation) or mesh (trickier to animate, but less 'blocky' and higher detail).
  7. Darrius Gothly wrote: Well, what if this quarter's stats show that new user signups is drastically down. In fact, what if it shows it's lower than it ever was with the original format First and Last Name process? That would knock the last peg out of their argument to retain single user names. And wasn't the number of signup page abandonments also part of the quarterly stats? What if that showed abandonment was up instead of down? Again that would fly counter to their argument. I'm sure you're aware of both Tyche and Tateru's statistics. Both show a fairly good raise in sign-ups since last names were killed, especially since about April last year. Most of the 'user' related metrics still exist, and continue to be mined and analysed. The missing component is mostly the economy data (without having compared). The fact that LL is allowing just as much data 'out' (for third-party analysis) as it has done since 2010 probably means there's nothing new worth hiding. They've just moved away from doing the publishing because it was no longer useful now that they're no longer in the 'hype' phase of development. As I said before, all it ever did was provide 4 sell-out performances of Chicken Little every year. That the current management recognises this is - in my opinion - a good thing.
  8. Darrius Gothly wrote: I wouldn't hold your breath Freya. LL's track record is to remove a feature or function, sometimes promise it will be replaced "real soon now" with something better .. and then it never appears. ... I'm not wanting to be pessimistic, or always spouting the negative perspective, but the actions over the past 3-4 years have taught me well what to expect. Besides, if they truly intended to improve something, they'd have developed and tested that something before they deactivated the old something. When they just turn something off without any mention or specs on its replacement, it doesn't take a lot of common sense to realize that the new something is just smoke and mirrors and never intended to be provided. Haha, as someone who's still waiting for volumetric windlight and parcel-definitions (media, etc) separated by z-height, I'm fairly used to being a little purple in the face. Mostly I'm pleased that LL have moved on from the 'Look, we've got money! Look, we've got people!' start-up-style advertising/promotional mindset to a more 'We're providing consistant value', introspective mindset where reports and statistics are filtered inward to the userbase (vs. outward to prospective investors). If we come out of it with some new toys to play with, it's all bonus.
  9. Daniel Voyager wrote: “ We are discontinuing regular reporting of aggregate economy-level data, because landowners and merchants have told us that the information is of limited value to them. Moving forward, we will instead focus on improved reporting tools that help individuals better manage their businesses in SL.” I'm quite happy with this. Quarterly stats ever since 2009 had basically turned into the following:- Read stats 'Outrage' that the definitions of the stats have changed again. "The sky is falling omg!" Life as normal. Maybe now we can skip from step 3 to 4 one final time and stop pretending that anyone was able to make business decisions based on the vague aggregated stats. I'm looking forward to more focussed, useful reporting abilities for those that utilise SLM or in-world locations.
  10. In addition to the answers above, it sounds like the paper flyers are being emitted as particles. The keyboard shortcut Ctrl + Alt + Shift + = will hide these, allowing you to see more clearly while you set up your security orb and hunt for the emitter.
  11. Terrain textures are 'baked' in the same way your clothing layers are, using 4 layers that show/hide in intensity depending on the height of the land (usually sand > grass > gravel > rock). Land at the 'transition' between two layers, is usually randomly determined using a fairly basic algorithm (the 'seed' changes when you relog). This basically means that land in this transitional space will vary wildly between SL users. The solution is to adjust your terrain textures (if you're an estate manager), or adjust your terraforming to prevent this from being an issue.
  12. Sorry, crossed-wires. Public infohubs tend to be more traffic heavy, which is what I thought you'd seen. -- I think it's possible to specify a single Infohub on a private island. They can be used to 'funnel' people who TP to the sim so that they land at the Infohub point. However since these aren't operated by LL, and people don't end up here after crashing etc, it doesn't really give you anymore traffic than you'd otherwise have on your private region. TL;DR: Private region owners (Estate Managers) can set one per private region. Private infohubs don't attract traffic anymore than the rest of the sim would.
  13. Infohubs are mostly historical, and as far as I know only Linden-owned. As in, infohubs are operated by LL themselves. They're only found on Mainland. The most common reason for there to be lots of traffic there is that when regions crash, people who relog to offline sims end up there. Additionally when new users join SL they arrive at an infohub, and when sent home are returned to an infohub if their home location is unavailable. This also means users who enjoy people-watching, or... 'interacting' with new users (Infohubs are popular griefing points) often hang around as well. Buying land near infohubs used to be profitable, and traffic would be quite good due to those rezzing in. This has more or less declined in recent years, as traffic has moved away from mainland SL and toward private islands.
  14. Before this thread gets too carried away with the usual, those concerned about which things are displayed to those those viewing your profile can follow this link to set their profile privacy:- https://my.secondlife.com/settings/privacy
  15. Rayne Keynes wrote: People build things like online indicators to be used in clubs, land rental etc so that the OWNER of that business can indicate whether certain employees, dancers, customer service etc, are online or not,... and as such available to answer questions, help with issues etc,... by forcing the people who design these things to give/sell the script full perm so it can be copied into a script owned by/ created by the recipient, your effectively killing that business. Easy solution to this particular problem. Have a full perm script that is copied, which only includes the online/offline detection code. Enough of those are freebies that the bits given away in there won't hurt your IP. The small full-perm script then sends the online/offline detection to the limited permission, still secure, main script.
  16. Rene Erlanger wrote: You're assuming that a million or so regular users can somehow maintain order of this new "Received Items"Folder...when they did not have the discipline to keep their "Objects Folder" in order in the first instance. Yep, I am. And so are LL. By making the Received Items panel separate to the inventory window they're clearly hoping people clean this regularly. Previously there was no incentive to do so, as the Objects folder was more obscured, and 'didn't matter' if it was a mess. LL's challenge is making sure the incentive is there to keep it clean. This isn't a new challenge, but it IS a new incentive. The tidier and smaller your inventory, the less of a burden you are on LL's servers. Rene Erlanger wrote: We already have adequate tools available if only people learn how to use them. If you vaguely know the item you are searching for in your over-bloated "Objects Folder"...you could type a keyword in the Search field box to narrow down the objects listed (e.g shoes, hair, AO) in the "Objects Folder". Likewise using "Show Filters" in conjunction with "Recent Items Folder" would make life easier too. Inventory search isn't a rear-end solution for these huge database calls. Sure it helps the resident find what they're after, but by doing a large-scale scan on your inventory you're not being server-friendly. As I say, my opinion is that this new process will help. As for 'adequate tools', 'filters' 'recent items' etc etc, they don't work as cleanly and are for more burdensome to use. The process is clunky and out-dated, and makes no sense to new users. Received Items mirrors other more modern approaches to asset-handling. Mumbo-jumbo that!
  17. Sassy Romano wrote: "Ideas" are great but in a commercial environment, any idea which has resource thrown at it should really be answering the classic question of "what business problem are we trying to solve?" Obviously I'm in no position to give you a definite answer on this; it sounds like something only a Linden can do. However (and bear in mind this is a simplified explanation of the current system):- Imagine every SL resident has 250 loose objects in their 'Objects' folder (substitute any number you like). Every time they receive an object, this object also goes into their object folder. Every time the user goes looking for received items, they automatically go to the Objects folder, oftentimes requiring the viewer to ask for information on all 250 objects inside that folder. Assume each resident looks inside their Objects folder 4 times per log-in, each time requesting the information from the inventory server; that's 1000 objects-worth of information per log-in, per user, and all with the intention of finding a single, recently-appended object. Over time, with users continuously dumping more items into the Objects folder, this creates inventory lag (as the viewer has to request an ever-lengthening list) and occupies lots and lots of inventory server time (which of course is shared between all residents). -- Encouraging users to trash boxes/unecessary items quickly, or sort needed objects away from any large, less-obvious 'dump' folder is a sure-fire way to reduce the size of these folders, and also allows LL to optimise inventory calls so that Recent items can remain 'at the top' of the inventory server (or even within the viewers cache) to save having to make so many large (and mostly unnecessary) calls to the inventory database. /me exhales, wheezes, and slumps to the floor asleep.
  18. I love this idea. Speaking as someone who's never emptied their Objects folder in five and a half years.
  19. Syo Emerald wrote: You are both wrong. Otherwise it would be ok to bully people in RL for everything except their age, gender and other biological things which can't be changed. Make up, hair, the way someone speaks, clothes and everything else. Cause you can change it! Change everything you are, cause it isn't intolerant to be mean to others cause of their choices. Wonderful world really..... But what should I expect from two people with human avatars? You'll never get into those situations.... Grief them all, that is what I would like to see and many places where humans are not allowed. Its more than just dresscode. My skin, my head, my ears, my eyes...that not a damn dresscode! Your basic premise is incorrect. Setting standards is not the same as bullying. As I wrote at the end of my last comment; "No shirt, no shoes, no service." - a dresscode that by no means 'bullies' those not wearing shirts. It plainly states that they won't be welcome. Insults, intimidation, harrassment and whatever else is completely separate from simply having expectations from people using a service or arriving at a location. Bullying implies that there's a definable, defenseless victim; in the case of a dress-code the only victims are people who willingly choose to become victims. Your skin, head, ears, eyes, are all attachments or clothing layers. They're all dress, and all choice. I also resent the implication that I've never been discriminated against.
  20. Syo Emerald wrote: Its not a fictional charakter who gets said she is not allowed to go somewhere. Its me who gets told that the avatar I tend to chose is not allowed. The important word in this sentance is 'chose'. It's not that you - as a user of the Second Life service - is not allowed. It's that your virtual (fictional) cosmetics that aren't necessarily appreciated. It's all about choice, and you're always free to choose differently. You can choose to change, or choose to go elsewhere. Syo Emerald wrote: Hating us out of nothing is intolerance. Its exactly the same as being rude to people in RL because of their apperance. Disagree. Because unlike RL, your appearance in SL is 100% choice. No-one has to be 'tolerant' to allow 50ft tentacle demons on their land, and no-ones human rights are being stepped on by asking avatars conform to a dress code. No shirt, no shoes, no service. Editted for clarity.
  21. You can zoom, pan and orbit your camera using Alt+left click, ctrl+alt+left click and ctrl+alt+shift+left click. Escape to revert the camera. To zoom the camera (as opposed to moving it), Ctrl+8 zooms in, Ctrl+0 zooms out, And Ctrl+9 reverts the zoom.
  22. Pelvis is normal. Stomach is rarer but still possible! And the flipping when attaching to a new point can be beaten by rotating the entire object in Edit =] If you're looking for a better fit, try shorter skirts or mesh!
  23. You can do anything on Premium Land (more commonly called Mainland), provided it fits within Community Standards, SL ToS and the appropriate land rating for your land. On General (G) land you wouldn't be able to have any explicit scenes/poseballs/furniture, but everywhere else you can basically do as you please.
  24. As someone who successfully completed their dissertation in SL without ever bothering anyone who wasn't already a friend of mine, I have to admit that your approach is lazy. Your questions show a complete lack of insight about how SL works and why. The best example of which is asking whether peoples' careers differ between SL and RL. I mean, really, that's just... not knowing anything about the platform you're supposed to be researching. There are plenty of books you can read about SL to be found on Amazon. I had to read about 5 of them to complete my own degree-level project, in addition to running my own SL business. Yes, some users may well decide to help explain all of this to you. Others might actually reword your questions for you so that you can get some useful answers from your survey. But why should we?
  25. The pre-windlight system also used to be 4 hours long (3:1), the same as it is today. It always seemed like a nice way to do it, so that everyone who logs in will be able to enjoy daylight at some point in their session (regardless of local time). I once recall there being an SL 'year' measurement, which was 10 RL days (10*6 = 60 SL days) long. Heck if I can remember the source, though. I always found it novel that SL daylight was unified across the grid. The idea of a world where its star is the same size across the entire surface if the landmass, and yet also infinitely far away, is a very fun concept to me. I also liked the idea that the grid was a 2D surface, stretched straight and rotating along a perfect axis. I'll admit I'm perhaps 'odd' like that. I suppose I'm hardly the target audience of this JIRA; I've only been to 'RL-alike' sims less than half a dozen times and never wanted to try and transpose an RL location into SL, or vice-versa. And despite owning a whole bunch of land, I've never fixed the sun. I consider the four-hour day to be a basic parameter of the world, and working with it in mind is just as important as using alpha prims over staircases to stop people bumping their way up the steps. TL;DR I get why you want it, because support for your niche is lacking. But I won't be voting because I love the system in place.
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