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Parrish Ashbourne

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About Parrish Ashbourne

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  1. I've noticed mixed results, it has for steampunk in general removed about 99.9% of the keyword spam that use be around 95% of th first 2 pages and about 75% to 50% on most other pages. This seems to be from search using the item name more then keywords, renaming items may help . It dose seem to be more heavy on recent vs over all. I have noticed shopping that it can be hard to find things, I'll see some ting in world and try to find it on the MP and have had back luck searching by the objects name even when in the right shop, not sure if this is from search or im just finding things inworld that are part of set and don't have the right name to search with .
  2. From what I could tell when I last tested the beta search, there was more weight on the item name which may not have a huge impact on individual items, but it had a hug impact on community keywords like steampunk. Currently there are no steampunk items on the first page of the MP only 2 or 3 on each of the next 5 pages, under the beta search it was close to 100%
  3. I don't know what LL did with search but for steampunk the old first page had no steampunk items, and the new search is all steampunk, if this goes live for the first time in 5 years I may start building steampunk item again.
  4. Xiija wrote: not sure if this helps, but... this will give a kinda smooth child rotation in a 0.02 second timer... ( rotating child prim ....#3, root is #1) timer() { vector rotationAngle = <0, 0.03, 0> ; list params = llGetLinkPrimitiveParams(3,[PRIM_ROT_LOCAL]); rotation childRot = llList2Rot(params,0); llSetLinkPrimitiveParamsFast(3, [ PRIM_ROT_LOCAL, childRot * llEuler2Rot(rotationAngle) ]); } to tired to try right now, but wondering what happens when you combine this with target omega, at different spin rates, in different directions?
  5. Grim Bracken wrote: Hello everyone, I'm working on a project where the root prim rotates a child prim using the following code. rotate_counter(){ vector rotationAngle = <0, 1, 0> * llTan(85); llSetLinkPrimitiveParams(3, [ PRIM_OMEGA, rotationAngle, 1.0, 1.0 ]);} This root prim also sets the same child prim texture and texture animation every six seconds using the following code. llSetLinkPrimitiveParamsFast(3, [PRIM_TEXTURE, ALL_SIDES, "blah", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0]);llSetLinkTextureAnim(3, ANIM_ON | LOOP, ALL_SIDES, 4, 4, 1.0, 11.0, 23 ); For some reason the code that changes the texture and it's texture animation causes the child prim to stop it's OMEGA spin. Sometimes, it doesn't and sometimes it does. The behavior is intermittent and there doesn't seem to be a pattern. Does anyone have any ideas why the problem occurs? Is there another, more predictable way of spinning a child prim smoothly? Thanks for any help, -Grim you could try adding a forced restart of the targetomega after each texture change by adding your rotate_counter() after llSetLinkTextureAnim(3, ANIM_ON | LOOP, ALL_SIDES, 4, 4, 1.0, 11.0, 23 ); I all so see that your using llSetLinkPrimitiveParams(0.2 second delay) for the omega and llSetLinkPrimitiveParamsFast( )for the texture change. the first one has a delay built in, which could conflict with your 6 second timer ? might be why your having intermittent problems. Try using llSetLinkPrimitiveParamsFast( ) for both. UPDATE: Made a test script and I can get what your describing to work, din't test my first suggestion and my second dosen't seem to matter. Not sure if this works for your use, but dose demonstrate omega with a timed texture, and animation change. The omega survived having the object be copyed and rerezzed from inventory, not sure about a sim restart. integer toggle;rotate_counter(){ vector rotationAngle = <0, 1, 0> * llTan(85); llSetLinkPrimitiveParams(3, [ PRIM_OMEGA, rotationAngle, 1.0, 1.0 ]);}default{ state_entry() { rotate_counter(); llSetTimerEvent(6); } timer() { toggle=!toggle; if(toggle) { llSetLinkPrimitiveParamsFast(3, [PRIM_TEXTURE, ALL_SIDES, "ec122289-1239-74fd-708f-ab4b949b7cdb", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0]); llSetLinkTextureAnim(3, ANIM_ON | LOOP, ALL_SIDES, 4, 4, 1.0, 11.0, 23 ); } else { llSetLinkPrimitiveParamsFast(3, [PRIM_TEXTURE, ALL_SIDES, "6ea53ede-fbe7-b96d-4222-da0a65014642", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0]); llSetLinkTextureAnim(3, ANIM_ON | LOOP, ALL_SIDES, 4, 4, 1.0, 11.0, 23 ); } }}
  6. Cammy Snowbear wrote: what i dont get is. at beginning there were at least 2 sales or more every day. never without. which makes less sense. if there would be none at start either i could understand. maybe its the products etc. althought people kept saying its good. so i really dont get what is going on there or if its worth to keep creating stuff. when there is suddenly such stoppage. New items appear at the top of search when if you search by newest first, and I believe get a boost for relevance for a short time, after that wares off if sales don't keep it higher in search then it's going to be hard to find, especially for a very competitive market like clothing. Keep making new items to get your store higher in new item searchs, and may be try taking out some listing enhancements for your older items.
  7. looks like you all ready got help, but for future needs you might want to visit the Ivory tower of primatives, it's a great place to get some basic building skills that can help with any thing from placing your skybox to adjusting clothing attachments. http://secondlife.com/destination/ivory-tower-library-of-primatives
  8. With no idea of what you want to build it's hard to help much, there are many ways to build in and out of SL some tools are better for somethings, some of the tools can be learned quickly and others take a lot of effort to learn for learning prim work inworld look up " Ivory Tower Library of Primitives" for mesh http://cgcookie.com/blender http://blog.machinimatrix.org/ All so there is an entire section of the forums with different sections for the various types of creation in SL that would be a better place to ask specific building questions.
  9. KarenMichelle Lane wrote: Let's see. When I owned 6 full regions I was collecting a gross income about $1800 USD per month. After expenses which included $295 USD per month per region and my advertising costs, I was able to save into my rainy day fund [the pad i used when summer vacancies kept me in the red income wise] my net income of $30 USD. Yup I was rolling in dough. It's hard to compete with the large estates that have hundreds of grand fathered sims. In you case, if your 6 sims had been grandfathered, that would have been an extra 600$ a month.
  10. Sassy Romano wrote: Yes it's possible. The majority don't make that. When LL used to post the statistics, that amount would put them in around the > 0.5% of top earners. And that included all types of income in SL, I imagine most 0.5% are estate owners. The other statistic on income that I though did a good job telling how many people make it in SL was that some thing like <85% made over 100$ a month.
  11. I think this might be one of, or part of the chart you were talking about, you might have to scroll down to: Second Life Metric:/inworld profits http://gridsurvey.com/economy.php Things have certainly changed. I think now development time is the biggest reason I'm not profitable any more. I use to make 2 to 4 items a week, now it's one every 6 months for the more advance projects. My best selling items are still very simple things I made 6 years ago, that I never thought would have sold well.
  12. Making full perm mesh, or making things you can't buy as full perm mesh. Any thing with great branding, marketing, and advertising. Giving away tons of free stuff to attract renters, or attract traffic and then advertisers to your blog. Listing items on the marketplace with lots of keyword spam, but only works if your all ready a top selling store, and depends on what key words are used, for example LL won't remove an item that's flagged if it's listed as both formal and casual, and LL seems to think that all items are "steampunk, tiny, gor, goth, vampire, fantasy, furry." LL dosn't give us any statistics on what sells, so know one really knows, if we knew it would all so be over saturated.
  13. this is the slowest time of the year for SL, should pick up after the Holidays.
  14. There's no guarantee that anything in SL will be forever, or even SL for that matter. If your breadable was scripted to die when not fed then it's gone. If you own the region it was on you might try asking LL to roll back the region several days, not sure if that would work with a breadable if the scripting checks the date. It sounds like you might have a breadable bot?
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