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Parrish Ashbourne

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Everything posted by Parrish Ashbourne

  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?
  15. Did a quick search for "eco" in world and found: Etopia Island - Etopia EcoCommunities - Sustainable Living, Etopia Island (191, 54, 22)
  16. irihapeti wrote: Parrish Ashbourne wrote: Drongle McMahon wrote: Only 89,999 posts until you can ask again! with a little extra effort may be some time next week. jejejeje (: it's only 8.9 per minute, assuming martians don't sleep
  17. Drongle McMahon wrote: Only 89,999 posts until you can ask again! with a little extra effort may be some time next week.
  18. Sassy Romano wrote: Well, depending on your vending system, you can get rid of inworld transactions. I can't remember when I last looked at any LL system for reporting. My vending system takes the Marketplace ANS sales feed and correlates that withinworld sales, logged to our ownSQL database but other commercial vending systems do the same as could your own. Those are probably the best solutions for how SL currently works, but after vmm is running it would seem like LL would be much closer to being able to merge the 2 if we could just associate a prims content with a folder similar to the marketplace listings folder, and then have those transactions tracked like the marketplace not the normal inworld transactions. I just sell for fun, and fun for me dosen't include managing vendor systems or creating databases, and my sales don't justify spending the time to do so. All I really need is a customer list for sending out updates. If I were to start over I'd likely get a vendor system but at this point it's a bit to late. By the time I'm ready to start over again (still learning mesh) the next generation platform is likely to be up, and I would hope has bettter record keeping tools.
  19. Drake1 Nightfire wrote: You know what i would love and i am sure other would as well? A vendor that links to our MP stores.. For inworld use in a shop. Something like the Caspervend system. Multipanel, single Land Impact, automatically links to your MP store, can set different vendors to have different sets of products.. Hell i would even still pay the 5% commission.. I'd love to be able to get rid of inworld sales records, and just have it all on the marketplace in one place with out having to down loading records every 30 days. It would be nice to do this directly from a prim with a option to link to a marketplace item. But untill then, I've seen a few stores just having their vendors open up a link to the marketplace listing, I think this is a good way of doing it because the customer then gets to see the full description, extra pictures, has the option of gifting, getting a demo if there is one, reviewing. Problem being convincing customers of this. I've have a marketplace link vendor script to do this where you can link your entire store and just have the one script for all of your sell boxes, and because they are linked you can cut the LI in half. you can all so use it if you like to link to a category or keyword in you marketplace store.
  20. it's been a long time since I set up my marketplace for direct delivery but I think you had to first have received an item delivered with direct delivery, LL had set up some free item for this not sure if that's still in effect. in the knowledge base it all so says "After creating your store, you must restart your Second Life Viewer before attempting to upload items to the Marketplace website using the Merchant outbox." http://community.secondlife.com/t5/English-Knowledge-Base/Selling-in-the-Marketplace/ta-p/700193#Section_.3.1
  21. This is a question I've often had too. I just found the combat system's wiki page, there's a lot more then I realised, should be use full for finding the needed documentation. http://wiki.secondlife.com/wiki/Combat/Systems In my case I just need an object to receive damage.
  22. there was some talk of linden bears at the viewer managed marketplace meeting inworld, sounded like it 's not a requirement but strongly suggested for new lindens to try.
  23. Depends on how it;s set up, if it's just being sold out of a prim you should see the price if you hover you mouse over it, for others you need to right or lift click to get the buy dialog box where you can see the price, just don't click accept if you decide not to buy it.
  24. Tari Landar wrote: ecdotal evidence only, since there is no real evidence other than our own experiences... Yes, it has had an effect on some of the items I have edited, but not on others. As with most things, it's random at best. I'm almost positive it is supposed to affect search rankings, but doesn't actually work. Again though, just my experience personally. I have seen others say the same things though. My guess is that the random part has to do with how active the category or keywords for the item are on the market place, making an edit is likely just a shot term modifier, so if no one else has sales at the time then no effect, if others are having lots of sales at the same time then you'll see a drop. But just a guess...
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