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Lucia Nightfire

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Posts posted by Lucia Nightfire

  1. I never understood that policy. You paid for it. Why require more than one person within ANY time limit? The group name can't be reused once it's lost.

    What's the worst maintaining a single member group would allow? Cause additional hits in search? Maybe it's a group others might want to join if found by search and not by explicit advertisement or being tied to land that has to be visited.

  2. 1 hour ago, SimplifyKidd said:

    I like it! 

    I will see if I can figure it out 🙂

    Another thing to consider if you go the rotate-to-hide route is to offer left and right hiding depending on which side of the screen an HUD is as some people like their HUDs on one side or the other. Attach point might have to be referenced as attach position is local to the attach point.

    • Like 1
  3. 4 hours ago, Rolig Loon said:

    And remember that the minimum allowable dimension for any object in SL is 0.01m. If you try to shrink a multiprim object, you'll find that you'll hit the limit when the smallest prim in your linkset hits that minimum dimension.  It pays to think ahead when you are designing a HUD.

    This is why if a static reference, such as the root link's size, isn't already used, llGetMinScaleFactor() & llGetMaxScaleFactor() should be referenced prior to using llScaleByFactor() as the former references the 0.01m lower scale limit and the latter references the 64.0m upper scale limit as well as the 54m encompassed link distance limit.

    As a word of caution, though, I would not use the exact values returned by those two functions else you risk link position/scale drift due to precision loss. I would stick to "simple" increments and stay "just" above the minimum and "just" below the maximum.

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  4. 3 hours ago, Alex0Eagle said:

    This information will provide animators a set of target shape heights and bodytypes they can use to optimize their animations.

    The standard height for couple's animation creation has been 180 cm for over a decade. Animation makers have quoted this height in their product notecards.

    If LL would evolve animation protocol to finally allow more flexible IK control or even make use of IK's outside of system animations, like many of today's MMO's/games do then body/limb lengths wouldn't be much of a factor with any use case, especially couples/interactive poses/scenes.

    The male body shape flag adds an additional 0.0848 meters to height.

    I think you should include what mesh body is worn as "natural propotions" will affect what overall height a user will decide on.

    Also, with certain furry avatars and certain hybrid avatars (half human / half animal) leg options can result in people being taller than "average".

  5. 15 hours ago, animats said:

    it's reasonable to look in the game industry for talent

    I would sooner expect LL to negotiate the salary demands of another telecommunications "veteran" than a rockstar/primadonna dev team lead/manager unless they're desperate for a job after their obscure named gaming company went bankrupt or got bought out by EA or Sony after their last game(s) sold like crap thanks to incompetent leadership, bugs galore, broken feature promises or multiple pushed back release dates.

    Don't get me wrong. I'd rather take my chances on a game industry dev as it would(hopefully) lead to pursuit of features that are popular with a newer/next generation of users and finally evolve this platform beyond offering "features" that cater only to an aging/dying audience that currently demand little or no change and/or are oblivious to what makes other platforms attractive and/or successful or are oblivious that said other platforms exist unless their kids and/or grandkids use them.

  6. 20 hours ago, Nika Talaj said:

    We tend to blame individual engineers when obvious screw-ups like having to revert a server release or having the World Map nonfunctional with no fix ETA since November occur, but a more likely cause is a lack of coordination and inadequate planning, both of which a good project manager will highlight and, hopefully, solve.

    I blame lack of skill, lack of interest and lack of people who have skills & interest.

  7. 10 hours ago, Catlapmilk said:

    as per title, regions can only support limited traffic, why isn't there a queue system that people can agree to join when the region is full that sort traffic in an orderly manner ? instead of everyone just slamming a sim with the teleport spamming hud in the hopes of getting in based on luck

    Without going into detail, it can also be abused.

  8. If you switch places on the furniture do you also sink? If so, maybe the people used the furniture before you saved positions after adjusting. Is there a default position option that can be used to fix it? If it is your furniture, does shift copying it and using the copy fix it?

  9. 1 hour ago, Arielle Popstar said:

    The jellydolls I find make a minimal difference to the framerate. I pointed that out a couple weeks ago to the Lindens and hope they will follow up on that to see about reducing it more.

    Was this testing the latest jelldolls code where attachments & animations are removed/replaced?

    The impostoring effect alone should yield FPS. At least it does for me.

  10. 1 hour ago, Arielle Popstar said:

    One easy way to speed up frame rate is to limit the amount of avatars in a scene. Some finer grained viewer controls for limiting that would be nice. As an example would be the ability to render those avatars  you specifically select rather than just self and friends or all.

    If specific avatars are causing lag, I would think/hope that once ArcTan is completed and accurate complexity values are reported, this can finally be realized through jellydolls. We also need a total scene complexity reference too, imo. Why render a group of avatars whose individual complexities are low, but are standing behind another group whose total complexity exceeds a certain scene threshold limit?

  11. 1 hour ago, animats said:

    I find the Primary Function laughable, particularly:


    You will be responsible for managing the entire Second Life development team and ensuring the engineers deliver the product without compromise against tight deadlines.

    How did this go with:

    • Animesh - development time: 1 year, 6 months
    • BoM - development time: 2 years, 3 months
    • EEP - development time: 2 years, 10 months

    Also, I see no mention of "# years of actually using the platform is a plus!" in the Knowledge, Skills, Abilities.

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