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Lucia Nightfire

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Posts posted by Lucia Nightfire

  1. 6 hours ago, animats said:

    Good question.

    I'd really like to see the southeast corner filled more. It looks awful. There are land edges with roads that just end in midair.  U2-81, U2-82,  U2-83, and U2-84, especially.

    It would have less abandoned land than any other continent, too.

    • Like 1
  2. I have a similar gripe when it comes to "furniture" animations meant for avatars that already use either a deformer animation or an embedded deform in the worn mesh itself.

    I see this mostly with "furniture" meant for horses or dragons, but also with canines.

    This unnecessary bone translation used in the animations limits the "furniture" being used by other similar species or body types.

    Another abuse is unnecessary high priority values, though.

    This is why we need animation reform so all products can play animations at user specified values.

    It would also be great if with said reform we could also specify bones to be ignored/unexercised in an animation.

    • Like 1
  3. I think this is some corrupted/unintended unexposed viewer setting that might have got changed during a dirty install.

    Have you tried doing a complete settings wipe and/or uninstall and clean install without then doing a backup to see if it repros on default settings?

  4. 18 hours ago, Nalvara said:

    Sorry if this is a repeat.

    Anyway, after getting the ONA Snaggletooth Kobold body and starting to customize it, one of the merchants making Kobold skins, Dead Dolls, has been using a hair for their models that I really like. Here's a SFW image with the hair:

    Snapshot_024.jpg?1440968217

    And a link to a NSFW image (due to uncensored kobold side-nipple) showing off the hair a bit better: https://slm-assets.secondlife.com/assets/12313554/view_large/Snapshot_002.jpg?1441749874

    The only information the creator has given is that "The hair is Magicka", as stated on some of the skins Dead Dolls had made. However, the marketplace doesn't seem to be bringing up a hair called "Magicka", and the hair store "Magika" doesn't seem to carry that hair style, or at least carry it anymore. My own Market-fu has failed to bring the hair up (though I found a similar-ish ponytail I like, so not a 100% failure!)

    Does anyone know where I can find this specific model, or something that looks very similar? What I specifically like is the semi-spiky design of the bangs, so that's what I generally mean by "something similar".

     

    It's Magika - Break, an older sculpted hair.

    Look in their "The Massive Sculpted Hair Pack" which is/was only sold in-world AFAIK.

  5. 6 hours ago, Gorba McMahon said:

    Hello Lucia, thank you for your help :)

    "Limit Select Distance" is unchecked. "Disable Camera Constraints" is checked. You can see here : https://gyazo.com/e4de9d7c741f39e157c4c43bcfacf908

    For the build options are you talking about that ? https://gyazo.com/72f090535ae2e123201f8faefafced15


     

     

    Yes and with matching your settings I still can't repro. 😕

    Since it also repros on SL's viewer, I would file a ticket with support and reference this thread.

  6. On 5/10/2021 at 4:51 AM, Gorba McMahon said:

    Hello Lucia and Qie,

    Here, I did a screenshot of my edit tool :  https://gyazo.com/b4e670fad09293c504d2d74df7f540ef

    Snap is checked, my reference is World. Everything is selected as before I got the problem.

    My draw distance is at 1024 most of the time and my distance from the object is only few meters. I tried different draw distances.

    I tried on a third viewer called Black Dragon, I installed older Nvidia drivers. And still the same problem..

    This is really incomprehensible.

    Can you take a pic of your Grid Options settings? The arrow next to Snap.

  7. 2 hours ago, Rowan Amore said:

    The OP's name alone is suspect.  

    They also created their account yesterday and are already savvy enough to know about the forums and decide of all topics to talk about to start one on fishing for L$.

    Definitely sounds suspicious.

    • Like 4
  8. 1 hour ago, Silent Mistwalker said:

    I've used it both ways over the years. Never had any issues with realtime protection. 

    That is great, but the majority of the people mentioning problems in that bug report later confirmed that they run Malwarebytes and that adding the viewer executable to the Allowed list solved their issues of crashing when trying to return to a region they visited on the same session.

  9. 8 hours ago, Xander Lopez said:

    Is there anyway a script (or whatever out there in SL) can detect that sim is about to restart?

    When the region dings everyone in the sim saying "region is restarting in x seconds" and I would like to send llRegionSayTo() to a rezzed object.

    This has been requested many times. See this feature request and its related requests.

    Every time someone brings it up in the server user meeting, LL has stated they don't want to offer scripted access because they think it will aid those that use sim restarts to duplicate no-copy objects.

    This is a strawman argument when you consider the mass amount of controlled abuse of this vector over the years that has been committed by EM's/EO's as well as sim crashers who do not need to rely on knowing if/when a region is going to restart. For everyone else, they don't wait for a region to be in countdown mode before engaging in this vector to begin with because if they did, there is a good chance they will lose anything they're wanting to dupe because sim state saves most times do not happen at shut down time.

    So thanks to LL not fixing said vectors and believing that anyone abusing them actually relies on the countdown phase, we can't have nice things such as HUDs that allow the wearer to drop landmarks in to set up teleport routing to regions of their choice if they are AFK and the region they're in is about to restart.

    Singularity has this feature, but it's limited in that you cannot specify alternative regions if the destination region or an alternate region is down or also in countdown.

    We also have this annoying bug that prevents your attachments & scripts from loading if your viewer is minimized and you get teleported to a different region.

    • Sad 1
  10. 1 hour ago, Coffee Pancake said:

    It's a misunderstood problem.

    New user retention isn't terrible because people can't figure SL basics out (or aren't willing to try), it's terrible because the entire premise is flawed. Onboarding isn't about teaching people how to follow a path and talk to a parrot, it's about creating and managing expectations. 

    Pick up any video game and give it 30 minutes. The user will have no idea how complex or detailed the mechanics are, how deep the rabbit hole goes, but will have decided if they're going to enjoy playing it (and at no point will they have been presented with a webpage).

     

    Indeed. My use of "results" certainly didn't mean on the user's end, but on the provider's end, heh.

    • Like 1
  11. 1 hour ago, Mollymews said:

    yes.  I get why Linden need this proposed function llOpenFloater for their own/LDPW purposes. New resident onboarding, Linden grid-wide experiences, Bellissaria, etc. And if I was a Linden/LDPW person then I would also want some javascript capability with this. Which would be perfectly fine to have as a Linden/LDPW person as Linden have an internal quality control process for this

    i think that is still not to late for llHud to be storyboarded. As the intended audience for this are residents, and being a rich version of llDialog then there is no need to limit its use to any type of Experience Key. As when not then it can be used grid-wide and will soon supplant the current (often tedious) ways that HUDs and Dialog systems are built

     

     

    Right, there is definitely a need for buildable CSS/userforms/HTML by script as well as a scriptable UI.

    Either would be a huge project, though, one LL won't invest in for the sake of the new user experience at this time.

    Opening a floater and loading a webpage is the easiest/soonest way to get results.

  12. 2 hours ago, Mollymews said:

    i don't mean to be critical but sometimes when Linden think about making these kinds of things then sometimes the thought process is driven by how they and the LDPW will use it. And when Linden ask for resident feedback then that feedback can be overly-alarmist sometimes when it doesn't need to be, when look at it more from a every day resident users pov

    This happens when LL doesn't engage with the community at storyboard phase, but instead, does so at rough draft phase.

    It's called "Linden Knows Best" syndrome and it's been the ruin of most major features in the last 8 years.

    It's resulted in Vir Linden saying each time, "We'll do it in a follow-up." only for years to go by with nothing happening, but talk of the next major feature that will also be half-implemented.

    • Like 2
  13. 3 hours ago, Coffee Pancake said:

    I'm expecting new users to ender a sandbox area and a browser to open with the relevant KB article. Etc etc.

    If they get an animated paperclip or big sign with " I See you're about to rez a prim! CLICK HERE FOR HELP !" I'm going to be honestly impressed.

    When I originally proposed the feature that became Animesh, one of the use cases was "personal assistant mascots".

    Clippy comes to mind, even though I'd prefer the cat.

    To bad we can't attach animesh to HUD slots.

    A whole market was passed over.

  14. 1 hour ago, Coffee Pancake said:

    PANIC OVER

    We wont be getting to play with this.

    Good thing too !!

    LL(after seeing the push back): "I mean.......auto-allowing experiences only will use it! Yeah! Did we not specify that already? Silly us!"

    BTW, there are plenty of resident owned, land scope, auto-allowing experiences out there and some of them have been hijacked in the past and/or have been abused in the wrong hands.

    There are SECs and ARs filed over this already.

    • Like 1
    • Thanks 1
  15. 1 hour ago, animats said:

    If you let scripts open floaters, let them close them, too. In fact, that should apply to all popups. Currently, where the listen for a dialog goes away, the floater stays on screen, all buttons dead, until dismissed.

    Yes, all floater generating functions should be key based and a function llCloseFloater(key floater_key) could be used to close them.

    • Like 3
  16. As long as there is an exposed viewer setting to turn automatic website loading by url off.

    Even though you're confining it to experience use now, that doesn't mean there aren't direct/sneaky ways to abuse it, let alone definitely abuse it outside of an experience.

    I'd rather not elaborate on the whens, wheres and hows.

    • Like 5
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