Jump to content

Lucia Nightfire

Resident
  • Posts

    3,473
  • Joined

Everything posted by Lucia Nightfire

  1. And this ridiculous formula is why I filed a request for something different. As it currently stands, you can drop 500 scripts into a prim and its land impact will still be 1.
  2. It doesn't matter who is in charge of what. If they continue operation like they have in years prior, things will always be apparent: They don't/won't hire developers to work ONLY on developing features so the multitasking/workload juggling will continue to consume 99% of development time and drag out the evolution of this platform ten fold as always. No "successul" "gaming" company would structure its developer staffing this way. According to Ebbe they once had almost 70 people working on Sansar. You tell me they can't hire at least one developer to work on features full time, even if they might become the envy of everyone else at the lab? What they prioritize feature-wise will always show a level of disconnect with the userbase. Many features get chosen not on the merits/necessity of evolving the platform, but on personal preference and convenience. As stated once by the previous VP of Engineering, these features are pulled from an internal wishlist and not from the long list of feature requests filed by the users. This is why many of the recent "wouldn't this be a great idea?!" features prioritized by the previous VP of Engineering had to be axed/nerfed or broke content needlessly. This and because they refused to give said features any feedback from the community until they already showed up in "QA'd" rough draft form in the server release notes page or were already rolled out to the servers. Every single major feature has been partially implemented, mostly due to lack of community input. Whenever community input finally happened, once these major features had internally gone far beyond storyboard mode and their core facets/functionality set in stone and work scheduled, any mention of critical/necessary components is met with "We'll do it in a follow-up." which, if it even happens at all, takes place literally years down the road when they're already thinking of the next major feature to partially implement, again without user feedback starting day1.
  3. Sadly it seems so. It mainly depends on how often you have unique visitors coming and going in your region and what they're wearing as far as complex mesh and maybe scripts. It also can depend on the level of physics used in the region and/or unique mesh/scripted objects are regularly, but randomly rezzed too. It's like there are several areas where memory is not cleaned up or released properly/fully. The longer these kinds of regions run, you start seeing varying FPS drops with ANY agent entry or mesh/scripted/physical object rezzing.
  4. Encroachment return relies on whether the bounding box of any individual link encroaches over a parcel line, not physics shape nor visible vertices.
  5. Would be great if we could just get larger script capability some year. Another concerning thing that is happening in the "adult" furniture industry in regards to resource usage is many retailers are packaging a ton of third party features such as P & V support, specific/generic head brand face animations, hand animations, INM, INAM, teledildonics support, sound packs, etc. into their releases and these add even more scripts. It sadly is becoming common to see such furniture with 30 - 40 scripts in them...
  6. Just some advice. Don't assume that Turning off rezzing blocks all rezzing. Turning off object entry blocks all object entry. Turning off scripts blocks all scripts from running. because it doesn't.
  7. It was announced in the last Concierge meeting that the land store is now back online. https://secondlife-status.statuspage.io/incidents/509gysn88pqv
  8. When I say "younger" I'm not talking attracting the same age dynamic as Roblox.
  9. I've told SL devs for years that if they want to attract and entertain a younger audience in SL, they need to implement some competitive gaming tools/mechanics or give us script features to do it, but they'd rather focus on a non-graphical mobile app and call it "Mission Accomplished". 🙄
  10. "Again"? They still show as yellow to me.
  11. This is not a thing. It has only been a suggestion/wishlist item brought up in the server and content creation meetings recently. Oz said in the interview that there are no map features being worked on, only getting the operation working again. Map features can come later.
  12. Project Muscadine currently is a project viewer and simulator code for body shape and body physics support for animesh. There currently are no regions on aditi that are running the code like there were over a year ago, but the viewer still exists. https://releasenotes.secondlife.com/viewer/6.4.0.532999.html
  13. If Project Muscadine was implemented in full, including attach point support, then we wouldn't have to search the internet to find mesh and then try rigging/weighting it when we want to simply put something like an instrument or cup or knife or gun or sword or ball in an NPC's hand. We could use what is already available in-world and/or not have to do any rigging/weighting. @Vir Linden Please end our suffering soon! 🙏
  14. Yeah, wearing this on AV Center will encounter the +/- 30 degree turning buffer users have which is responsible for one person seeing you facing one direction and another seeing you facing slightly different than that.
  15. Map tiles have been broken since November 18th. That is over 3 months ago...
  16. Sadly many of those "combat" HUDs are horribly designed to not have timeouts or cleanups with the attacks. The attacks will linger until autoreturn if one is present.
  17. 2 times in 4 years? Maybe they were just exploring SL and not hunting you down? I sometimes decide to check out places I've never been to before and run into people I haven't talked to in years in the process.
  18. There is a "statistical" method you can do with the looping too. Start out doing 128m increments, then 64m, then 32m, then 16m, then 8m, then 4m, each interation ignoring the positions you've done so far. This will statistically get you hit(s) sooner than checking every 4m linearly. I've used this method for years in my parcel flag scanner when I look for parcels of interest.
  19. I bet creators that offered that service today would be pulling their hair and/or teeth out knowing that the end-user just might modify their "art". The horror...
  20. It's "cell shading". Something some toonish avatars used with prims and sculpts before mesh came. The only downside is that it adds another mesh layer when worn, thus more complexity.
  21. From seeing the pics provided and not actually using the software, maybe "decode" the 16 bit integers for position and rotation? From my rough estimates, those are equiavalent to: For +/- 5m position: = ((# - 32767) / 32767) * 5 For +/- 180 degrees: = DEGREES(ASIN((# - (# > 32767) - 32767) / 32767)) * 2 where # is the 16 bit integer. This quickly done in Excel, FWIW... Someone else may have a finer tuned calculation.
×
×
  • Create New...