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Posts posted by Lucia Nightfire
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5 hours ago, Ample Clarity said:
2 minor flaws
It fails to correctly calculate bone translation on bones other than pelvis so I think that is major.
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It sounds like you want to use an HUD to make your camera follow someone else or something someone else is sitting on and they/those are moving.
This is not possible in SL with a one-time execution of llSetCameraParams().
Only following yourself can be done with a one-time execution of llSetCameraParams().
Many have asked for new camera params to allow auto-follow of objects or agents, particularly a target key input.
The alternative is to execute llSetCameraParams() on a fast timer, but it looks horrible and choppy.
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On 2/11/2021 at 12:08 AM, Katt Dragoone said:
What do you think of the list? I'm waiting for someone to be Fluffy Bunny 😂
Today some of the older last name options were removed and the following new ones were added:
Orlando
Incognito
Nebula
Knickers
Aviator
Bunny
Blackwood
Darkheart
Amore
Suki
Venus
Evergarden
Caboose
Dakota
AbsintheSeems my "Darkheart" request was deemed favorable at the last Web meeting I had with LL.
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We can't even get a Mod/Copy fair. Full-perms events would be a rare animal.
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37 minutes ago, Teagan Tobias said:
I’m very surprised Tonic is not listed. I don’t have any problem finding clothing even being as picky as I am. I tried a demo of the top bodies but the Tonic Fine just rang my bell.I guess I would have other bodies if I had the money for it, but my Tonic body, and head from Tonic, have me completely satisfied.
The bottom line, its good to have choices.
There are many brands missing.
Tonic, Altamura, eBody, LucyBody, Absolut, Utilizator, Kalhene
Many brands also offer more than one body.
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I guess I'm going to have to do a another compile of the data I've gathered, which has been slow lately due to focusing on other things.
Here's my last compile from last month:
It includes data for humans, anime, furries and ferals.
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If only this would mean no more no-mod heads/bodies or rather, no more people
proliferatingbuying said no-mod heads/bodies. 😉- 1
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I've had the same issue with crashing during teleports.
TCPView shows a connection created and establish to the target server, but no teleport occurs, the connection closes and a crash follows.
Teleports were fine for a week or two and are back to every 4th or 5th tp equaling a crash.
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This was brought up recently with this and that bug report.
There are several limits with constraints in SL's animation protocol.
In the "hand holding" scenario, you're limited to targeting an offset of ground at either a local point or local plane.
And that constraint is active for the entire animation.
This may be fine for posing, but also most likely means you won't be doing much movement with the rest of the body like in couples dances.
It might work for pole dancing as long as said dance requires the user to keep a hand on the pole at all times.
The alternative is to time turning on/off hand/arm animations with constraints during a primary animation sequence.
This is a big problem when we don't have global start time referencing, only starting upon CDN download and/or entry to the interest list.
Another gripe is no targeting outside the user's own skeleton, such as targeting the bone of another user or animesh character and targeting a global position.
The latter is possible through the "head_rot", "editing" & "target" system animations only. It would be nice if we could somehow make use of these animations through a script function with global position/rotation inputs/limits/weighting/overrides.
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18 minutes ago, animats said:
The Roblox plan for the Metaverse
Roblox has been around for about as long as SL. It's taken a long time to get going. It was smaller than Second Life for years. Then it started to take off. At this moment, 1,803,974 players are connected to Roblox. The company is valued at US$29.5 billion and is about to go public.
Roblox's CEO wants to build the Metaverse. Above is his list of what the Metaverse needs. Let's see how SL looks.
- Identity. You have a persistent identity in the world. SL definitely has that.
- Friends. Not just people in your MMO clan or party. SL has that.
- Immersive. SL kind of has that. Are you your avatar, or are you puppeteering your avatar? SL is ambiguous about that. Luca Grabacr points out that a few simple changes make SL more immersive. We don't need full VR.
- Low Friction. SL falls down here. The new user experience is too painful. That's been discussed before.
- Variety. SL has that, with a huge range of activities.
- Anywhere. Not being on mobile is a problem for SL.
- Economy. SL has a functioning economy, and the users and creators make this world go.
- Civility. An interesting point rarely brought up. SL does well on this. Without an army of moderators, too. The way private property works in SL leads to not needing too much moderation. SL works well enough that governance meetings are boring. It's like going to city council meetings.
So Second Life checks off 6 of the 8 items.
Interestingly, the two big problem areas are technical and fixable.
Roblox doesn't offer
complexAAA "looking" avatars like SL.Roblox avatars are slightly evolved Lego men at best.
The "worlds" are also simple looking like something out of Animal Crossing.
The user dynamic is not the same as SL's aging audience either.
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Probably because by the time the script hears the message and checks if the object belongs to you and/or is worn, the attachment is already gone from the server so it can't get any data on it.
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18 hours ago, Bree Giffen said:
This looks interesting. I use an Xbox 360 game pad for any games (or similar applications) on my PC. It’s much more ergonomic to walk around and look at things.
Nice. I can't even get LL's viewer or even Firestorm to correctly recognize a PS3 controller...
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On 2/4/2021 at 11:36 AM, Phate Shepherd said:
So, I suspect my hosting service may be firewalling some of the new aws IP addresses. Since the proxy host is round robbin, how can I figure out which IP address is blocked since it is no longer the simulator IP address.
Has enabling the new HTTP_EXTENDED_ERROR parameter for llHTTPRequest() helped any?
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22 hours ago, Solar Legion said:
Except that plenty - at least here - have been rather vocal about Linden Lab making improvements to the visual aspect of Second Life.
They harped on it so much that they got their wish .... at the cost of the whole thing being rolled out before it was actually ready for prime time.
Don't worry. There are more visual features coming. LL rolled out the "Mission Accomplished" banner for EEP, BoM & Animesh over a year ago even though those features are all incomplete.
We can't get features to make scripting or scripted content more efficient or to create new scripted content types, but we sure can get some parsley and eye candy to distract from lack of meat and potatoes.
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"Do you like dags?"
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You can also use JSON in LSL for associative indexing, but JSON handling is slower than the llList2* and llListFindList() functions even with a moderately sized JSON string.
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Until the mouselook control bug is fixed, I hope they hold off on promoting last week's code to the main channel else it's gonna break a bunch of guns, combat HUDs/games/applications and Linden Realms games.
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14 hours ago, Prokofy Neva said:
I don't know if you could easily program for all those factors.
But it seems to me there are obvious metrics to track to make traffic real:
o number of avatars who make purchases
o number of avatars who make multiple purchases
o number of avatars who return to make additional purchases
o avatars making purchases over $10
etc.
Many of those can be gamed as well and the amount of money transactions one has should determine if they are real or not?
Why not just have additional Premium account traffic metric if you want to only count people actually giving LL money?
I would at least like to see a live traffic value in legacy search in the same way they can show parcels for sale instantly.
Why can't they update a live agent count value that replaces traffic or is an alternate searchable/sortable/choosable filter/metric?
I don't want to know how popular destinations were 24+ hours ago, I want to know what destinations all the people are at presently.
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13 minutes ago, Extrude Ragu said:
There is an additional regression that OP doesn't mention
Rezzed objects now have ~3 second delay before scripts start working. Was about 1/4 of a second before, it sounds like a small thing but it makes systems that rez objects such as pose systems etc very clunky, borks scripted weapons etc. There are multiple bug reports about it on the SL JIRA so it's not just me.
That has nothing to do with the move to the cloud. That was explicit introduced behavior done back in November 2019.
The developer that made that change has stated in the user groups that they would like to fix that at some point in the future.
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"Maybe" it's a "watermark" to let the creator know if a copybotted body seen in-world used their body as the source?
You'd be surprised how many creators intentionally put tiny/hidden "flaws" into their heads/bodies for this reason alone.
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On 1/27/2021 at 6:25 AM, ChinRey said:
According to OZ, the LL developers used the cloud migration as an excuse to do some serious code cleaning. That should improve the performance even thous the migration itself didn't.
When did he say this? He and other developers have stated in the user groups that the focus was to just get the code into the cloud and not waste time on cleanup.
They did state during this process they took notes or areas of code that needed cleanup/overhaul once the move was done.
Anim Hacker
in Animation Forum
Posted
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.