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Lucia Nightfire

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Everything posted by Lucia Nightfire

  1. You can assign animations to your avatar's locomotion with http://wiki.secondlife.com/wiki/LlSetAnimationOverride With the arms and legs bound to the body, I'd imagine "walking" would resemble either that of a caterpillar's or flopping around like a fish out of water, heh.
  2. Some of the game making/operating problems/limitations I deal with in SL: 45 FPS environment 32 bit integers, floats 64 KB max script size 64m scaling limit 54m encompassed link limit No scriptable UI No backed real world programming language w/ full library of unnerfed functions with unnerfed operation No way to turn off interpolation at the agent/object/link level with position/rotation/scale changes No way for multiple scripts to synchronously access/change a single shared global memory source (memory, not data) No way for scripts to directly manipulate prim properties of other objects. No way to have surrogate regulated/themed avatars replace user avatars and every single one of their attachments No way to block wearing of unregulated/unaffiliated attachments on game regions/parcels No way to prevent unregulated/unaffiliated attachment scripts from running on game regions/parcels No way by script to put someone into flying mode or take them out (w/o collisions or sitting) No way to prevent rendering of out-of-bounds objects/areas No conditional viewer-side object param changes. (tree fades the closer user's camera gets to it, roof/floors/objects of building in overhead view disappears when a user walks inside or goes up/down floors)(only the visual change is seen by the user of interest) No scripted highlighting effects (think of shooter games that can show highlighted/outlined enemies behind walls/doors) No way to allow click-through action on transparent faces. (setting touch disabled does not allow click-through) No viewer-side tracked rag dolls, dynamic bones, colliders No insertable/updateable IKs with animation assets No procedural animation generation capability No animation parameter overriding (priority, start frame, stop frame, FPS, easing, looping) No animation global start time reference (animation just plays fro the beginning once it is downloaded from CDN) No preloading of animations without using invisible animesh in FoV No way to instantly stop animations that have loop outs (prevent the rest of the loop and loop-out from playing) No Animesh scaling with bone auto-retargeting, body shape manipulation or unrigged link attach point assigning No animesh visual orientation by link pos/rot capability (animesh is oriented by the root link's forward x axis) No scripted camera control in mouselook No way by script to put someone into mouselook aside from sitting, no way to take them out of mouselook No way for scripts to get camera focus position No way by script to have the camera place auto-focus on an agent/object w/ offset. (not just looking at an agent/object, but auto-following it when it moves/rotates without constantly setting new cam params causing a horrible chop effect)(mimic alt camming, but by script) No way by script to specify if an object/link is seen in mouselook. (only show everything attached/rigged to arm/hand during mouselook sword strikes)(only show arms/legs/bits during mouselook naughty scenes) No viewer-side linear/grid/looped based visual prim parameter animating (color transitions, light flicker/transitioning, alpha transitioning)(server-side is update intensive) No "Inverted" prim param to invert BOTH applied color and texture colors. (good for selection indicators and macabre effects) No mouse scroll wheel control input taking. No collision channels (don't let bullets from team members collide with each other & their owners, only universal targets or adversaries) No tailorable mouseover/hoverover text for object/HUD faces (custom popup text) No global sound start time reference (allows synched sounds and correct sound starting point, not just when CDN download completes) No true stereo sound (L/R channels) No queueing of more than 2 sounds (llSetSoundQueueing() only does 2) No sound param overriding (start time, stop time, amplitude) No "link" method of playing sounds (scripts must be in each link that needs to play a sound) No environment modulation effects (muffled sounds, sound deflection, reverb, pitch bending) I could list 100 or more issues, but at this point I'm depressed. Maybe in another post, heh.
  3. I miss the level of innovation in the features Andrew and Kelly Linden gave us every quarter. That ended after December 2013. There haven't been any Lindens that work on features full time since. The primary developer that offers features has been working on anything but for over a year now. It's the same with all other senior staff who seem to be the only other employees allowed to work on features. No other "game" company I'm aware of operates like this.
  4. How the No-Mod mindset wasn't as prevalent as it is today.
  5. The cheeseburger you get will never look like the one on the board/screen/commercial.
  6. In terms of speed, llListFindList() is on avg. 6x - 7x faster than llJsonGetValue() with the same sized/dimension list and array. Hardcoded lists use a slightly higher memory footprint on query than the unwrapping/expanding caused by llJsonGetValue() reading a hardcoded json string. Pick your poison.
  7. 99.9% of "avatars" in the Complete Avatars category are ONLY clothing or clothing & hair or clothing & hair & skin, all meant for some popular cartel body. There is no head or body. It really grinds my gears whenever I see a listing that says "Complete Avatar" and it is anything but. 😣
  8. You first. And I am not talking a paperback. Best,
  9. TP crashes are NOT fixed. I have literally tp crashed 5 times in the last 2 hours. 😣
  10. Maybe when they are standing due to the 30 degree lateral rotation buffer, but not when they are sitting on a pose stand playing an animation that overrides the system animations.
  11. If only we had dynamic bones and colliders at the least or cloth physics at the most, but then the dinosaurs on their toasters would not be too happy, but then again, they could just turn those aspects off in their gfx settings and watch everyone walk around with stiff hair and clothing, heh.
  12. That had to change sometime as I forgot to tier down once back when I was selling regions and got hit with fees over my current tier rate for an extra month despite not actually owning enough land to be in the bracket I was in. I distinctly remembering at one time, tiering down was a thing that should not be forgotten. I wonder if LL made a public announcement over that change at some point.
  13. We need a zombie giving a thumbs up emote for necroposts.
  14. What's with all the standing? I thought this was a sit object that made the poses. I checked the data for that animation and noticed some oddties with the rotations using variable keyframes while the pelvis only used 2 keyframes, plus it's 1.5 seconds long with 1.0 second ease in and out for some reason. If this object is publicly accessible, such as in a store, can you please tell us where it is located in-world so we can test it? Can you also please file a bug report about the issue since you mentioned it affects LL's viewer as well. Thanks.
  15. @Creative Starfall BTW, I asked you questions in the other thread you posted about this issue.
  16. They're not talking about the difference between different avatars. They're talking about the difference with the same avatar between two viewer instances.
  17. Some questions: Are both avatars sitting on a pose stands which animate both avatars or are any avatars standing and using an HUD to animate them? If both avatars are sitting, please do the following test with only 1 avatar on your pose stand per viewer: Do not detach anything while sitting on the pose stand else you risk triggering a bug that stops animations. Turn off any AO's. Make sure hover height is 0.0. Go to Preferences > General > My name (to hide your name tag) Go to Developer > Avatar > Animation Info (to display all currently playing animations and priorities) Take a picture of the animation list for each viewer and post here. Other questions you might not have an answer to: I assume this post stand is playing animations per joint you want to move, but is it playing an override animation for both the torso and chest? If not, the "breathe_rot" system animation will cause your avatar to move. "body_noise" may as well.
  18. Never heard of them. Their listings look like rebrands of full-perm clothes. Since Sansar has so few people maybe they can get some recognition, but hopefully not with stuff that is not supposed to be exported to other grids. 😉
  19. There is no need to check if an animation that is supposed to be playing is playing first before playing it again unless you're wanting to add diagnostics to check for when/how often the scenario occurs. I've had to replace bento ear/tail scripts with ones that periodically play the intended animation to counter issues of animation loss which can happen when using the viewer's Reset Skeleton & Animations option or when a particular bug occurs when detaching/standing from an object that requested animation permissions.
  20. Here's a record for me when the the region I typically hang out in went to AWS: [2020/11/11 04:58:10] Env Monitor (KVP)(GS): Animesh Adult has restarted. Start Date & Time: 2020-11-11 @ 04:58:01 PST Last Est. Stop Time: 2020-11-11 @ 04:53:12 PST, Est. Downtime: 4 minutes, 49 seconds Last Sim State Save Date & Time: 2020-11-11 @ 04:53:15 PST, Sever Time Loss: 4 minutes, 46 seconds Last Est. Uptime: 50 days, 23 minutes, 2 seconds Environment Change: Sim Version & Sim Host have changed. Current Sim Version: 2020-11-09.551942, Prior Sim Version: 2020-09-11T22:25:15.548903 Current Sim Host: simhost-0e06ddc284f36b2d4.agni.secondlife.io Prior Sim Host: sim10707.agni.lindenlab.com
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