-
Posts
4,723 -
Joined
-
Last visited
Content Type
Forums
Blogs
Knowledge Base
Posts posted by Whirly Fizzle
-
-
There is no list. You already found the only "undocumented" one in Firestorm
- 1
-
The mysterious bad word list includes company & product names that are trademarked or copyrighted, or whatever the correct term is.
Kinder = https://www.kinder.com/uk/en/- 2
-
1 hour ago, Kyrah Abattoir said:
Whether you use the parcel environment, "midday", or your own is a personal choice that has nothing to do with performance scaling.
Actually certain WL or EEP settings can knock your FPS lower. Generally foggy environments will knock you down about 5FPS.
-
-
-
Ebbe replied to this tweet
- 7
- 4
- 3
-
SECOND LIFE IS DEAD
- 2
- 27
- 1
- 4
-
1 hour ago, MsKayess said:
Linden Labs has falsely stated they can't fix what they have broken because it is a dying product (NOT DEAD) so they have essentially killed it prematurely. 🤦♀️
Well to be fair, it will be dead in 6 months anyway. May as well get all the screaming over with now then in 6 months time.
- 1
- 1
-
1 hour ago, sunnyrio said:
Well I was getting to like Firestorm until:
Every time I return from AFK, my avatar is running on the spot.
It runs slower, so I can't use ultra graphics smoothly, but I can in the standard viewer.
The camera controls don't have presets.Those three are enough to make me go back to the standard viewer. I assume I can edit similar files in it to turn off the nannying, I'll try later.
Do you have "Sit when away" enabled in Prefs -> General?
There is a bug that causes you to run when standing up from a ground sit.
This bug happens on the LL viewer too, but the LL viewer doesn't have the sit when away option.
BUG-10122 - Avatar always runs after standing from groundsitThe next release of Firestorm will have the camera presets feature.
As for the performance problem, there could be several causes.
Firestorm has a lot more options & features then the LL viewer & this can cause some performance degradation, depending on your settings.
If you have dual graphics cards, make sure Firestorm is running on the gaming graphics card. You can see which graphics card is being used under Help -> About Firestorm.
Firestorm uses a higher object LOD setting then the LL viewer & this can cause lower FPS - Preferences -> Graphics -> Objects & sculpts LOD.
-
2 minutes ago, malcolmmerlyn1 said:
I contacted the seller earlier and he responded by saying he hopes for an update
Honestly, any SL content that relies on Flash media should really be updated by the creator so that it doesn't need Flash to work.
It's only a matter of a very short time until Flash is dead.- 1
-
If you want to give me a SLURL to your arcade machine, I can also go & test it on a build of Firestorm viewer that has the CEF update too.
- 1
-
Test using the current LL release viewer from here: Downloads | Second Life
This will not interfere with your Firestorm install. You can have both viewers installed & in use at the same time.
This LL viewer has the CEF update that broke Flash.
The next release of Firestorm will have the same CEF update.It does appear that the broken Flash after the CEF update is a bug though.
I have no idea whether LL will fix it or decide it's time to call it a day for Flash seeing as Chrome web browser already blocked Flash & the EOL of Flash is only 6 months away.- 1
-
Just now, malcolmmerlyn1 said:
interesting, I was just playing the arcade game about an hour ago, so hopefully it is not as dependant on flash, and may continue to work then. Thank you Whirly. I just hope this does not have a substantial impact on any more of sl.
Well, it depends which viewer you are using. Not all viewers have the CEF update yet.
- 1
-
Flash is actually broken with the latest CEF update
BUG-229024 - [CEF UPDATE] Flash is unusable in Built-in browser- 1
-
Ah yes, "Kevin" has made a reappearance of late.
LL do ban each Kevin account pretty quickly but he's back within hours with the next one.
-
3 hours ago, Profaitchikenz Haiku said:
but I noticed that despite what they claimed on their web page (@WhirlyFizzle), the folder you choose for the cache is not different between the two versions.
Can you point me to that page? Ta!
-
6 hours ago, Sara Nova said:
Is there some reason Linden Lab might have intentionally left this feature out
Probably because griefers would have a field day.
- 3
-
Red blocks on the minimap/radar denotes physical objects.
-
20 hours ago, Mollymews said:
TO BUY ALL THE PREFABS
😺
BUY INGRID'S PREFABS
- 1
- 1
-
I suspect it's this bug: BUG-228781 - [EEP] Specular color interpreted wrong (too bright) from point lights
Can you give the name & creator of the pan so it can be tested? Ta!
-
There is no way to remove the Report or Report Abuse options without editing the skin xml files for the viewer in a text editor.
If you REALLY can't just ignore the report options, then, the files you need to edit on Firestorm are:
skins\default\xui\en\floater_report_abuse.xml
skins\default\xui\en\menu_object.xml
skins\default\xui\en\menu_pie_object.xml
skins\default\xui\en\menu_viewer.xml
skins\default\xui\en\floater_experienceprofile.xml
skins\default\xui\en\menu_attachment_other.xml
skins\default\xui\en\menu_avatar_other.xml
skins\default\xui\en\menu_fs_bump_list.xml
skins\default\xui\en\menu_fs_radar.xml
skins\default\xui\en\menu_inspect_object_gear.xml
skins\default\xui\en\menu_pie_attachment_other.xml
skins\default\xui\en\menu_pie_avatar_other.xml
skins\default\xui\en\menu_profile_overflow.xml
If (more likely when) your viewer crashes because you edited the files incorrectly or you break the viewer UI, just reinstall the viewer.
Don't cry at Firestorm support if you break it
- 1
- 1
-
TO BREAK ALL THE THINGS
- 1
- 1
- 9
-
Paste of my comment I left on the OP's JIRA.
The whole height measurement issue is pretty complicated.
Also, note that Firestorm Viewer & some other TPVs report height differently than the LL viewer.The LL Viewer height display is known to be wrong - it reports people being shorter than they actually are.
This is because the LL Viewer height display reports the height of the physics capsule of an avatar, which is computed by adding up the lengths of the relevant bones (legs, back, neck, head, etc).
The reason this is off is that the render mesh's height is not exactly equal to this sum (the head extends beyond the top of the head bone, the feet below the bottom of the foot bone, etc).Unfortunately, it is not really possible to get a 100% 'correct' number easily. Third party viewers like Firestorm try to get it closer by adding a fixed 'fudge factor' number to the avatar's height. The problem with this approach is that it doesn't work, except for a very specific body type. The amount the LL viewer calculations are off varies based on a number of factors.
"Renumbering the whole height scale" as you suggest would just give yet another inaccurate number.A few things worth noting:
1) The height number the LL viewer gives is basically 'what size doorway will we allow your character to walk through' instead of 'inaccurate representation of your render mesh's size of its bounding box in the z direction'.
2) Trying to measure based off the render mesh's bounding box directly wouldn't work due to attachments, animations, etc (instead of a consistent value for given shape values).
3) Under-reporting the height a bit is not all that bad, since everything in SL is scaled up (due to camera placement and other things), so reporting a 7' avatar as 6'6' makes the perception of avatars be a bit more proportional to the world (this was not intended, but not really a bad thing).
4) Any height display will definitely be fundamentally useless if the user is wearing any attachments that cause any of the relevant joints to be offset, or is playing any animations that causes a similar effect.There is also the added problem that the scripted height checkers that people use also report different results, depending on how they are scripted.
A lot of the height checker scripts also add a "fudge factor" to llGetAgentSize to attempt to make the height reported more accurate.One example: https://marketplace.secondlife.com/p/OO-Avatar-Ruler-precise-height-detector/2769845
If you test with this height checker, you will see that it gives the same results for your avatar height as Firestorm viewer.This script reports my height as:
[OO] Avatar ruler 1.4: Whirly Fizzle, your avatar's height is 215 cm (7' 1") counting your shoes.
[OO] Avatar ruler 1.4: (It is extremely high for a human being, but can be ideal for e.g. a troll avatar.)Firestorm shows the same height, 2.15m: http://prntscr.com/7zpugo
The LL viewers displays the "incorrect" height as 1.95m: http://prntscr.com/7zpvrq
(Old images but I'm too lazy to take new ones)
Other scripted height checkers give the same height as the LL viewer and some give a different reading from both Firestorm & the LL viewer.
Relevant docs:
https://jira.secondlife.com/browse/VWR-19767 - Incorrect height information in appearance editor
http://wiki.secondlife.com/wiki/LlGetAgentSize - "Due to the shape Hover setting, and mesh and animation offsets, it is
not possible to use this function to determine the rendered height of an
avatar with any degree of confidence."- 3
- 2
-
19 hours ago, sunnyrio said:
Yet? They stay as an X forever. And why wouldn't it have height information?
Yeah it's a bug. It's been on my "to file" list for a while. Thanks for reminding me
RLV Force me to Sit- SinTec
in LSL Scripting
Posted
Are you using an RLV enabled viewer?