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DoteDote Edison

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Everything posted by DoteDote Edison

  1. Another option, create an avatar animation that simulates the avatar flying off the cushion, a few feet in-air, then back down. Trigger the animation when the avatar should bounce, then back to the regular pose animation.
  2. Why not do: llFrand(2.0) * llList2Integer(llListRandomize([1,-1], 1), 0); Nevermind.. that only works when to range is equidistant from zero. Can I delete this?
  3. In settings, check to see whether you listen from avatar position or from camera position. Using the camera, it may be possible to hear other people at distances your avatar wouldn’t normally hear.
  4. What type of microphone is it? Standalone USB, headset, webcam, XLR, or 3.5mm headphone-like connector? Like mentioned above, echo canyon is great for troubleshooting mic audio. You can experiment with settings and mic placement with immediate feedback.
  5. I think you could do this without calculating at all! You could also have multiple reminders scheduled. Since you already know when you want to trigger a reminder, simply create a list of future time stamp strings... maybe a strided list which includes reminder text after each string. Then, simply run a 60-sec timer that searches the list for llGetTimeStamp() once per minute. If the there’s a match shout the reminder string, or whatever. i should note that you would trim the seconds out of the TimeStamps unless you need that precision - which would require a speedier timer.
  6. If you have an AMD/ATI graphics card, and the viewer shows a blank screen when you run it, then you should update your AMD graphics card drivers. Alternatively, if using Windows 7, disable Aero. Right-click the desktop, choose Personalize, scroll down and choose "Windows 7 Basic". If that doesn't work (since we don't know at which point the app stops responding), you can troubleshoot things like your Firewall and router. However, niether of those should set the app to "Not Responding", so I suspect it's a graphics problem.
  7. The DK1 works fine, but the DK2 may be too new right now. A suggestion from the JIRA mentions running the DK2 in "Direct HMD Access" mode. Whereas, I have to run the DK1 in "Extended Desktop" mode. Open your "Oculus Configuration Utility", choose "Tools->Rift Display Mode" and give the Direct mode a try if you haven't already. And here's a link to the SL Oculus Rift Jira: https://jira.secondlife.com/issues/?jql=project%20%3D%20RIFT
  8. Basically, a new IRS tax code went into effect at the beginning of 2013. The US$20,000 is gross income, not net income. So even if you lose money or break even, Linden Lab reports it to the IRS for tax purposes. After 200 transactions - but less than US$20,000 - Linden Lab should only collect your tax information, but shouldn't report your earnings to the IRS. The link is gibberish, but here if you want to read it. http://www.irs.gov/irb/2011-46_IRB/ar08.html If you're a member of Steam, the same scenario went into effect when Valve created the Steam Community Market. There are many discussions on the Steam forums, but here's a link that explains it from their FAQ. https://support.steampowered.com/kb_article.php?ref=6088-UDXM-7214#addldocsemail As suggested above, ask your parents, or a teacher for help.
  9. From what you describe, I'd recommend doing a bit more work to establish a datebase. That can be short-term SL-based in which you have a server object that registers the progress of a finite number of avatars (limited by script memory), or an offline DB that keeps track of the progress of nearly infinite avatars. In essense, an avatar activates tep one, gets logged in the DB, and is allowed to progress to the next step. Now, if you're intent on doing it all within SL, without tracking UUIDs, and without the DB hassles, you'll have limits. For instance, if two people are progressing at the same time, one would be able to skip ahead due to the progress of the other (a door would be opened by one avatar, allowing a second to sneak through). However, here's how you can do what you want - no need for stopping scripts which is rarely a good idea! Simply set a flag integer in each script to enable its action TRUE/FALSE. For instance: User interacts with Box 1 and it shouts, "ENABLE BOX 2". Box 2 hears the message and sets its ENABLE variable to TRUE. When the user interacts with Box 2, it tests: if ENABLE==TRUE {openTrunk; shout "ENABLE BOX 3"} Box 3 hears Box 2 and enables itself for the next step. Each box could set a timer that after, say 5 minutes, the ENABLE flag gets reset to FALSE. That may work for what you want.
  10. Try comparing the distance between the object's "Up" <llRot2Up()> and the World "Up" <0, 0, 1>. Like this: vector UP = <0.0, 0.0, 1.0>; if (llVecDist(UP*llGetRot(), UP) > 0.03) llOwnerSay("Pin not straight up"); You could probably test for greater than zero or 0.01, but 0.03 is about two-degrees from straight up and allows for some slop in physics. This works by comparing the distance between A) a point in space 1m directly above the pin's Z-axis and B) a point 1m above the prim on the world Z-axis..
  11. Multiply the offset amount by llGetRot(): llRezObject(ObjectName, llGetPos() + (TargetVector*llGetRot()), ZERO_VECTOR,llGetRot() , ch); I'm not sure what you're using as TargetVector, but that should be an offset from the position of the main object.. which doesn't really match the "TargetVector" variable name. In other words, if TargetVector is a region coordinate instead of an offset from the main object, your new object may not rez at all (with no warning message), since it's likely to attempt a rez too far from the main object.
  12. You need to use two position parameters for the camera, one to set the camera's position and another to set where it looks (its focus). It seems you have the camera position under control. For the "focus", you can use either CAMERA_FOCUS or CAMERA_FOCUS_OFFSET. http://wiki.secondlife.com/wiki/LlSetCameraParams
  13. Use a list to store avatar UUIDs and the number of clicks. When a person clicks, the list is searched for that UUID. If found, the stored number of clicks for that person is increased by one and re-inserted into the list. If not found, a new entry is made to the list, starting with one click. In a small script, you can store a lot of data, but there's still a limit so be aware of that. For limitlessness, you'd need to store the data outside of SL. list clicks; // strided list with format [uUID, numClicks]default { state_entry() { touch_start(integer num) { key id = llDetectedKey(0); integer i = llListFindList(clicks, [id]); if (i == -1) clicks = clicks + [id, 1]; else { integer total = llList2Integer(clicks, ++i) + 1; clicks = llListReplaceList(clicks, [total], i, i); } } }} Edit: why does the code entry window auto-correct - changing my i's to I's?
  14. Feature Highlights of the AMD Catalyst™ 13.3 Beta3 Driver for Windows® Resolves OpenGL application issues seen with the AMD Catalyst 13.3 Beta2 driverI'll add, "and several previous driver versions as well." Just wanted to pass this along since SL is OpenGL and it seemed to resolve my problem. Beginning last Summer until now, I was unable to run SL with Aero enabled under Win7. Of course, the SL client was updated and I switched to the SL Beta client after I disabled Aero to get SL running about a month ago. From my limited testing, it seems that all the new AMD driver does is cause Win7 to automatically switch the color scheme to "Basic" when starting SL, and back to the previous color scheme when exiting SL. Previously, this didn't happen.
  15. Most things are possible one way or another, but not always entirely within LSL. For example, you could use llGetObjectDetails() with OBJECT_OWNER and OBJECT_GROUP. If the owner key is NULL, then the object is deeded to the group and you have that group's key. If the owner key is not NULL, and the group key is not NULL, then the object is set to the group. And if the group key is NULL, then there is no group set or deeded. Use llGetParcelDetails() with PARCEL_DETAILS_OWNER and PARCEL_DETAILS_GROUP to identify land the same way. You can get a group Key with the methods above. While you can't convert a group key to a group name directly... you can access the group info indirectly via script and one click. Use a script to generate a clickable SLURL like this: secondlife:///app/group/<group key>/about or secondlife:///app/group/<group key>/inspect I admit, while it's technically possible (at this time) to get a group founder via script... detecting group owners isn't possible. For limited usage (such as with your own groups), you'd need to maintain your own database listing owners of the group. Then, once you detect a group member avatar, you can cross-check your database to see if that avatar is an owner.
  16. It's possible to simulate it in-world as well (though the object won't actually change ownership). Here's an example using synced animations: Two avatars each hold a box out between their hands. The giver box is visible, the taker box is invisible. When both avatar animations are in sync at the proper position, both boxes should be in the same space. At that point, the visibility of each box would toggle on or off, simulating a hand-off.
  17. Use compass point degrees to figure out which way is plus/minus on each axis. integer compassPt; vector direction = <0.0, 1.0, 0.0> / llGetRot();integer compassPt = llRound(llAtan2(direction.x, direction.y) * 360.0/TWO_PI);if (compassPt < 0) compassPt = llAbs(compassPt);else compassPt = 360 - compassPt; Another method is to compare between your current llGetPos() and a position directly in front of you: (<1.0, 0.0, 0.0> * llGetRot()). vector p1 = llGetPos();vector p2 = <1.0, 0.0, 0.0> * llGetRot();if (p1.x > p2.x) you're looking westernlyif (p1.y > p2.y) you're looking southernly
  18. I've just tried this new chat thing.. I never liked the old new chat thing either, but I think this CHUI is an improvement. I guess I'm old-school with my chat preferences. I want the chat-entry bar at the bottom.. a single bar. I want <ctrl-h> to toggle a streamlined window with local (nearby) chat. I want <ctrl-t> to toggle a pop-up stream-lined window with tabbed non-local chats (IMs/groups). I can get used to the vertical tabs if the local/nearby tab is removed when torn off (and if they mouse-wheel scroll). Any other avatar/group-related options, I can get with a brief visit to the people window. Now to complain about wasted space... On torn-off local chat, the entire header is wasted space. We're going to set it the way we like and leave it that way. For me, it's the compact view with show times enabled. I'll never need the options button again. Put it in the chat prefs screen where it belongs. It's a set-once option. The Add person and Call person buttons are functionless in local chat, more wasted space. The "expand participant list" button is the same. I collapse the list because, A) I have the chat display names in the chat, B) I can right-click the names for more options, and C) if I really need options from someone nearby who hasn't chatted, I can, i)right-click their avatar or ii) open people nearby window and go from there. That button is wasted space. Finally, the re-attach to main window button is wasted space. I tore it off because I want it off, at the bottom of the screen where it belongs. I have no intention of ever re-attaching it. On the IMs window, those buttons aren't required either. The option to add a person to the conversation should appear when I right-click the avatar/group name (right above where it offers the option to "close conversation). I can already right-click to call that person. The "X" close button should be inside the actual chat container - just above the vertical scroll bar. No need for expand/contract, everyone will keep it one way or the other. Tear-off is the only useful button there, but could move to a right-click or onto the scroll bar like the "X". Also, I don't like that I can't <ctrl-t> to open only IMs/Groups without it also opening the local chat window which I've torn off. Instead, I have to hit <ctrl-t-h-h> in order to open IMs, then close local to get just the IMs. Maybe that's a bug to be fixed in the next beta version along with the blank IM window when torn-off local has focus. Finally (this got long-winded). Why in the world does everything minimize to the upper-left? It's frustrating when I minimize scripts and they get hidden below the CHUI monster. Can I get an option to set a preferred minimize-to corner. And while you're at it, an option to increase the size of the monospace script font for those of us with larger screens or higher resolutions. I know, JIRA and I can hack a file to edit the monospace size (can we still do that?). Until last month, I was using Firestorm with its comfortable V1 settings (and the Pie of course). Maybe I'll visit the JIRA soon.
  19. Only thing I can think of is that you didn't have that particular group tag active when you clicked the object. llSameGroup() only returns TRUE if the matching group tag is active on the avatar.
  20. Excellent! This solved my problem as well. Radeon HD7870 and 65" TV connected HDMI-HDMI and every other game in the universe runs perfectly (some in 3D). Even Rage runs very well - the only other OpenGL game that I've played recently. But no Second Life on this computer since Summer. And such a simple solution. I did fill out a bug report with AMD a week ago, before I saw this thread.
  21. EDIT: Problem solved, see this thread: http://community.secondlife.com/t5/Second-Life-Viewer/radeon-HD-7850M-not-working-with-viewer/m-p/1889253#M18140 I finally got around to trouble-shooting this problem further and made some progress. After several graphics card driver updates and nearly every viewer and beta viewer update (official, Phoenix and Firestorm), the problem persists. However, I now know that it's related to the HDMI output - which makes sense since the problem appeared after I purchased a new (TV) monitor and switched from a DVI-VGA converter to purely HDMI-HDMI at the same time. Using an older, purely DVI computer monitor, I can run Second Life just fine at the monitor's native resolution (1050) and 60Hz. But when I attempt to run SL on the new monitor at 1080p and 60Hz, It doesn't redraw the screen unless I hit ctrl-alt-del. Odd since every game in my 100+ Steam library runs just fine through HDMI. I'm responding to this old post in case anyone else has the same problem. For the record, it's a Radeon 7870 plugged into a Samsung UN65D8000 monitor.
  22. Same problem here. White screen, the mouse cursor changes when hovered over (invisible) links, and ctrl-alt-del allows the screen to be drawn. The viewer runs at 1 FPCAD (Frame Per Ctrl-Alt-Del). Example: I can start the viewer and get the white screen. Ctrl-alt-Del/close to see the log-in screen. Then click the log-in box, CAD again, type my avatar name (though can't see what I type), CAD again, click the password box (my avatar name appears), CAD again, type my password (again without seeing the text), CAD again, click the log-in button, wait a few secs, CAD again and I can see the world. I can do anything I could normally do in SL, only I see it as a still image until I Ctrl-Alt-Del to refresh. This happens with both the current Firestorm Viewer and the official SL Beta Viewer. I've tried both windowed and fullscreen. I've disabled VBO as well as every other shader. I've toggled nearly every 3D setting I can toggle with my graphics card. The graphics card is not overheating, it hovers in the 45°C range. It's not a firewall problem since A) I can run the current version of Firestorm on my iMac w/ATI card (router's firewall is good), B) I can disable the Windows 7 Firewall and still get the white screen. I did a clean install with Firestorm, removing the cache and all. The official SL viewer had never been installed on this computer, so it was 100% fresh (aside from anything it might share with Firestorm in the registry). Specs: Windows 7 64-bit i7-2600K 3.4GHz 8GB RAM Radeon HD 7870 w/ 2GB RAM - Catalyst 12.8, 12.9 beta and I think 12.6 was installed the first time
  23. I loaded the script to see what it shows. On my default cube, the map is returned like a webpage... tiny map in the upper-left and a lot of blank space. The map is 1/16th of the whole prim face. So, you'll need to stretch the static placeholder texture that the dynamic media image replaces. You can either manually edit the texture using the build/texture tab, or drop a few lines of code into the state_entry() section of the script. The code would involve adding: llScaleTexture(0.25, 0.25, 1); // x,y repeats. 0.25 stretches it 4 times the default of 1.0 llOffsetTexture(-0.375, 0.375, 1); //x,y offset. there's math involved The easiest solution is to edit the prim, select the texture tab, click the "Select Face" radio button, then play with the repeats and offset values until the texture is positioned properly. Shouldn't have to mess with it again after that.
  24. The mass of your linked object may be too large or require too much energy for llApplyImpulse to function properly. Check these links from both the old and new LSL wiki's: llApplyImpulse - old wiki Energy - old wiki Energy
  25. I assume you want the nose to drop more for long distances, then ease up to level for short distances. If you imagine the scenario as a right angle triangle, you'll see that the angle doesn't change when you divide by 10 to set the look at point. Your angle will always be about 5.7 degrees. At 100m, the lookat offset would be -10m. At that distance, it's a small angle. At 1m distance, the lookat offset would be -0.1m. The angle is the same, only the scale has changed. Try this formula as long as dist > 0: offset = dist / (100 / dist)
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