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Alicia Sautereau

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Everything posted by Alicia Sautereau

  1. I just stick to post and use this on the lsl comm pages: <?php if ( ! defined('BASEPATH')) exit('No direct script access allowed');if ( ! function_exists('gethostbyaddr_timeout')){ function gethostbyaddr_timeout($ip,$timeout=2) { $host=`host -W $timeout $ip`; if(preg_match('`in-addr.arpa domain name pointer (.*)\.\n$`i',$host,$matches)) { $host=$matches[1]; } else { $host=$ip; } return $host; }}if ( ! function_exists('secondlife_access')){ function secondlife_access($baseURL) { $dom = gethostbyaddr_timeout($baseURL); $ip = gethostbyname($dom); if(!preg_match('`^.*\.lindenlab\.com$`',$dom) || $ip!=$_SERVER['REMOTE_ADDR']) { print '<center>No outworld access allowed</center>'; exit(); } }} Then call the function in the script: public function __construct() { parent::__construct(); secondlife_access($_SERVER['REMOTE_ADDR']); }} Ofcourse comment the line out while testing as i also say the url in chat so i can debug it faster
  2. There is another trick if the land is secured, Create a landscape set on you rown land Make the root prim like 10x10 and alpha it Place the set on their land with the root prim on the edge of your border Here`s the interresting part of this, when the set is in place, you can use edit linked parts to mask annoying objects or align the trees/bushes to where you want, no headache trying to layout while building it. Rez, link, place, align & done
  3. Wait another few hours/1 day That your 5 days old today might just be a rounding while your actuall 4.6 days old
  4. Would rather opt for a "Demo" section with normal filters for different items
  5. Only had 1 fail from 163 purchases the last month. Usual delivery is is a minute or to, but i`d say that a couple % takes between 5 to 40 minutes
  6. http://memory.dataram.com/products-and-services/software/ramdisk G`nite
  7. Relative simple light controller ;) Create your linkset and drop this script into the root Name each light bulb prim "bulb" If lLinkBulbs = TRUE, all bulbs will set fullbright + light if lLinkBulbs = FALSE, all bulbs will set fullbright but the root prim will be the light source instead //////////////////////////////////////////////////////// // Simple light controller // Created by Alicia Sautereau // // Free to improve, but sharing would be great :) // Free for personal use // Free to be resold in your products // Free to sell the script as-is/no-mod, but your an arse then... // // Created 27/12/2011 //////////////////////////////////////////////////////// vector sunDir; // Vector as we use a function integer cmdChannel = -900101; // Dialog channel we recieve commands on integer lState = 2; // 0 = off, 1 = on, 2 = sun controlled integer dState = 0; // 0 = main, 1 = intensity, 2 = falloff, 3 = radius, 4 = glow key User; integer listner; float sunTimer = 60.0; // 1 minute vector lColorOff = <222, 187, 153>; // Color of the prim when the light is off (255 = white) vector lColorOn = <222, 187, 153>; // These are the RGB values as you see in the color picker integer lLinkBulbs = TRUE; // Set all linked "bulb" prims to emit light TRUE = yes, FALSE = fullbright float lIntensity = 0.6; // Light intesity (doh) float lFalloff = 0.5; // Light falloff (double doh) float lRadius = 6.0; // Light radius (oh c`mon, like you didn`t guess that one coming...) float lGlow = 0.45; // Glow amount, steps of 0.05 float lGlowDefault = 0.05; // Amount of glow when the light is off list order_buttons(list buttons) { // Kinda pointless, but gotta have it as orderd buttons are cool xD return llList2List(buttons, -3, -1) + llList2List(buttons, -6, -4) + llList2List(buttons, -9, -7) + llList2List(buttons, -12, -10); } // As complicated as this looks, bad joke, we can`t be arsed to copy the dialog text 10 times :) list dM = ["Glow", "Show Settings", "Exit", "Intensity", "Falloff", "Radius", "Light On", "Light Off", "Light Sun"]; list dPM = ["--", "++", "Back"]; // No, it`s not the God function, christ... doLight() { integer i = llGetNumberOfPrims(); for (; i >= 0; --i) { if (llGetLinkName(i) == "bulb") { // We love burning electricity, ON! if (lState == 1 || (lState == 2 && sunDir.z < 0)) { llSetLinkPrimitiveParams( i, [PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);} if (!lLinkBulbs && (lState == 1 || (lState == 2 && sunDir.z < 0))) { llSetLinkPrimitiveParams( 1, [PRIM_POINT_LIGHT,TRUE, (lColorOn/255), lIntensity, lRadius, lFalloff]); } if (lLinkBulbs && (lState == 1 || (lState == 2 && sunDir.z < 0))) { llSetLinkPrimitiveParams( i, [PRIM_POINT_LIGHT,TRUE, (lColorOn/255), lIntensity, lRadius, lFalloff, PRIM_GLOW, ALL_SIDES, lGlow, PRIM_COLOR, ALL_SIDES, (lColorOn/255), 1]); } // Ok, we`re kindof green...off :/ if (lState == 0 || (lState == 2 && sunDir.z > 0)) { llSetLinkPrimitiveParams( i, [PRIM_FULLBRIGHT, ALL_SIDES, FALSE]);} if (!lLinkBulbs && (lState == 0 || (lState == 2 && sunDir.z > 0))) { llSetLinkPrimitiveParams( 1, [PRIM_POINT_LIGHT,FALSE, (lColorOn/255), lIntensity, lRadius, lFalloff]); } if (lLinkBulbs && (lState == 0 || (lState == 2 && sunDir.z > 0))) { llSetLinkPrimitiveParams( i, [PRIM_POINT_LIGHT, FALSE, <0.0,1.0,0.0>,1.0, 10.0, 0.5, PRIM_GLOW, ALL_SIDES, lGlowDefault, PRIM_COLOR, ALL_SIDES, (lColorOff/255), 1]); } } } } default { on_rez(integer init) { // Allways cool to have! } state_entry() { // We could say something else, but "active" will let us know we didn`t kill the script engine, feel free to remove :) llSay(0, "Active"); // We are God, and there shall be, darkness??? if (lState == 2) { llSetTimerEvent(sunTimer); sunDir = llGetSunDirection(); } doLight(); } touch_start(integer total_number) { // Well, we are the user, gimme dialog! :) User = llDetectedKey(0); listner = llListen(cmdChannel, "", llGetOwner(), ""); llDialog(User, "\nLight controller:\n", dM, cmdChannel); } listen(integer cmdChannel, string name, key id, string dC) { // Stop reading right here, i know i did... dC = llToLower(dC); if (dC == "exit") { dState = 0; llListenRemove(listner);} if (dC == "light off") { lState = 0; llListenRemove(listner); llSetTimerEvent(0.0); llSay(0, "Light off"); doLight(); } if (dC == "light on") { lState = 1; llListenRemove(listner); llSetTimerEvent(0.0); llSay(0, "Light on"); doLight(); } if (dC == "light sun") { lState = 2; llListenRemove(listner); llSetTimerEvent(sunTimer); sunDir = llGetSunDirection(); llSay(0, "Sun controlled"); doLight(); } if (dC == "back") { dState = 0; llDialog(User,"\nLight controller:\n", dM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "intensity") { dState = 1; llDialog(User,"\nLight intensity:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); } if (dC == "falloff") { dState = 2; llDialog(User,"\nLight falloff:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); } if (dC == "radius") { dState = 3; llDialog(User,"\nLight radius:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); } if (dC == "glow") { dState = 4; llDialog(User,"\nLight glow:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); } if (dC == "--" && dState == 1) { lIntensity = lIntensity - 0.1; llDialog(User,"\nLight intensity:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "++" && dState == 1) { lIntensity = lIntensity + 0.1; llDialog(User,"\nLight intensity:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "--" && dState == 2) { lFalloff = lFalloff - 0.1; llDialog(User,"\nLight falloff:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "++" && dState == 2) { lFalloff = lFalloff + 0.1; llDialog(User,"\nLight falloff:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "--" && dState == 3) { lRadius = lRadius - 1.0; llDialog(User,"\nLight radius:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "++" && dState == 3) { lRadius = lRadius + 1.0; llDialog(User,"\nLight radius:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "--" && dState == 4) { lGlow = lGlow - 0.05; llDialog(User,"\nLight glow:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "++" && dState == 4) { lGlow = lGlow + 0.05; llDialog(User,"\nLight gLow:\n", dPM, cmdChannel); llSetTimerEvent(sunTimer); doLight(); } if (dC == "show settings") { llSay(0, "Intensity: "+ (string)lIntensity +", Falloff: "+ (string)lFalloff +", Radius: "+(string) lRadius +", Glow: "+ (string)lGlow +", Color: "+ (string)lColorOn ); llDialog(User, "\nLight controller:\n", dM, cmdChannel); } } timer() { // Kill listner just incase the user pressed ignore (to bad if he started it right befor the timer hits :)) llListenRemove(listner); if (lState != 2) { llSetTimerEvent(0.0); } // Can some one tell us where the sun is? please? if (lState == 2) { sunDir = llGetSunDirection(); doLight(); } } }
  8. A word of warning regarding ramdisk The ram image has to be READ from the hdd into memory IF you have a slow HDD and/or MEMORY, you will see your windows start/shutdown times extend into the minutes (when auto load/save enabled) It does work fast when loaded, a trade off that every one has to decide for them selfs
  9. ssd will speed up loading textures alot faster, tho the gpu still needs to render it. There is 1 problem with ssd, they degrade when data is written onto the same place unlike normal hdd`s I`m using an old vertex2 ssd as cache/temp data storage for the sake of speed, even tho the odds of it degrading are 10 times faster then when using it for normal things. IF you want to use an ssd, i would strongly recommend using a small 30gig cheap vertex 1/vertex 2 ssd The vertex 3 series are for the sandybridge systems with +P69 controller that can run at the advertised speeds, not to mention that they are abit more expensive to use as a "dump" disc. If it would fail after an year, the costs are neglectable to replace it
  10. What i do with my free time is for non to say What i do with my stuff is for non to say If people will call me insane for putting so much time into something, only to give it away for free, i`ll laugh and say "old news " Why should i charge something instead of opensourcing it, just because estate owners earn some money? are you mad? (dumb question) Think i`ll know what my second project will be now... I`m done with this thread, good luck to all. ps, about the ego thing, this entire thread is based on ego....
  11. Oh, i do value my time when i`m working, but as i`m working real life and just do here for waking up old braincells and fun, i hold my spent time "hobbying" at l$0 On the other hand, i have spent a fortune raiding several shops to a point i even got money returnd as discount with a thank you I support creators, don`t get me wrong, but there are things that are overpriced and see it used at alot of places, to bad for them it`s in my expirience corner. Take for example Tartessos Arts where i spent more money then i can remember, cause of him i won`t bother hitting the furniture market with free stuff, would rather refer people to him and say it`s worth the money, while making for myself maybe a custom sofa if needed I`ve bought clothing that i threw out immidiatly cause of texture align errors, seams that were messed up, oh so pretty foto`s that after an inworld inspection appeared to be a ripoff. I would name a shop where a simple but nice looking dress costs l$980 with a photoshopped picture, going inworld and i laughed about 70% of their so called "exclusive" overpriced items. I will be going to learn myself alot more after the main project will be done... btw, forgot to say, opensource so that every one can make their own custom version from the backend (scripts&website)
  12. Same here, gave it a try to make a for heel alpha only and give out, but that was a dissaster :matte-motes-impatient:
  13. No offense, but all i can say is "lol" I bought a walkway that wasn`t cheap, but very cool. 1 week later, i learned blender, sculpties, fractionals the ins&outs with possibilities and improved it. You know what? when my house is finished, again (thanks asset server), that i will put on the market place for l$0 , i will be putting some time again to make some sculpty stuff and give it out for free aswell. While we are on the whiny tour, some will remember i had a tier system for estates 3 years ago for wich people now pay alot of money, i`m in the early stages of recoding it from scratch and make it free for every one to host it them selfs... And then i`m going to add some additional modules, like a rental box, overal accounting overview, vendors and security system tied to the user`s land in the tier/rental module... Who evers remembers me from the old days, *waves*, i`m back with a vengence against overpriced stuff :matte-motes-evil: /end rant, see you in a couple of months again
  14. I think this might be an issue with the viewer your using I`m used to building like that aswell and just tested it to be 200% sure and it works (select all identical faces -> select pre-aligned face tabs+enter)
  15. This has been an issue since prims could be larger then 10 meters Encounterd it in olg and klee said it`s near impossible to fix (1.5 year ago), don`t ask why...
  16. As of this morning with the latest release of Exodus, i`ve removed all traces of the other viewers It has a TON of extra options along with extra visual effect (that need abit of tweaking per system settings) It`s just brilliant for the higher end pc`s where you can put everything on high(client & gpu control panel) and enable all the visual extra`s There are still bugs, but it`s beta
  17. http://wiki.secondlife.com/wiki/LlRezObject // Rez an object on touch, with relative position, rotation, and velocity all described in the rezzing prim's coordinate system.string object = "Object"; // Name of object in inventoryvector relativePosOffset = <0.0, 0.0, 1.0>; // "Forward" and a little "above" this primvector relativeVel = <0.0, 0.0, 0.0>; // Traveling in this prim's "forward" direction at 1m/srotation relativeRot = <0.0, 0.0, 0.0, 0.707107>; // Rotated 90 degrees on the x-axis compared to this priminteger startParam = 10;default{ state_entry() { } touch_start(integer total_number) { vector myPos = llGetPos(); rotation myRot = llGetRot(); vector rezPos = myPos+relativePosOffset*myRot; vector rezVel = relativeVel*myRot; rotation rezRot = relativeRot*myRot; llRezObject("rezzed", rezPos, rezVel, rezRot, startParam); }} Just removed the 2 meter offset and gave the object a name Should do what you need it to do
  18. On a side note, for the mesh you could make a collision model so people could walk trough, for the sculpt it would have to be phantom or invisible wall Think that counts for something aswell
  19. That sort of things is better doing with sculpties, heck, you can even make a fractional out of +100 pieces if wanted
  20. No one anything to add? :smileysurprised: Will leave it for 1 more day and then post it in the library
  21. #1 i fully agree #2 we have the edit window where you can move a prim by 0.001, feel free to hop over to my place and find me 5 misaligns that are not sculpty related (those are just a pain...) #3 i`d rather have it changed to 0.0001 :smileysurprised:
  22. No offense intended Nalates, you talk about bottlenecks but not evening covering about memory speed while advising the use of ramdisk If people with older machines attempt this with with normal speed memory and harddisc, their windows startup/shutdown will explode exponantialy Dual/tripple/quad channel makes a difference also Also forget about normal sata drives, the small 32gig ssd`s wich are perfect for these sort of operations, not to mention a revo drive if you got some money lying on the side. Also about shutting down/disabling all the windows tasks (services), this is a very bad idea as programs use all sort of window services and windows aswell Sure, some are useless, but having 1 program/component not working "1 day" is more of an headache to try and figure out what won`t run then leaving it on (expirience) I would defenetly put a red colored warning that this is for adavnced users or else the might be driven insane to a format and reinstall to fix it This year we`ll be hitting the 600 range of nvidia cards, the 7000 for ati and allready at the socket 2011 cpu`s I think i`ve missed the part about the upgrade in your article *edit* In all fairness, the graphics link is good, but wanted to add 1 thing On faster machines when you get an high fps, using 8 pre-render, vertical sync and tripple buffer *can* work great You will get a lower fps but the fram transition would be smoother This is ofcourse for every one to play with as it`s reall case by case and could improve 1 app/game while killing the other but for sl it works for me very nicely Don`t try this at home kids, it will kill your fps faster then you can blink
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