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Times Sands

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Everything posted by Times Sands

  1. The other suggestions are right on. But my buildings have done the same thing periodically recently, and they contain no phantom prims. It seems to come and go, but I have a hunch it's a transitory effect due to either client-side lag or Linden code changes occurring in the background. So if it's not a root phantom prim in your build, the problem will probably go away fairly quickly!
  2. ... I wanted to see if anyone here has heard any discussons about this before! The request would be for a new basic Building Block called the "Box Tube." It would be a "squared-off Tube," that looks like a hollow Box prim, but (as with the regular Tube) the "hollow" would be set with a Hole Size parameter and the Hollow parameter would carve out the volume within the prim's walls. I know it this can be simulated with sculpties, but they can't be Path Cut, Profile Cut, and edited in the many other ways that Tubes can. The Box Tube would very useful because: It would enable one prim to provide all 10 wall, ceiling, and floor surfaces of (say) a house with a central courtyard.Reducing the hole size to zero would produce all 6 faces of a hollow cubic or rectangular box (with a thin column in the center that could be hidden inside... say... a spiral staircase). All from one prim. Second Life's regular Tube is generated by simply revolving a rectangular cross-section around a circular or oval path. The Box Tube would similarly revolve a rectangular cross-section around a square or rectangular path. But the trigonometry would need to be much more complicated, if the prim is to look truly squared-off (especially at the corners). But I think the Lindens could do it... sometime! Another related question is that I once saw discussions somewhere about creating prim shapes using scripts. But I'm not finding them now. The scripts weren't prim torture... they were snippets of SL code from which the basic Building Blocks are made. Can anyone point me to such discussions or scripts? Many Thanks... and please let me know if you've seen this idea presented to the Lindens at any time before!
  3. Hi Again Amane! I forgot to menton that the saucer is 35m in diameter... however that fits into your needs! Sincerely, Timesie
  4. Hello! You might want to go to the top of the stairs in the Happy Hippo Building School's store and check out my WarpRider Flying Saucer! It's a state-of-the-art vehicle that's available in both fully-assembled and easy-assemble-kit versions at very low prices for its unique capabilities! It's both a realistic flying machine and a two-story house. It can also transport people up from the ground, warp up to 7 passengers across distances up to 4000 meters, and rez warping Personal Flight Pods that anyone can fly (but with an added Invisibility Cloaking feature) . Here's the SLURL to the two WarpRider vendors: http://slurl.com/secondlife/Kinetix/136/71/30 Hope you like it!
  5. Interesting point, but last night, I also linked the "impulse" prim to a nano prim... and it still went down! Dora Gustafson wrote: What is the mass of your linkset? I guess it can be to heavy to move against gravity
  6. Hello! I've been going nuts trying to get llApplyImpulse to simply move a linkset up! My little one-line script does it perfectly if it's in a single-prim object. But when I then link that "impulse" prim to other prims and touch the impulse prim, the combined linkset always goes down. That's also regardless of : Whether I set llApplyImpulse to use Regional or Local directions.Whether the Z value of the impulse direction vector is positive or negative.Whether the "impulse" prim is the Root or not.The actual rotation parameters of the prims involved.I've monkeyed with all of those parameters and the combined linkset always goes down. I even tried to rotate the individual "impulse" prim so that when I touch it, it alone moved down (thinking that when linked into the other prims, they might then go UP) but it didn't happen. Has anyone else had similar troubles with using llApplyImpulse in linksets, and if so, how did you fix it? Many Thanks!
  7. Yes knowing whether a product uses megaprims before you buy is critical. If you live on Linden land or on an estate that does not permit megas, then buying a megaprim-based product is a waste of money (unless you buy it as a gift for someone who can use it). So it's always good to mention megaprim use in product descriptions.
  8. Hi Void, And thanks to you too for your input! Parcel permissions aren't it, since both the destination encoded in the script and the spot where the system was sending me (though different) are both in the same parcel as my departure point. No group sharing was set either, since it was for private use only. Crosstalk is an interesting possibility, but I specifically chose a comm channel that is not known to be used by other popular products. Of course, that's not a guarantee! But as I mentioned in my response to Rolig, something funny may have been going on in the SL background, since the sim owner also reported seeing a script-memory anomaly at about the time my problem started! Thanks Again Void!
  9. Hi Rolig, Thanks for the link to the "Safe" version. I didn't originally try it because I'm using the system stricty for TPs within our sim. And as mentioned, "not behaving properly" meant that it suddenly started to drop me at a location in the sim that was independent of the location encoded in the script itself. (And that location was also unrelated to the sim's defined TP landing spot.) By the way, I did hear from the sim's owner that at the same time this occurred he noticed that all his scripts suddenly lost about 12k of Mono script memory. But that has recently been restored. So something funny was going on in the SL background... I'll test my system again today! Thanks again, Rolig!
  10. Hi everyone, For the past few months, I've been developing an item that uses the long-known JumpPos code (also called PosJump) to do long-distance teleports. I never could get WarpPos to work reliably, so I eventually settled on the very odd JumpPos code... which until about two weeks ago, worked like a charm every time. The Lindens have broken these "features" before, but promised that they would not do so again until they had developed a "Linden-approved alternative" for doing non-physical jumps across long distances (in my case, over distances up to 4,000m). But after months of successful operations, my device suddenly stopped working properly about two weeks ago... when it started to target a specific destination that wasn't hard-coded in the script. The script didn't change, so I'm wondering if WarpPos and JumpPos/PosJump have been broken once again? And I wanted to ask if anyone else has started to have similar problems recently with products that use these public-domain techniques? Many Thanks! Timesie
  11. Thanks Linda! It certainly seemed so!
  12. Hi Ann... It's been a while! Many Thanks... That got me in! Good to have a working landing point! Sincerely, Times
  13. Just curious, is anyone else absolutely unable to log into any location in SL right now? Thre's nothing in the SL Status blog... but I've tried several regions and keep getting a "something is wrong, try again later" kind of error!
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