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Found 4 results

  1. I live in the US but I am still having problems submitting my debit card in. The maintenance report says it happens to International card holders. Why am I having this problem?
  2. Hello. Since everyone started to make their own gachas in events or shops I think Linden Lab needs to make an assessment to release a gacha policy. The gachas are being such low quality but above this there are many misleading problems with creators and events from the point of the view of players. People are spending their money, but sometimes they get useless or worthless items. Also when a problem occured, they are facing with a no customer service or a rude creator. I have collected many examples below. Hopefully we canmake the gacha community a better place together with buyers, resellers, creators and Linden Lab. 1. Gacha is a game of chance. Players are not able pull a spesific item in the machine. That's why all duplicates must be sellable or tradeable for other items from that machine or different machines, so they all need to be transfer. 2. Gachas can be sold inworld or on MP and pricing may differ from seller to seller. It is totally up to pull count of the seller. This is totally connected to the first rule. 3. Gacha items must be rezzable. Since they are only transfer items, no rez scripts are unfair inside of the items. The unpacked items can be rezzed and lost by mistake. 4. Gacha creators must offer/share the prize info/photo with community inworld. Especially if they are wearables. Also event owners may share entire gacha key textures in their groups. Gacha key textures are for those gacha items, they are not art works. 5. Gacha items/sets mustn't be sold seperately in copy versions by the creators. Saying again, gachas are game of chance. Some sets take (ex.) 8k to complete for a reseller but when the creator sell a copy version for 6k, this totally kills the fun of gacha. Trying to cut the income of resellers won't give the creator anything. Because most of the players of the machines are resellers. Exchanging the single transfer items or full sets for copy versions seems fair. Because it is up to player's choice. 6. Exchange tickets for copy version of gacha items mustn't be allowed on rezzable items. All the items in gacha must be useful in my opinion. Also items that are useful only in copy versions mustn't be put into gacha machines for the same reason. Example: Some merchants have some vehicles/homes or rideable stuff which are only useful in copy versions because of the scripts. Those items mustn't be gacha items in my opinion. (I wish I could name some of those but probably most of the people who have knowledge about gacha items will understand this.) 7. There are some resellers change the colour, size or link the items to be sold together and sell them like different items without giving information. Since they are same items actually, this is not an acceptable situation for buyer, so gachas are better stay only transfer/no mod and single item for each pull. I know mod items are fun but this is only the working method to prevent this. Creators may offer copy/mod versions. 8. Building items like fences, walls, wall lamps, roads, pavements etc. mustn't be in gacha games. To tell the truth if I need a double of same item in a gacha machine to make the complete set to look real complete is no fun. 9. All the scripts, animations used in gacha items must be transfer. Because when the item rezzed or worn, it turns to no copy/no mod/no trans. Especially some skin makers choose this way on their appliers to prevent applied skin and copied head. Some of the creators don't even take the trouble to box their gacha items. I had many the skin appliers rezzed mistakenly, so I had many women skins I had no use turned into no trans to be deleted and I lost my lindens. Examples: Skin Applier example Skin Applier Example 2 Skin Applier Example 3 Exchange tickets have better usage for skin appliers. Exchange tickets can be sold, but skin/eye/tattoo appliers can't be sold by this way. *** (Exchange Ticket) Catwa/Omega Appliers - 21 RARE 10. If a set is officially retired (while the event continues it must be said by event page), it mustn't be put out even after years. 11. Each gacha item must have their own usage. People do not have to complete those sets to use useless HUDs. HUDs which work with different items in the same machine cannot be sold as seperate common or rare. This looks so greedy. Some machines which can be played for 75-100L for each pull, have HUDs as a gacha item, even some are rares. Rare HUD working with a rare item, common HUD working with rare item etc. I just want you to realise. You are the player of the machine, and machine has got 2 common HUDs which are only working with the rare item in the machine. You pulled 15 pieces until you get the rare item, and 8 of the items are HUDs. What will you do the other HUDs? 12. Vendor key textures or the item names must be detailed about land impact counts of every gacha item in the machine. People can't check your demo places after getting in an event after hours. If you do 20Li gacha decorations for a gacha machine, players need to know about it. 13. Gacha rare rates must be shared with customer before playing. P.S: The very last thing is if creators have mistaken with gacha machines in a new event (leaving an empty box, missing item in the machine etc.), i feel like they can fix this in a better way. I know creators are human beings and can be mistaken. But players are humans and most are dumping their all money into those machines, they need a better care. If there is a failed delivery, creators need to stop dumping random commons to players, paying it back is a better solution. If there is an empty box, it needs to be fixed fix it asap and that item needs to be sent to the people who demanded them. If there is a missing rare, paying at least 10% back to the player, or sending that rare item to each player may work. If there is a missing common, sending at least one of that item to every player before they ask is more fair. To creators: Do not make your customers wait for a reply from you for weeks/months. This is your shop and you make real money, so people spend real money. None of those above hurt you, but the players. If you can't have customer care, leave it to better people. No customer care, no fun, believe me. Thank you. I'll add more things if I see anything else. Please share your experiences to the community here. Creators can be rude about such things, or can be so friendly. You can never know which face you will face. At least a gacha rules policy which they have to adapt their machines, would be really better.
  3. Mar1naa

    Profile

    Why does my profile in Firestorm state "No payment info on file", yet in SL Viewer it clearly States Payment info on file.
  4. AlduousMcBurlington

    LSL MONO Loop Speeds

    So a little while back, while the forums were offline for the new site update, I had a question I wanted answered: what loops are fastest in mono, and what stipulations should be taken into account when scripting them? As it turns out, this is quite an interesting topic that has a lot of commentators scratching their heads. Well, I'm not here to talk about efficiency, but I am here to definitively conclude which loops appear to be fastest (and when they usually are). Using a simple script that can be found below, I conducted some tests (in mono) to see what loops finish fastest with no arguments inside of them to test the true speed of the loop itself, from a practical approach without considering the theory behind it. My results could be considered a little odd, as the answer of 'fastest' actually appears to vary based on how many iterations you happen to be looping through. The results of my particular test are printed below, as concluded by the script found at the end of the page: 'for' loop time to 100: 0.000000 'for' loop time to 1,000: 0.024513 'for' loop time to 10,000: 0.044505 'for' loop time to 100,000: 0.596119 'for' loop time to 1,000,000: 6.318980 'do-while' loop time to 100: 0.000000 'do-while' loop time to 1,000: 0.030374 'do-while' loop time to 10,000: 0.114235 'do-while' loop time to 100,000: 1.198419 'do-while' loop time to 1,000,000: 12.739420 'while' loop time to 100: 0.000000 'while' loop time to 1,000: 0.014845 'while' loop time to 10,000: 0.116710 'while' loop time to 100,000: 1.200627 'while' loop time to 1,000,000: 12.317580 loop time to 100: All loops evenly matched for practical purposes. loop time to 1,000: 'while' loops beats all; 0.015529 seconds faster than 'do-while', and 0.009268 seconds faster than 'for'. loop time to 10,000: 'for' loop beats all; 0.06973 seconds faster than 'do-while', and 0.072205 seconds faster than 'while'. loop time to 100,000: for loop beats all; 0.6023 seconds faster than 'do-while', and 0.604508 seconds faster than 'while'. loop time to 1,000,000: for loop beats all; 6.42044 seconds faster than 'do-while', and 5.9986 seconds faster than 'while'. In simple conclusion, loops are a funny business and they can vary based on many probably factors. Please use the script to do the experiment yourself, as learning is always a personal endeavour! I hope this was helpful at least to someone, and that it might lead to better scripting habits in the future for all. Have a good one! default { touch_start(integer total_number) { if(llDetectedKey(0) == llGetOwner()) { llOwnerSay("Beginning loop test.\n "); integer i = 0; llResetTime(); for(i; i < 100; i += 1){} llOwnerSay("'for' loop time to 100: "+(string)llGetTime()); i = 0; llResetTime(); for(i; i < 1000; i += 1){} llOwnerSay("'for' loop time to 1,000: "+(string)llGetTime()); i = 0; llResetTime(); for(i; i < 10000; i += 1){} llOwnerSay("'for' loop time to 10,000: "+(string)llGetTime()); i = 0; llResetTime(); for(i; i < 100000; i += 1){} llOwnerSay("'for' loop time to 100,000: "+(string)llGetTime()); i = 0; llResetTime(); for(i; i < 1000000; i += 1){} llOwnerSay("'for' loop time to 1,000,000: "+(string)llGetTime()+"\n "); //----------- llSleep(2.0); //----------- i = 0; llResetTime(); do{i += 1;} while(i < 100); llOwnerSay("'do-while' loop time to 100: "+(string)llGetTime()); i = 0; llResetTime(); do{i += 1;} while(i < 1000); llOwnerSay("'do-while' loop time to 1,000: "+(string)llGetTime()); i = 0; llResetTime(); do{i += 1;} while(i < 10000); llOwnerSay("'do-while' loop time to 10,000: "+(string)llGetTime()); i = 0; llResetTime(); do{i += 1;} while(i < 100000); llOwnerSay("'do-while' loop time to 100,000: "+(string)llGetTime()); i = 0; llResetTime(); do{i += 1;} while(i < 1000000); llOwnerSay("'do-while' loop time to 1,000,000: "+(string)llGetTime() + "\n "); //----------- llSleep(2.0); //----------- i = 0; llResetTime(); while(i < 100){i += 1;} llOwnerSay("'while' loop time to 100: "+(string)llGetTime()); i = 0; llResetTime(); while(i < 1000){i += 1;} llOwnerSay("'while' loop time to 1,000: "+(string)llGetTime()); i = 0; llResetTime(); while(i < 10000){i += 1;} llOwnerSay("'while' loop time to 10,000: "+(string)llGetTime()); i = 0; llResetTime(); while(i < 100000){i += 1;} llOwnerSay("'while' loop time to 100,000: "+(string)llGetTime()); i = 0; llResetTime(); while(i < 1000000){i += 1;} llOwnerSay("'while' loop time to 1,000,000: "+(string)llGetTime()); } } }
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