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Qie Niangao

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  1. Also, I think an individual account can only have one Linden Home (like Belli) regardless of how much tier that account can spare, so claiming that parcel isn't really an option. If it were possible, though, the parcels would have a common owner so would share Land Impact, no need to deed it to group. I think the reason you can't group-deed Linden Homes is that they really don't want to start a market in resale of them, so the regions are set with "Allow Land Resell" disabled, which amounts to making the parcels untransferable, hence impossible to be deeded.
  2. Yeah there's a new beta. I installed it and used it for a while, didn't get viewer crashes, but I still get the same constant SLPlugin.exe crashes on my machine that started with the Linden viewer just before their first PBR beta. That's a problem I don't get with PBR-capable Alchemy nor the CoolVL Viewer that also has proper mirrors, 2K textures, and all the stuff in the Lab's featurettes RC viewer. (Because I can only really cope with the v6 UI, I stick with Alchemy when I need to get stuff done; it has enough PBR to see what I'm looking at for now.)
  3. Terraforming in Bellisseria would be a disaster because the parcels, even the 2048s, are so small. One per region might be fine, but once neighbors got started it would blight the whole continent. The best pools I've seen in Belli are outboard of houseboats, using Linden water. I don't have a pool at my Belli houseboat but that might be because I once had a pool removed in real life. Think it's expensive to install a pool? Hah!
  4. Yeah, there's no way to avoid one month of that next-level tier payment, which may have been what OP @Terry Rainier had hoped, and I should have mentioned that. I was answering what would avoid that higher charge recurring in future months, which I should have made explicit in my response. Sorry for any confusion. It's indeed unfortunate that the charge was already incurred when it would have been relatively easy to use the group land mechanism to avoid it altogether.
  5. Easiest way: You simply increase the amount of tier you donate to the group so she can withdraw some of her donation. This is done (in either direction) in-world, in the group profile (select the group from the Control-Shift-G list), expand the Land/Assets tab, and adjust the "Your contribution" number. Short term, you can under-tier the group without immediate consequences, so she can withdraw her meter even if you haven't yet had a chance to add it. More difficult (but what you asked), to "transfer… deeded land" you (the group) would need to actually sell it to yourself (the individual). There's no other transfer mechanism.
  6. But they'll be increasingly obsoleted by content that's only PBR-visible. To wit: per ModemWorld blog's summary of Friday's TPV Developer meeting. Content that also has the Blinn-Phong fallback materials (or only those materials) will still be fine, but this greenlights omitting those materials and using solely PBR materials, for expediency. I don't blame Firestorm for not wanting to handle all the support questions that will arise from a flawed PBR implementation, but as anybody can attest who's watched the beta group chat scroll by, there would be plenty of support questions even if PBR worked flawlessly. The better the product the less the support demand, but also the later and more urgent that demand, so release timing is a tradeoff.
  7. Well, in case anybody stumbles on this, I eventually thrashed around enough to get something working (for very small values of "working"). Some of the saga is reported in a regular Forums thread. Some good advice there from Henri, summarizing his observations about mirrors as they behave at the moment. I probably should have expected this feature wasn't really ready for prime time yet, despite the server side being rolled grid-wide, because there's only the featurettes viewer which I now gather is due an update.
  8. Well, some tiny advance here. I can at least get a proper mirror to work semi-repeatably in the Linden viewer now that I stumble on the realization that mirror probes only reflect on their positive Z axis. (Where is any of this documented?) They seem to work better if really thin, like just surrounding the reflective surface. But it's still horrifically buggy, and the whole "mirrorness" of the probe can vanish until you teleport out of the region and back, or sometimes no new probes will work until I relog. It's still very very broken but at least the optics are recognizable now. I've also tried for a while with the CoolVL Viewer. (Hint to anybody else testing: be sure to turn on mirror rendering—"High resolution probes (mirrors)"—in graphics preferences.) It's confusing that mirror probes created in the Linden viewer don't seem to work at all in the CoolVL Viewer. It sees they're probes, albeit "mirror (static)". One it seems to ignore completely and the other… well, for some reason it doesn't think there's any material at all on the reflective surface inside that probe (it's just a blank material with zero roughness) so that's an unrelated problem. The mirrors I try to create in the CoolVL Viewer aren't working so far, but I'm sure I'm just doing it wrong or haven't relogged enough or something. I mean, the feature itself is just a mess so it's not going to magically work better in another viewer. But seriously, how much testing did this get on Aditi? And maybe my fault: what should I have read to know about this Z-axis constraint??
  9. FWIW, I just downloaded the experimental CoolVL Viewer 1.32.1.5 that has a kind of dynamic reflections but they don't update anywhere near real time, and look pretty fuzzy to me compared to what I see in the Linden featurette mirror probes, but the optics don't seem scrambled they way I see in the Linden viewer. I *think* CoolVL Viewer's dynamic mirrors are just the dynamic reflection probes in the other viewers, not the mirror probes, but I could be wrong about that.
  10. If it's any consolation, all Linden viewers (and the Firestorm PBR beta viewers) are absolute agony to use on my particular machine, too, because there's a segfault in SLPlugin.exe that pops a modal system dialog very frequently, sometimes more than one a minute. (Pain started coincident with Linden's first PBR betas, but nothing to do with PBR nor Windows 11 because both PBR-capable Alchemy and Cool VL Viewer have no trouble. I filed a jira back when jira was a thing, and a Support ticket, poked it as best I know how, with no sign it's in anybody's queue to fix. I'm just assuming Alchemy will pick up the featurettes once the code is fit to use.) But what I intended to mention before I launched that rant was that there's a Canny feedback report stamped "EXPECTED" which is the only thing I could find about mirrors (which is weird) but it was actually reporting less-than-mirror behavior for those PBR dynamic reflections, which would be expected… except they too noted the reflections get smaller the closer you get to them, which is one of the ways the planar mirror optics also seem scrambled for me. I'm sure somebody declared victory on mirrors already, now that mirror probes rolled grid-wide. Oh, re: "smoother", be sure there's no normalmap on the reflective surface. That image doesn't exactly look like that's the problem, but I haven't played with recent updates of Cool VL Viewer so I don't know how much of the "featurettes" Henri has adopted already. Otherwise, the mirror optics of that image look more sensible than anything I've gotten so far.
  11. Are you trying with the mirror probes, though? At least on my machine, they're pretty much real time with my avatar movement, on those lucky occasions I can find my avatar in the reflection. It's way different and (if you can find the reflection) better than the pre-mirror PBR reflections. But the optics are… idiosyncratic, to say the least, in every contorted configuration I've tried so far. ETA: Guess I should list hardware config from Help/About: CPU: 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (3911.99 MHz) Memory: 16236 MB Concurrency: 12 OS Version: Microsoft Windows 11 64-bit (Build 22631.3527) Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce RTX 3060/PCIe/SSE2
  12. Lol. Facts not in evidence. Or, I guess yeah, we can look in the mirror. What we see there, though, may or may not be a reflection, and when it is, it's anyone's guess what in the vicinity it'll be a reflection of.
  13. Server-side support (mirror probes) for planar mirrors rolled grid-wide this week. Still need the "Materials Featurette" viewer to create and see them. But I haven't had any luck making them behave in a way that is anything like mirror optics. I mean, they're definitely different from just regular shiny PBR surfaces and depend on the mirror probe, so they're at least the feature in question here, but the ones I've tried to make behave very weirdly. I wrote up an "Answers" question about it: I heard somewhere that the mirror probes are hard to set up, so somebody must have at least tried on the beta grid, but I can't seem to make any progress, regardless of how I flail away at it. Weren't these supposed to be a big deal that lots of people wanted? If so, how the heck are you doing it?
  14. Has anybody seen any PBR bugs fixed recently in the LL viewer? I have a feeling the dev resources have all moved on to the glTF scene stuff already. (If so, Firestorm could be in a "Waiting for Godot" situation.)
  15. Well, "right mind" might be a stretch but I have one roadside in Bay City - Dennis. I use it to run traffic probes to track the ferries, balloons, and Route 66 buses for "transit maps". I kept a roadside 16 in Nova Albion for tracking the Luna Oaks / Dore trolley.
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