Originally Posted by Ran Garrigus
Does anyone know exactly how the temporary free texture uploads works? Is this through a documented feature, reverse engineering, an exploit? Has it been verified with any Lindens that it's okay that the viewer allows this?
Well see, it works like this. We got three linden employees held hostage at our office, that will keep them at bay. We found this awesome exploit to inject data into their web servers without them even knowing what hit them, and our first thoughts were "omg, we must let everyone do this! down with the lindens!! pitchforks! everyone!"
Nah, actually... you can find an identical feature in my plugins. It's completely natural and 100% eco friendly, here is how it works.
There are different ways to upload assets, as documented by some protocol documentation information off on the ll wiki. Permanent uploads cost 10l, like you know, but there is also a "local" option. That lets you upload the textures to the sim, instead of the world wide asset server of doom.
Why? Well , this is something your beloved viewer does automatically and naturally everytime you go to a region. Your viewer bakes together your shadow stripes and pants and uploads them to the sim as your baked textures. (this way, other people don't have to download 5 layers of textures just to display one).
Now, seince it is done every time you go to a sim, it's obvious that it is free, and that is exactly what is done here.
The sim deletes these textures every so often (less than a day), and. you cant get them to load on any other sim (seince they are local), but they are great for uploading textures for testing, or for showing your new boy freind naked pics of yourself that you want to be sure don't exist tomorow.
The lindens are aware of this, but I havn't gone up to one and asked them about it, your welcome to though. Seince it's all temporary , no one is getting hurt, and if anything, its just keeping people from going to open sim or a beta grid to test out their new skins.
Oh, and the new one is faster if you copy over fmod.dll .