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| | #26 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() ![]() SLU Supporter ![]() ![]() ![]() ![]() ![]()
Running 'round in Circle's
Join Date: Sep 2007 Location: Australia
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Business: Psyke's Defence Systems Blog Entries: 3 | True then but Mono gives us expanded complexity in design. We are severely hampered by 16kb and the current solutions are crude. And we need a more sophisitcated type of llSetText. Choose font, fixed angle of rotation then we can get rid of XyText/Xyzzy
__________________ Χάος | HomeSecurity Orb - the original security orb | Psyke's AjaxLife - Free web SL access. 50% off sale, November 5 & 6 ![]() |
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| | #27 (permalink) |
| The Purple ![]() ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 3,038
My Mood: | Yeah, 64kb for mono scripts, but I assume that their datatypes also take more space. Anyways, no, mono, havok 4 and web on a prim won't be released at the same time. Havok 4? The estimated grid-wide release is in..8 days. Yep, you read that right, around the 25th to 26th if all goes by scedule. Date can be gotten from the latest Havok 4 office hour transcript (from the 11th) on the SL wiki. Mono? Well, no idea yet. As one of the previous posts have shown, they're not quite sure -when- to go for a release milestone. Web on a prim is already in the RC, tho very very rudimentary. I hate the fact it's a parcel setting..IMO anything but the music should be a per-prim setting, and just be secured with a yes/no/Mute blue dialog along the lines of 'x wants to show y on its face' Web on a prim final is sceduled for May, if I recall correctly, so I assume they'll put some more work into it. |
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| | #28 (permalink) |
| Hive Mind Director ![]() forum overlord Join Date: Jun 2007 Location: Miami, FL
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Business: ANOmations Blog Entries: 16 XBOX Leaderboard: 22nd | I don't understand why there won't be automatic conversion to Mono. That seems rather counterproductive and shortsighted. |
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| | #29 (permalink) | |
| Senior Member ![]() ![]() ![]() ![]() ![]() ![]() SLU Supporter ![]() ![]() ![]() ![]() ![]()
Running 'round in Circle's
Join Date: Sep 2007 Location: Australia
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Business: Psyke's Defence Systems Blog Entries: 3 | Quote:
But the true reason is because they know something will bork half the scripts in SL if they did. They also really need data storage in proportion to land size. Something like a mini database. | |
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| 1 User Agreed: |
| | #30 (permalink) | |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
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Business: Peregrine Salon | Quote:
Regards, -Flip
__________________ Peregrine Salon: Flip & Jenn's thang. | |
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| 2 Users Agreed: |
| | #31 (permalink) |
| BUY TREES MOAR1 ![]() ![]() ![]() ![]()
Iz a timeout
Join Date: Jun 2007 Location: Alabama
Posts: 4,816
My Mood: SLShopper Ads: 2 SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees | Yeah but people bite my head off when I comment that AOs are dragging the sim. They generally spit it back out so I can reattach it without having to grow a new one; but it's uncomfortable all the same.
__________________ But of bliss and glad life there is little to be said, before it ends; as works fair and wonderful, while still they endure for eyes to see, are their own record, and only when they are in peril or broken for ever do they pass into song. - Quenta Silmarillion Please Visit Our Gardens and Our Website |
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| | #32 (permalink) |
| BUY TREES MOAR1 ![]() ![]() ![]() ![]()
Iz a timeout
Join Date: Jun 2007 Location: Alabama
Posts: 4,816
My Mood: SLShopper Ads: 2 SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees | They say things like "cold dead hands" and I'm like well okay sure. Come Here |
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| | #34 (permalink) |
| The Purple ![]() ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 3,038
My Mood: | The more I think about it, the more I realize it's quite possible to make an AO that doesn't do any tightly timed checks at all. Currently, AOs simply run a tight timer (0.1 secs, perhaps even 0.05) and check if your av is playing one of the built-in animations. if yes, they replace it with one of their configured anims. So far so good, but why not do it like this: have the AO check keyboard input, like vehicles do. depending on what you press and if your AV is walking or flying, simply play the configured walk/fly/jump/crouch anims. And for standing around, sure, a 10-20 second timer that changes anims. The only issue is sitting, really, but that doesn't need a too tight timer either. Main reason for AO use is the walking and standing, and most furniture brings its own animations. I actually wonder if the changed_scale event is triggered if an AV sits.. ..I'm off topic, aren't I? Last edited by Chalice Yao; 03-19-2008 at 07:46 AM. |
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| | #35 (permalink) |
| Moo. ![]() ![]() Join Date: Dec 2007
Posts: 617
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac
| To be fair, the default animations are a crude, sick joke that defy reason as much as the default avatars. I mean, it's like LL wants people to log in once, wretch at how hideous everything is, and log out again, never looking back. |
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| 1 User Agreed: |
| | #36 (permalink) |
| Moo. ![]() ![]() Join Date: Dec 2007
Posts: 617
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac
| That said, a built in client AO that didn't hit sim performance like your typical attachment AO would be fantastic. There should still be decent defaults (same goes for avatars and everything else you start with), but a built in AO option seems like such a basic thing. I'd say I'm surprised LL hasn't fixed this yet, but...I'm not. |
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| 1 User Agreed: |
| | #37 (permalink) |
| BUY TREES MOAR1 ![]() ![]() ![]() ![]()
Iz a timeout
Join Date: Jun 2007 Location: Alabama
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Business: Fate Gardens Flowers and Trees | Yes Alice, it is a lot. |
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| | #38 (permalink) |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
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Business: Peregrine Salon | IIRC, timers are throttled at 10 times per second maximum. |
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| | #39 (permalink) | ||
| Doing stuff ![]() ![]() ![]() ![]()
Happles!
Join Date: Sep 2007 Location: Glasgow, Scotland
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Business: MagoTek Industries | Quote:
It's not a per second delay as such. but rather that LSL seems to impose a (very small) delay between each event. for timers, I believe it's something like 0.04 secs This explains a little more, but the topic is a little hazy: LSL Wiki : llMinEventDelay In testing, I was unable to call more than 25 timer events in any particular second, regardless of how low the timer was set.
__________________ Wounds, both physical and mental, heal in time. bones reknit, therapy and drugs make you forget. Life goes on. But nothing cures death. Please remember this. Quote:
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| | #40 (permalink) | |
| Doing stuff ![]() ![]() ![]() ![]()
Happles!
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,761
My Mood: SLShopper Ads: 1 SL Join Date: 14/10/2006
Business: MagoTek Industries | Quote:
https://jira.secondlife.com/browse/VWR-386 vote, comment etc. | |
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| | #41 (permalink) |
| Doing stuff ![]() ![]() ![]() ![]()
Happles!
Join Date: Sep 2007 Location: Glasgow, Scotland
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My Mood: SLShopper Ads: 1 SL Join Date: 14/10/2006
Business: MagoTek Industries | |
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| | #42 (permalink) |
| Doing stuff ![]() ![]() ![]() ![]()
Happles!
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Business: MagoTek Industries | I'm posting too much. Going to be quiet now |
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| | #43 (permalink) |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
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Business: Peregrine Salon | Hmmm, that must be a change - I remember being told around 1.4/1.5 that it was 10. It'll probably change again with Mono! |
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| | #45 (permalink) |
| Moo. ![]() ![]() Join Date: Dec 2007
Posts: 617
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac
| Until SL has the following, no matter what Linden Lab says, SL is still at 1.suck. Multiple avatar meshes to truly allow for a variety of sizes and bodytypes. The return of the ability to make the avatar, and portions thereof as required, invisible without the horrible "invisiprim" work-around. The ability to create and script NPCs, with some basic tools like chat trees, menus, scripted actions, NPC AOs, and roaming paths. An AO built right into the client that doesn't hit the server like a club going blingtard on a scripted freebies binge. Shadows. A UI designed for human beings, preferably human beings with dignity and self respect. Shiny+transparenc-, no, scratch that. Specular maps. Specular maps that work on everything, including textures with transparency, and the avatar mesh itself. Decent default avatars that do not make anyone who's played a videogame since, oh, 1998 go, "Ew, that's hideous." Decent default animations, see above. I'm certain I could go on. These are just what immediately spring to mind. |
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| | #46 (permalink) |
| The Purple ![]() ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 3,038
My Mood: | Amen to that. Don't forget: several attachments per bodypart. And while we're at it, let me decide the layer level of stacks of clothes. why use static 'jacket' 'undershirt' and 'shirt'? wear on -> chest -> layer 1..4 on subsequent wear use previously set layer. |
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| 1 User Said Thanks: |
| | #47 (permalink) | |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
Posts: 6,372
My Mood: SLShopper Ads: 1 SL Join Date: 2003-11-14
Business: Peregrine Salon | Quote:
"I'm with Penny - somewhat. This should have been included in the 1.4 release, when custom animations were introduced. I'd like the ability to simply right click any animation in my inventory, and set it as my walk / run / crouch / etc. Animation packs could be sold that remember what they over ride, much like attachments remember a default attachment point and position. Most people who attend events in Second Life are not casual users, so on a fully packed sim running an event, you're talking about up to 100 people all with a script in an attachment running 25 times per second to determine their animation state, even if idle. I also agree with Penny that SL's retention rates would be much improved if better default animations (or several sets to choose from) were included. The default male walk, run, and sit make me look like the Tin Man from The Wizard of Oz at best, and a paraplegic octopus as worst!" | |
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| | #48 (permalink) |
| Moo. ![]() ![]() Join Date: Dec 2007
Posts: 617
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac
| I was tempted to include my feelings that better default avatars should be included. I say this as a content creator myself, too. I've heard the "it's not fair to content creators" line before, and it's an argument that does not hold up to scrutiny. The more people in SL, the more people that are buying. Sure, a smaller percentage may feel the need to run out and buy new animations, but with many more people in SL I sincerely doubt content creators would feel the burn. As long as there's a limited selection of stock animations, no matter how nice they are, there will be a market. People like to be unique. Same goes for avatars. Put out like 6 or so nice default avatars, with some extra clothes and attachments for a bit of variety, and people will still grow tired of looking basically like everyone else. The increased retention would more than make up for any initial loss of sales, given time. Probably not all that much time, either. Also, content creators as a whole would aim higher. Who's going to buy some overpriced crap when their defaults look better? Sure, that might weed out some of the worst content creators, but is that really a bad thing? Some might be discouraged, others will aim higher, and more decent content creators will begin to take an interest in SL and join the ranks. When I started making avatars in 2006, people who had been in SL much longer, and who were much wiser than me, gave me sound advice. "Prim attachments will never mesh well with avatar clothes. Don't even try, it will never look good." Other than the addition of flexi-prims, the prim selection hasn't really changed since then, but you see people doing a lot more than squishing a flat textured cylinder into an av jacket and calling it a collar these days. Many just don't realize what can be done, and this point is driven home everytime someone posts an impressive screenshot of something and someone who's been in SL for years goes, "I can't believe I'm looking at SL!" *edit* Well, yes, sculpted prims were also added, but I mean even before sculpted prims hit the grid, people were doing some really nice stuff with regular prims and av meshes and it was no longer uncommon. Last edited by Penny Patton; 03-20-2008 at 12:30 PM. |
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| 1 User Agreed: |
| | #49 (permalink) |
| Moo. ![]() ![]() Join Date: Dec 2007
Posts: 617
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac
| Also, and I know I'm repeating myself here, change the name! If SL had nicer graphics when you first create an account (that's avs, animations, and orientation environment), and wasn't named something that screams "haven for internet shut-ins", then you'd quickly see more people standing up and taking notice. |
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