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Old 04-10-2008, 09:57 AM   #51 (permalink)
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New colors.xml that fixed the menu colour when Inventory is right clicked. Updated the original post. It is also here.
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File Type: txt colors.xml.txt (4.4 KB, 13 views)

Last edited by Psyke Phaeton; 04-10-2008 at 10:04 AM.
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Old 04-10-2008, 09:58 AM   #52 (permalink)
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Quote:
Originally Posted by Kristian View Post
No but my av is walking twitching and moving about without me touching anything.
I'm getting that on the regular client today too.
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Old 04-10-2008, 10:06 AM   #53 (permalink)
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Good. The non powers of two thing was pretty sad, that's some serious legacy junk.
Non power of two textures support was only made official in the latest (2.1) specification of openGL, so "serious legacy" is really a stretch. I'm somewhat concerned about it because given LL track record in that regard (texture sizes exceeding card capabilities crashing the viewer etc) depending how they tackled it this might lead to frustrating experience for people with older hardware, when the usage spreads.
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Old 04-10-2008, 02:02 PM   #54 (permalink)
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Anti-aliasing does not work on my mac either. The entire world is covered with a yellow haze that waves like the water and if i zoom var out i can see the buttons from the bottom bar waving in there too.
16x AA would't work for me, and actually made it worse. But I switched down to 4x and it's perfect now
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Old 04-10-2008, 02:05 PM   #55 (permalink)
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Originally Posted by Joannah Cramer View Post
Non power of two textures support was only made official in the latest (2.1) specification of openGL, so "serious legacy" is really a stretch. I'm somewhat concerned about it because given LL track record in that regard (texture sizes exceeding card capabilities crashing the viewer etc) depending how they tackled it this might lead to frustrating experience for people with older hardware, when the usage spreads.
I don't think it will allow >1024 in one dimension textures.

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PNG doesn't make much difference as it will just be like using TGA but more format support is nice.
This makes no sense. We've had PNG upload support for a LONG time.

I can only think that it means using pngs for the UI images.
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Old 04-10-2008, 02:13 PM   #56 (permalink)
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Originally Posted by WarKirby Magojiro View Post
16x AA would't work for me, and actually made it worse. But I switched down to 4x and it's perfect now
All settings do it for me. :-/

I also realized my mouse was the one listed as being problematic. Dammit.
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Old 04-10-2008, 04:03 PM   #57 (permalink)
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I don't think it will allow >1024 in one dimension textures.
Yeah it's capped now; but not sure how different older drivers (or ones that don't cover the latest specs) handle situation where texture has dimensions other than powers of two, nor how the viewer deals with such situation. Logically it should scale the stuff in transparent manner but well
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Old 04-10-2008, 06:00 PM   #58 (permalink)
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!!!!

When you mute someone with this client, their avatar turns into a grey sprite. It DOEs have visbility muting, of sorts.
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Old 04-10-2008, 06:01 PM   #59 (permalink)
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Old 04-10-2008, 06:11 PM   #60 (permalink)
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Good for you. It does have a few fans, but most people seem to dislike it. Certainly not enough of a majority to justifiably force it to replace the old UI.


I totally agree, and I don't get why they did that. it should always be optional and not a forced thing.
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Old 04-10-2008, 06:20 PM   #61 (permalink)
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!!!!

When you mute someone with this client, their avatar turns into a grey sprite. It DOEs have visbility muting, of sorts.
Vote for true muting on the Jira!

[#VWR-6311] Want the abiltiy to turn-off visual mute / render muted person totally invisible. - Second Life Issues
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Old 04-10-2008, 07:06 PM   #62 (permalink)
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... do you really want people who for whatever reason pissed you off, to become completely invisible to you? Because granting them the ability to be in your presence while you're completely unaware of it.. well, doesn't strike me as the best idea.
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Old 04-10-2008, 07:17 PM   #63 (permalink)
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... do you really want people who for whatever reason pissed you off, to become completely invisible to you? Because granting them the ability to be in your presence while you're completely unaware of it.. well, doesn't strike me as the best idea.
I see the point. This is something that would have to be done carefully. As long as you can see their nametags or they appear on radar, and are unable to actually do anything to your avatar physically, I don't have a problem with it. We should have the option when muting to either make them invisible or leave them as gray sprites.
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Old 04-10-2008, 07:22 PM   #64 (permalink)
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Originally Posted by RetrosWorkshop View Post
I see the point. This is something that would have to be done carefully. As long as you can see their nametags or they appear on radar, and are unable to actually do anything to your avatar physically, I don't have a problem with it. We should have the option when muting to either make them invisible or leave them as gray sprites.
No, I think muting should not do this. Visibility mutiing should be a seperate option. The grey sprite thing is neat, but I'd rather be able to choose when I want to use it, rather than it being part of every mute.

I'd also like the ability to visibly mute someone WITHOUT muting their chat, offers, etc. So I could just do that to some high prim avatars without losing the ability to hear them. Useful for office hours, meetings, etc.
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Old 04-10-2008, 07:25 PM   #65 (permalink)
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Originally Posted by WarKirby Magojiro View Post
No, I think muting should not do this. Visibility mutiing should be a seperate option. The grey sprite thing is neat, but I'd rather be able to choose when I want to use it, rather than it being part of every mute.

I'd also like the ability to visibly mute someone WITHOUT muting their chat, offers, etc. So I could just do that to some high prim avatars without losing the ability to hear them. Useful for office hours, meetings, etc.
That makes more sense.
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Old 04-10-2008, 07:40 PM   #66 (permalink)
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Old 04-10-2008, 07:50 PM   #67 (permalink)
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* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)


and where is "client"?
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Old 04-10-2008, 08:16 PM   #68 (permalink)
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* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)


and where is "client"?
it's now Advanced instead of Client.
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Old 04-10-2008, 08:38 PM   #69 (permalink)
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it's now Advanced instead of Client.
OK I'm going to need the "for dummies" answer or something because I don't see Advanced anywhere either. exactly which dropdown menu do i need to click first to find this hidden mysterious thing?
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Old 04-10-2008, 08:39 PM   #70 (permalink)
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Old 04-10-2008, 10:30 PM   #71 (permalink)
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Quote:
Originally Posted by Joannah Cramer View Post
Non power of two textures support was only made official in the latest (2.1) specification of openGL, so "serious legacy" is really a stretch. I'm somewhat concerned about it because given LL track record in that regard (texture sizes exceeding card capabilities crashing the viewer etc) depending how they tackled it this might lead to frustrating experience for people with older hardware, when the usage spreads.
Another wee texture problem that has been kicking around the last little (or long?) while.

I defragged my disk last night. Tonite after being on SL for about 3 hours, my texture cache file was in over 4,700 fragments. Yes, four thousand seven hundred. What is up with that? All the SL texture files tend to get good and fragmented (several hundred to a thousand), but this is a new record for me.

4700 disk reads to load (or reload) the texture cache. How do things like that slip by??

Check it out ... you will be amazed at the mess that is your texture files are making on your disk. I guess I will be defragging each time I start the game, and defragging and restarting from time to time.

Or am I worried about nothing?
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Old 04-10-2008, 10:56 PM   #72 (permalink)
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This is the Gummy Bear Release?

And hey, I'm a 388.

Nice property lines through everything. How the hell could they miss that?
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Old 04-10-2008, 11:18 PM   #73 (permalink)
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I don't get it. Why did they release 1.19 and then days later have 1.20 RC out? Why not just make all the changes in a single RC? Or at least the bug fixes.
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Old 04-10-2008, 11:39 PM   #74 (permalink)
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I made a jira about the removed friends menu in the map. please vote, comment, etc.

https://jira.secondlife.com/browse/VWR-6243
83 votes now.

I like Dazzle. The removal of the friends dropdown is retarded, but I like Dazzle.
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Old 04-10-2008, 11:50 PM   #75 (permalink)
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BTW, avatar cost for an av with no attachments is 1. How does that make sense? That's like saying that drawing the humanoid mesh is practically free. Attaching a plywood cube to my hand added a cost of 15 to my av. Does a plywood cube have 15x as many triangles as an av mesh? (Probably not!) Does it have more vertices? (No.) Does it sway like a mental patient from "breathing" or have any other animation capabilities? (No...)

Seems a bit off...

I also have to wonder about TEXTURE usage. One popular furry av creator used to (maybe still does) apply these 1024x1024 textures to everything, even if it was just a solid color. I've had experiences where even ONE such avatar will cause a noticeable hit. Does this figure take texture usage into account, I wonder?

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