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Old 07-11-2017, 01:41 PM   #26 (permalink)
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With Space having C# on the way, the new update, and after being invited to Sansar last week, I am really excited about SL finally having some real competition that is evolving and will eventually catch-up with and or/surpass SL. Both Space and Sansar blow SL out of the water visually, but only Space has focused on the features that Sansar will probably take additional years to implement. I have waited too long for all of this to happen, and now that the time is here, I don't know what I want to work on first.
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Old 07-11-2017, 01:55 PM   #27 (permalink)
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Originally Posted by Dusky Jewell View Post
With Space having C# on the way, the new update, and after being invited to Sansar last week, I am really excited about SL finally having some real competition that is evolving and will eventually catch-up with and or/surpass SL. Both Space and Sansar blow SL out of the water visually, but only Space has focused on the features that Sansar will probably take additional years to implement. I have waited too long for all of this to happen, and now that the time is here, I don't know what I want to work on first.
Thanks!

I kinda built space from a personal wishlist for a virtual world - that's how our feature-set was initially decided; so I'd like to think we've been focusing on the important things we need first. (We do still have lots of items on that wishlist though...)

But I really am interested in hearing from creators about what features are missing to them, and what we can do about improving things and taking things a step further.
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Old 07-14-2017, 01:20 PM   #28 (permalink)
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Originally Posted by Imagin Illyar View Post
I still think you guys should hire a really good skin & hair designer to make a few better starter avatar options though
We've just posted a competition with some decent prizes (cash, lifetime subscriptions, a mountain of inworld currency) for skin designers who want to help with our default avatars.

Details are here: https://forum.sine.space/threads/def...st-2017.17085/
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Old 07-14-2017, 01:48 PM   #29 (permalink)
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We've just posted a competition with some decent prizes (cash, lifetime subscriptions, a mountain of inworld currency) for skin designers who want to help with our default avatars.

Details are here: https://forum.sine.space/threads/def...st-2017.17085/
Great idea! This will really help SineSpace get going!
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Old 07-14-2017, 01:51 PM   #30 (permalink)
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Originally Posted by Dusky Jewell View Post
With Space having C# on the way, the new update, and after being invited to Sansar last week, I am really excited about SL finally having some real competition that is evolving and will eventually catch-up with and or/surpass SL. Both Space and Sansar blow SL out of the water visually, but only Space has focused on the features that Sansar will probably take additional years to implement. I have waited too long for all of this to happen, and now that the time is here, I don't know what I want to work on first.
I know exactly how you feel. I have a feeling I'm going to branch out into SineSpace first. They have better tools already. High Fidelity is the one I'm least looking forward to. Sansar will probably be second for me but they are way behind SineSpace right now. I still plan to work in SL as long as it's there and profitable but it's very exciting to see the new VWs!
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Old 07-14-2017, 03:02 PM   #31 (permalink)
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If only I were a skin maker - but looking forward to seeing what people make.
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Old 07-17-2017, 02:01 PM   #32 (permalink)
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With a little luck, we'll have a release out tomorrow with some really awesome new snapshot tools.

(Also some bugfixes from last weeks release, including a hotfix for a Intel GPU issue with older Intel chips not rendering skin correctly.)

sinespace - News & Updates!-screenshot-2017-7-18-04

sinespace - News & Updates!-screenshot-2017-7-18-02

sinespace - News & Updates!-screenshot-2017-7-18-04
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Old 07-17-2017, 06:24 PM   #33 (permalink)
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Adam, I downloaded the latest version from the site and it is still triggering Steam VR/Oculus Home to open. The setup is named sinespace_win64_setup_170707.
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Old 07-18-2017, 12:38 AM   #34 (permalink)
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Adam, I downloaded the latest version from the site and it is still triggering Steam VR/Oculus Home to open. The setup is named sinespace_win64_setup_170707.
Hey, getting this looked into now. Should be disabled, but SteamVR's SDK likes to mess with settings - we're doing patch releases today, I'm going to double check the build conf now.
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Old 07-18-2017, 07:46 AM   #35 (permalink)
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Hey Cris (and anyone else who needs the same fix) - this build has OpenVR fully disabled (but is otherwise the same as our current live release): download - let me know if it persists, but that should behave.
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Old 07-18-2017, 12:18 PM   #36 (permalink)
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What about looking up and down and zooming in and out (on the desktop)? Is that something I missed or something coming in the future?
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Old 07-18-2017, 12:29 PM   #37 (permalink)
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Hey Wanda, camera controls are:

- Right-click and hold; standard MMO style look controls.
- Alt+Right-Click (on something); which lets you focus on something and drag in and out, adding/removing Shift/Ctrl modify how the camera reacts (it's broadly similar to what you may be used to already)
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Old 07-18-2017, 12:46 PM   #38 (permalink)
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Hey Wanda, camera controls are:

- Right-click and hold; standard MMO style look controls.
- Alt+Right-Click (on something); which lets you focus on something and drag in and out, adding/removing Shift/Ctrl modify how the camera reacts (it's broadly similar to what you may be used to already)
Thanks for posting this, I was trying to figure it out last time I was in.
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Old 07-18-2017, 03:50 PM   #39 (permalink)
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Hey Cris (and anyone else who needs the same fix) - this build has OpenVR fully disabled (but is otherwise the same as our current live release): download - let me know if it persists, but that should behave.
That fixed it.
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Old 07-18-2017, 03:55 PM   #40 (permalink)
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That fixed it.
Hooray! Will be going to general release tomorrow, with the new snapshot tools (fingers crossed - someone found a bug yesterday which stopped it. :'( )
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Old 07-18-2017, 04:00 PM   #41 (permalink)
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Also, just a FYI - if people are logging in and want to check something out, load up the explore panel (bottom of the screen) - and search for both 'Sudin' and 'Zone54B'.
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Old 07-18-2017, 04:01 PM   #42 (permalink)
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Hey Wanda, camera controls are:

- Right-click and hold; standard MMO style look controls.
- Alt+Right-Click (on something); which lets you focus on something and drag in and out, adding/removing Shift/Ctrl modify how the camera reacts (it's broadly similar to what you may be used to already)
I have to admit, I find the camera controls rather wonky. When right clicking to move your view and moving forward with W, your character does not turn, which is how it normally behaves in an MMO. Is there a setting to turn on? I can only get the avatar to turn with A and D.
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Old 07-18-2017, 04:04 PM   #43 (permalink)
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Originally Posted by Cristiano View Post
I have to admit, I find the camera controls rather wonky. When right clicking to move your view and moving forward with W, your character does not turn, which is how it normally behaves in an MMO. Is there a setting to turn on? I can only get the avatar to turn with A and D.
We used to have it that way, then flipped it around because enough people asked. Heh. I can get a setting added to go back to the older behaviour.
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Old 07-18-2017, 04:42 PM   #44 (permalink)
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Another suggestion would also to be to make the ESC key close things. I kept accidentally getting into a front view of my avatar and had to click on an X to close it.
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Old 07-18-2017, 09:22 PM   #45 (permalink)
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OpenVR is being screwy in many programs - even non VR ones.. Not just Sinespace.

(Sinespace is fine now) Looking great btw

Last edited by Adeon Writer; 07-18-2017 at 09:27 PM.
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Old 07-19-2017, 12:04 AM   #46 (permalink)
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Today was the first time I figured out how to get to my own home space (yes, I know the Home button is obvious). I'm really impressed with the room builder thing. Great job on it, and the environment looks great. Again, I keep getting hung up by the ESC key not closing anything, but otherwise I'm enjoying it so far. You desperately need better avatars, though.
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Old 07-19-2017, 12:32 AM   #47 (permalink)
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Heh, thanks! The room editor is really extensible by creators - our default regions aren't close to what you can do as a template builder; so I expect better things in the future.

@Adeon: heh, don't get me started. I've been chasing miscellaneous issues with it in non-VR builds for two weeks now.
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Old 07-19-2017, 06:51 AM   #48 (permalink)
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You desperately need better avatars, though.
THIS. Don't underestimate the importance of avatar quality. No one is going to want to be anything less than they are in SL and will not see any virtual world as being better if the avatars are less.
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Old 07-19-2017, 10:31 AM   #49 (permalink)
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I'm weird - I already see them as better than the base SL ones, and the fact that they are already improved from what there was when I started on Sinespace, I'm just hopeful for the possibilities. Then again, I tend to see the 'bones' of something, and if you look past basic skins that do not go pale enough [just saying], the bones and sliders are so much better than SL has.
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Old 07-19-2017, 10:34 AM   #50 (permalink)
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I'm weird - I already see them as better than the base SL ones, and the fact that they are already improved from what there was when I started on Sinespace, I'm just hopeful for the possibilities. Then again, I tend to see the 'bones' of something, and if you look past basic skins that do not go pale enough [just saying], the bones and sliders are so much better than SL has.
Agreed, but they aren't better than the mesh bodies with the professional skins that many have now in SL. I do think that SineSpace has the potential for better avatars but I'm not seeing them - yet. I guess I'm more of a surface person when it comes to VWs
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