All platforms, and all video cards especially ATI. Oh the joy it would be !
On a side note, I really like how shininess+brightness bump looks when
shadows are activated. You can really make a prim look wet with this one !
On 30 September 2010 05:28, Trilo Byte wrote:
> This is great, but I'd l
On Thu, Sep 30, 2010 at 08:03, Ambrosia wrote:
> On Thu, Sep 30, 2010 at 01:06, Kelly Linden wrote:
>> * In the end the number of scripts shouldn't be important
>
> 15ms of overhead. Plus -at least- 16mb of memory used if all those
> scripts are mono, which is unlikely.
That should have been 'ar
On Thu, Sep 30, 2010 at 01:06, Kelly Linden wrote:
> * In the end the number of scripts shouldn't be important
It is currently important hover, because due to a lack of script
memory limits per avatar/parcel, you can see lots of people wearing an
excess of over 200 scripts per avatar. Easily. All
Of interesting note. Prims did indeed have a flag for setting whether they
should cast shadows or not.
http://wiki.secondlife.com/wiki/PRIM_CAST_SHADOWS
- Nexii
On Thu, Sep 30, 2010 at 4:28 AM, Trilo Byte wrote:
> This is great, but I'd like to see the shadows implementation actually
> working
This is great, but I'd like to see the shadows implementation actually working
on all platforms first.
TriloByte Zanzibar
On Sep 29, 2010, at 6:14 PM, Reed Steamroller wrote:
> Basically, I got this idea from all of the controls you've got over shadows
> in Maya ( a program I'm partial to ).
The problem with using script count, is that one script can be as
laggy as 10 or even 100 scripts. It may be more likely that 100 scripts
in an object is laggier, but one script could potentially be as laggy or
more so.
I think this would be my user story:
As a user and a region owner / esta
Zi Ree wrote:
>> Do you want an incomplete yet helpful solution doable now, to be
>> improved/completed later on,
>> or do you prefer to wait another 6-12+ month with nothing at all?
> Since improvised and incomplete solutions tend to become the final one after a
> while, and since I have no issu
Basically, I got this idea from all of the controls you've got over shadows
in Maya ( a program I'm partial to ).
In particular, I'm thinking the ability to designate which objects both cast
and recieve shadows should be included in the viewer.
As well, it would be nice to specify a color for sha
On Wed, Sep 29, 2010 at 4:59 PM, Kelly Linden wrote:
> On Wed, Sep 29, 2010 at 4:47 PM, Brian McGroarty wrote:
>
>> On Wed, Sep 29, 2010 at 4:06 PM, Kelly Linden wrote:
>>
>>>
>>> * In my mind the biggest issue is that mono scripts will appear 4x worse
>>> than LSL scripts. This is really the rea
That sounds awesome, I just don't want to ask for too much and not get anything
at all cause its put on the shelf. I need a solution or replacement to my
Estate tools that I lose by moving to the official viewer, or I can't possibly
move. As I said , my priorities and responsibilities as an es
That was in part my justification behind the need of script counts in the
function, to assess numbers of scripts vs memory count in a slightly more
meaningful manner, for lack of true memory usage.
e.g. 4 scripts with 64k memory usage can be evaluated as 64k accurately,
while a 64k memory without
We all know about the amount of lag on avatars, some are from resizing scripts
some are from excessive calls, sensors, some are from chat listeners that have
to filter out ever single bit of chat in a region. Most avatars do not even
realize they have purchased something causing issues.
I t
On Wed, Sep 29, 2010 at 4:47 PM, Brian McGroarty wrote:
> On Wed, Sep 29, 2010 at 4:06 PM, Kelly Linden wrote:
>
>>
>> * In my mind the biggest issue is that mono scripts will appear 4x worse
>> than LSL scripts. This is really the reason I am hesitant to push a function
>> like this through bef
On Wed, Sep 29, 2010 at 4:06 PM, Kelly Linden wrote:
>
> * In my mind the biggest issue is that mono scripts will appear 4x worse
> than LSL scripts. This is really the reason I am hesitant to push a function
> like this through before we have the ability for mono scripts to better
> reflect how
Taking a stab at a user story:
As a land owner, I want to ensure that sim performance is not negatively
impacted by particular avatars with lots of scripts, so that all users of
the sim have a good experience.
That abstracts away the mechanism... which suggests to me that approaches
like dynamic
Let me reword that last part. I should be able to locate a person using
excessive amounts of resources on my sim. I also should be able to stop random
people on alts setting out to grief secretly with the overuse of scripts.
From: miss c
To: Zi Ree ; openso
* In the end the number of scripts shouldn't be important. I have lofty
desires to remove the arbitrary limit on script size so that we can stop the
silly games of splitting scripts apart because you need 10k more memory than
the default. On the other side being able to declare that your script rea
This is a tough one because it does leave a lot of guess work, but still could
be added to my list of tools I use to guess with. I will totally take it if
it's being offered, I just pray this inst the foundation the future tools will
be built off of. And about the whole banning, my regions pri
This sounds good. Another function could be:
. list llGetScriptTotal(key_id)
Where it would return the following list of items:
·Total number of scrpts
·Total script memory used
·Total script time
·Number of mono scripts
·Number of non-mono scripts
> Do you want an incomplete yet helpful solution doable now, to be
> improved/completed later on,
> or do you prefer to wait another 6-12+ month with nothing at all?
Since improvised and incomplete solutions tend to become the final one after a
while, and since I have no issues with script memory
It is useful enough to me. You can¹t have it all now (Kelly explained why)
and while it¹s not ideal,
it¹s valuable information as far as I am concerned to identify problems,
should they arise.
And Zee I don¹t care about what stupid people do on their land... It the
least of my worries
Whether is i
This again isn't that useful because you cant accurately guess how many scripts
the person is wearing because of the memory difference. Secondly the laggiest
script with every lsl call in the world would still only register at 16k. I
think that what would make my body melt into a pool of happi
Am Mittwoch 29 September 2010 23:33:30 schrieb Bryon Ruxton:
> Sounds good to begin with! The caveats you mentioned are not really
> problems to be concerned too much about.
As long as it doesn't return the true memory usage, people will start banning
mono scripted objects, because they don't k
Sounds good to begin with! The caveats you mentioned are not really problems
to be concerned too much about.
I would just suggest llGetObjectMemory(key id) for the function name.
Perhaps a list params with SCRIPT_COUNT and SCRIPT_MEMORY then SCRIPT_USAGE
with the lower results for mono scripts late
So I was playing with the following LSL function in a sandbox yesterday and
I like it, but I'm gonna guess not everyone will.
integer llGetScriptMemoryTotal(key id) returns the total script memory used
by all scripts in the object or for agents the total script memory used by
all attachments combin
Me too! Every time i've dealt with support they've been terrific! i
haven't always gotten what i wanted, but support's been real good about
what i needed - and really good about helping me understand why what i
didn't get was because it was unreasonable.
But it's been at least 3 months since i h
Support has been fantastic for me, its the live chat that is a problem. I have
changed my methods of using live chat to filing an actual ticket and I get a
response almost immediately.
Still need a script counter *hides*
What I am probably going to do is get my husband to build me a personal
On Wed, Sep 29, 2010 at 2:11 PM, Kadah wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Sadly what sim and land owners really need most right now is support.
> Anyone that's contacted live support, concierge, or filed a ticket in
> the last few months knows what I'm taking about.
>
>
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Sadly what sim and land owners really need most right now is support.
Anyone that's contacted live support, concierge, or filed a ticket in
the last few months knows what I'm taking about.
Getting support back on track should be priority.
v.v
On 9/
On 09/29/2010 10:17 AM, Ambrosia wrote:
> Basically what the code does is request the inventory of every prim of
> the selected object(s). However, 'brute forcing' probably sounds a
> little wrong here, as the requests the code does already -are- indeed
> throtteled.
I can confirm this. I've writ
On Wed, Sep 29, 2010 at 15:51, Obsidian Kindragon wrote:
> On 9/29/2010 7:34 AM, Opensource Obscure wrote:
>> On Mon, 27 Sep 2010 22:55:57 -0700, Kelly Linden
>> wrote:
>>> There are multiple issues at play here:
>>> What I understand is that the viewer is flogging our servers to brute force
>>>
On 9/29/2010 7:34 AM, Opensource Obscure wrote:
> On Mon, 27 Sep 2010 22:55:57 -0700, Kelly Linden
> wrote:
>> There are multiple issues at play here:
>> What I understand is that the viewer is flogging our servers to brute force
>> build the data being requested
> And doesn't this violate the TP
On Mon, 27 Sep 2010 22:55:57 -0700, Kelly Linden
wrote:
> There are multiple issues at play here:
> What I understand is that the viewer is flogging our servers to brute force
> build the data being requested
And doesn't this violate the TPV policy, 1.a ?
Opensource Obscure
_
I'm very sad about this news, that also affects my confidence in the
Snowstorm project itself.
As Zai put it,
> Aimee & Tofu: Despite my better judgement, I still hoped you'd survive the
> impending UK lay-offs somehow. Sad to see you go.
> I'll gladly jump in in the collective praise: You did a g
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