Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

1.8 Already?

Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
12-03-2005 10:01
From: Enabran Templar
Why, that's just crazed, Cocoanut.

:D

coco
_____________________
VALENTINE BOUTIQUE
at Coco's Cottages

http://slurl.com/secondlife/Rosieri/85/166/87
Kolya Seifert
Registered User
Join date: 24 Oct 2005
Posts: 35
12-03-2005 10:35
The exciting bit to me is the Z coord being supported.

I look forward to seeing Z in the bar at the top of the screen, instead of just X,Y the way it is now!
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-03-2005 11:06
From: Travis Lambert
I'm pretty happy about llAddToLandBanList, although the 'float hours' confuses me a little (There is no duration today, and I don't see it added to the GUI).

This will definately help some of my concerns over griefing & P2P. Its not perfect, but its a start. :)


Hi ya, just done the testing on this and duration is new for 1.8, passing a time to either the new add functions will add them for x amount of time, the about land boxes with say like (5 minutes remaining) etc after their name, if you pass a value of 0 or lower for float it will ban them indefinately which is just like adding them manually, the access list looks good as it will allow the scripted control of access for x minutes or hours etc and this could be triggered by the money event
_____________________
Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
Intersting bug
12-03-2005 11:38
While I know it's a preview, it's weird what bugs crop up in areas where supposedly no change is taking place.

Try stacking a bunch of physics cubes and you'll see them stay spaced apart as if the calculated size is bigger than the visible size.

Does this mean they are working on the issues with collisions?
Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
12-03-2005 12:17
I haven't seen an explanation of llTeleportAgent yet. Could someone give me an example of how this function will work? Obviously it's different than simply TPing someone to you, or using a TP device to teleport somewhere; 'splain it to me, Lucy?

Thanks.

P2
_____________________
:cool:
Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
12-03-2005 12:51
From: Phoenix Psaltery
I haven't seen an explanation of llTeleportAgent yet. Could someone give me an example of how this function will work? Obviously it's different than simply TPing someone to you, or using a TP device to teleport somewhere; 'splain it to me, Lucy?

Thanks.

P2

** Future LSL functions:
* llTeleportAgent(key avatar, string simname, vector position, vector lookat) (?)
- Teleport an avatar at a location (requires agent permission)

I think it would work like this.
You click my new Fancy come to my shop thingy. A blue dialog menu pops up with some info(simname, position, etc) and a yes and no button. Press yes and *poof* there you are at Frans' Turkey Farm.
_____________________
Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
12-03-2005 13:00
Oh joy. Real scripted teleportation.
Now we can have even better querilla tactics and such.
_____________________
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 13:06
From: Artemis Fate
I thought they were calling SL 1.8, SL 2.0 and were going to put in that huge engine that eliminates fog. That'd be so cool.
Like a really big wind machine? I though that's what those big fans at Abbotts were for.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 13:09
From: Oz Spade
This is a great idea. The only concern it brings up is how big a FPS hit it will be. Imagine someone making a whole house out of this water, while it would look really cool, would it cause a huge dent in your FPS?
My nVidia 5600 doesn't seem to lose many FPS looking at a sim full of water. And they could make it like particles, let you tone it down or tun it off. I'm glad they let you put a limit on the particles instead of just enabling or disabling them. I wish they'd do that for shiny, too, I mean... in RL even a mirror doesn't look as shiny as high shiny makes stuff look... and I'd much rather 'turn it down" than "turn it off".
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 13:11
From: Blueman Steele
Try stacking a bunch of physics cubes and you'll see them stay spaced apart as if the calculated size is bigger than the visible size.
Err. that happened in 1.6 and 1.7, and it's been documented for ever. The bounding box of an object for physics calculations has always been a little larger than the object itself.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 13:13
From: Frans Charming
You click my new Fancy come to my shop thingy. A blue dialog menu pops up with some info(simname, position, etc) and a yes and no button. Press yes and *poof* there you are at Frans' Turkey Farm.


Even better, a teleport HUD. You put it on and it'll track your teleports and let you teleport back to your last location or a preprogrammed waypoint.
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-03-2005 13:15
Examples of use could be a hud device with a favorites list of places, or say the infonet terminal could have a button teleport to this location etc, another use would be to replace sithack teleporters (although they will be more reliable where landing spots are in use)
_____________________
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-03-2005 13:28
From: Blueman Steele
While I know it's a preview, it's weird what bugs crop up in areas where supposedly no change is taking place.

Try stacking a bunch of physics cubes and you'll see them stay spaced apart as if the calculated size is bigger than the visible size.

Does this mean they are working on the issues with collisions?


Welcome to havok 1.0, the collision detection is only accurate to about 0.01, which is why that's the minimum size of objects in world.
_____________________
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
12-03-2005 13:38
From: Blueman Steele
While I know it's a preview, it's weird what bugs crop up in areas where supposedly no change is taking place.

Try stacking a bunch of physics cubes and you'll see them stay spaced apart as if the calculated size is bigger than the visible size.

Does this mean they are working on the issues with collisions?
This reminds me of the "spaghetti code" term from long ago, code written in such a convoluted, tortured, twisted path that a little change in one spot causes unforseen troubles somewhere else.

I hope that is not really what is going on.
_____________________
-

So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

-

http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

-
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-03-2005 13:56
From: SuezanneC Baskerville
This reminds me of the "spaghetti code" term from long ago, code written in such a convoluted, tortured, twisted path that a little change in one spot causes unforseen troubles somewhere else.

I hope that is not really what is going on.


The term is still in use. And yes, I'd bet money that's precisely what's going on. For the record though, it always happens to some degree in projects involving groups of developers larger than 1. Employee turnover also does it. Even just a long enough period of time does it.

oh ya, gold star for spelling spaghetti right :D. I never get it right.
_____________________
Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
12-03-2005 14:14
From: Frans Charming
** Future LSL functions:
* llTeleportAgent(key avatar, string simname, vector position, vector lookat) (?)
- Teleport an avatar at a location (requires agent permission)

I think it would work like this.
You click my new Fancy come to my shop thingy. A blue dialog menu pops up with some info(simname, position, etc) and a yes and no button. Press yes and *poof* there you are at Frans' Turkey Farm.


OK, so in other words, not that much different than today's TP devices, except without the 300m/same sim limits?

P2
_____________________
:cool:
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-03-2005 14:40
From: Phoenix Psaltery
OK, so in other words, not that much different than today's TP devices, except without the 300m/same sim limits?

P2


Correct P2P teleports in the same sim are veryyy quick around a second, as assets dont need to be saved, and no limits on distances etc, although the limit here is with if there is a landing point and you will be taken to the closest one, if no landing point it will work exactly as a sithack tp, ie click an object, accept permission and go, in theory you could have it detect you via collision so have a stand on pad to detect your key, which asks permission then you go.
_____________________
Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
12-03-2005 15:51
From: Rickard Roentgen
Welcome to havok 1.0, the collision detection is only accurate to about 0.01, which is why that's the minimum size of objects in world.


Yea but the gap is bigger now... you could stack cubes just fine before
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 17:34
From: Hank Ramos
I'm trying out PTP in the Vesion 1.8 Preview. Now that you can port just 1m away, there is no longer any need to...
I'm trying out P2P in the v1.8 preview, and I'm having more fun flying nap-of-the-earth through lag-free sims trying to avoid hitting anything than using P2P.

And I'm hoping LL limits P2P to LPs, because P2P to any random "oh I dodn't know I had to set an LP" location is going to be insane.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 17:36
From: wuvme Karuna
they should add more options on the menu.

Like there is "Go home"

Should have at least 3 more...

"Go fav place 1" and so far, lol so you dont have to look it up or get a landmark :P
I could code up a HUD for that in 5 minutes. Someone will do it with fancy graphics and have it for sale by release date once it's implemented in the preview grid.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-03-2005 17:37
From: Eboni Khan
The water looks very cool. The only thing is, that it doesn't match the "art style" of the rest of the SL Landscape.
I have the same objection to shiny. It doesn't stop people using it EVERYWHERE.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-03-2005 18:31
wonder how much overhead the water takes compared to shiny
_____________________
Eboni Khan
Misanthrope
Join date: 17 Mar 2004
Posts: 2,133
12-03-2005 18:45
From: Argent Stonecutter
I have the same objection to shiny. It doesn't stop people using it EVERYWHERE.



Shiny is a staple like sugar or flour, Sir.
Phoenix Psaltery
Ninja Wizard
Join date: 25 Feb 2005
Posts: 2,599
12-03-2005 22:48
From: Phoenix Psaltery
:::sigh::: with my ATI Radeon 9600 card, when I turn ripples on, the $%^#! water disappears entirely.

P2


Yay! I FINALLY took the oft-repeated advice of installing the Omega drivers for my 9600 card, and suddenly I can now see the rippling water!

For those of you running an ATI card, I'd suggest trying them...

http://www.omegadrivers.net

P2
_____________________
:cool:
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-04-2005 01:30
From: Eboni Khan
Shiny is a staple like sugar or flour, Sir.
Then I demand Diet Shiny.
1 2 3 4