Why, that's just crazed, Cocoanut.

coco
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1.8 Already? |
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Cocoanut Koala
Coco's Cottages
![]() Join date: 7 Feb 2005
Posts: 7,903
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12-03-2005 10:01
Why, that's just crazed, Cocoanut. ![]() coco _____________________
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Kolya Seifert
Registered User
Join date: 24 Oct 2005
Posts: 35
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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
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12-03-2005 11:06
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 _____________________
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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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
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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 _____________________
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Frans Charming
You only need one Frans
![]() Join date: 28 Jan 2005
Posts: 1,847
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12-03-2005 12:51
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. _____________________
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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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
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12-03-2005 13:06
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. |
Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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12-03-2005 13:09
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? |
Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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12-03-2005 13:11
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. |
Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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12-03-2005 13:13
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
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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)
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Rickard Roentgen
Renaissance Punk
![]() Join date: 4 Apr 2004
Posts: 1,869
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12-03-2005 13:28
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. _____________________
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SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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12-03-2005 13:38
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? I hope that is not really what is going on. _____________________
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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
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Posts: 1,869
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12-03-2005 13:56
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 ![]() _____________________
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Phoenix Psaltery
Ninja Wizard
![]() Join date: 25 Feb 2005
Posts: 2,599
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12-03-2005 14:14
** 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 _____________________
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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12-03-2005 14:40
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. _____________________
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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12-03-2005 15:51
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
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12-03-2005 17:34
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... 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
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12-03-2005 17:36
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 ![]() |
Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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12-03-2005 17:37
The water looks very cool. The only thing is, that it doesn't match the "art style" of the rest of the SL Landscape. |
Rickard Roentgen
Renaissance Punk
![]() Join date: 4 Apr 2004
Posts: 1,869
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12-03-2005 18:31
wonder how much overhead the water takes compared to shiny
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Eboni Khan
Misanthrope
![]() Join date: 17 Mar 2004
Posts: 2,133
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12-03-2005 18:45
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
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12-03-2005 22:48
:: ![]() 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 _____________________
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Argent Stonecutter
Emergency Mustelid
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Posts: 20,263
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12-04-2005 01:30
Shiny is a staple like sugar or flour, Sir. |