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surely at least some of these are doable, i hope

jester Knox
Sculpter of Water
Join date: 22 Apr 2004
Posts: 204
08-08-2004 07:29
first, optimise the mac cliend and get it out of beta. i have a powerfull machine (and a fast net connection) and sl drags.

2. floating windows, outside the SL window so you can see what you are editing, see the edit window, have scripts open, IM, Chat, and get to your inv. (my screen is always too crowded)

3. larger cache size, and store terrain details in it. every whee you have been SL should save a terrain map to speed load times. yes i know peopple can and will edit their land but wit checksumming and dating changes this will still decrease load times.

4. allow a work offline mode. a place to tweak your AV or do some inv. sorting or some building without the lag.

5. better inv system. searchable, better sort, drag multiple items. maybe some kind of auto sort or just more folders by default to help newbies stay orginised.

6. share land with partner, joint ownership.

7. in find land for sale sort by sim, people want to own land all in one sim for the prims. make it easire to find.

8.relog with out quitting the app.


this is what i think would be good features to add, some will be alot easire to impliment that others. but i think they would improve SL


jester

edit to add #8
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
08-09-2004 05:01
Good ideas, and ones that have been bounced around.

Just for the record, I believe you can already do #6 - you just need to email [email]goodstuff@secondlife.com[/email] - and they'll set up your partner.

As for #8, we're been asking for a "resync client" button for some time to replace relogging. :-)

Regards,

-Flip
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LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
8.relog with out quitting the app.
08-10-2004 22:15
8.relog with out quitting the app.

YES!!!! without reloading the whole program, just dis- and re- connect..
you should start a whole new thread for that one alone.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
08-10-2004 23:39
Welcome to SL, jester

1. There are other reasons you could be lagging. I had started a post on (3) when I was new to SL, and after lengthy discussion people had shown that often reducing cache size to only 500mb, not the full gig, actually increased performance due to reduced sort times. You can try reducing your draw radius (I have mine 64 at parties, 128 normally).

Question: Your lag - is it framerate lag, or is it my-avatar-jumps-around lag? The prior is indeed something that needs to be resolved with the graphics processing of your system (i.e. tweak it to Macs / your video card) - the latter is bandwidth issues, plain and simple.

3. I don't see this is necessary but it would be nifty.

4. Yes and no. I like the build AV offline mode, since that
is so time-consuming and you may not want people stare at you while you play around with your jaw or hips or whatnot. People have been asking for a way to work offline on other stuff, or to import 3DStudio files, etc... I think a hurdle may be that Linden Lab tends to encourage people to hang around in game, and keeping people building in game may be part of their business plan. But that's an educated guess.

5. I love when newbies come in and immediately point out issues that people keep asking about. Yes, yes! Please, Linden Lab, make this a priority soon!

7. If you go to your map you can see land for sale on the map.

8. Ditto Flip.

-Hiro Pendragon
Serving SL from Varney 200,200
Ezequal Torgeson
Geometry God
Join date: 5 Jun 2004
Posts: 93
08-11-2004 00:48
I definanly suffer from data lag, being in ohio and the servers being in CA i tell you a ping of 140+ is not fun when you are developing guns, vehicles, etc. eveing editing things there is a delay, a kind of "pop" like when you change something in an opject then change something else it deselects what you are doing or drags for a moment b4 updating. i whish i could get a ping under 80 :\ i know its not graphical beucase im on a 3.2 GHz 1024 DDR400 Radeon9700 Mobility computer ;)

oh and the guns are multi threaded, which means they are capeable of going WAY faster then a normal singe script gun, so i kow its not the coding ;)
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-11-2004 03:57
The partner feature isnt functional yet, for the moment it merely displays the name of someone on your profile.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-11-2004 04:09
From: someone
Originally posted by jester Knox
8.relog with out quitting the app.
I think a lot of the reasoning for the absence of a "relog" button is because much of the reason for needing to relog is due to the client screwing up in some way -- closing and relaunching the app is the best way to deal with cases like that. That and it'd be effort to implement it. :)

From: someone
Originally posted by jester Knox
first, optimise the mac cliend and get it out of beta. i have a powerfull machine (and a fast net connection) and sl drags.
From: someone
Originally posted by Ezequal Torgeson
i know its not graphical beucase im on a 3.2 GHz 1024 DDR400 Radeon9700 Mobility computer ;)
Jester, Ezequal, try Ctrl-Alt-1 to toggle the stats display, Under "Basic", what does it say your FPS are? SL isn't going to run like Quake, remember. It doesn't have client-side prediction, there's no BSP tree, and there's a LOT more polygons and textures to render.

Considering that, a framerate of 15fps isn't bad. Yes, it could stand to be optimized a great deal, but it will always be slower than a first-person shooter simply because of the differences in rendering engines.

From: someone
Originally posted by jester Knox
2. floating windows, outside the SL window so you can see what you are editing, see the edit window, have scripts open, IM, Chat, and get to your inv. (my screen is always too crowded)
The biggest problem implementing this is the integration between the UI and the SL viewer. See, as it is, everything in SL, even the text you type into the chat bar, is actually made up of polygons -- in the case of the chat bar, two per character. It's all rendered through OpenGL. This is why the UI feels "slow" compared to the OS-native UI, which is rendered differently. (I forget the specifics of how Quartz works on OSX, but I think it's actually rendered just the same -- it's just faster, since it doesn't have thousands of triangles in the background.)

Anyway, the problem is that it's really hard to render an OpenGL window and conventional widgets in the same space, so you end up having to consider making the UI windows completely removable, like if I can drag my inventory window out of the SL window completely, as in the example you gave. However, the GL overhead is somewhat difficult, so maybe we have to transition to OS-native or (preferably) a cross-platform UI library that just LOOKS the same, only it's much faster as soon as they're "out" of the viewer window. With the exception of the Appearence and "preview image" windows, this would work out pretty well, though of course, transparancies might be a little sketchy.

Basically, it's a lot bigger an undertaking than one might think. It's not to say that it's something that should be forgotten about, but it IS something that would take months and months of development time and effort just to get to the point where it's back up to the current level of functionality.

From: someone
Originally posted by Ezequal Torgeson
oh and the guns are multi threaded, which means they are capeable of going WAY faster then a normal singe script gun, so i kow its not the coding ;)
Ezequal, are you sure you know what multithreading does? :) If anything, multithreading an LSL script would ADD a delay from the linkmessage overhead. Maybe I'm misunderstanding what your script actually does? I assume you're talking about the delay between the time you push "fire" and the bullet "leaves the barrel"?
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
08-11-2004 05:43
Cath;

He's probably describing using multiple communicating scripts (ie; multiple 'threads') to avoid the llRezObject timeslice (which is proportional to the size of the rezzed prim.)

-Adam
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GigasSecondServer
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
08-11-2004 06:08
so a smaller prim will delay the script less? this is good to know ^_^
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
08-11-2004 07:54
From: someone
Originally posted by Adam Zaius
He's probably describing using multiple communicating scripts (ie; multiple 'threads') to avoid the llRezObject timeslice (which is proportional to the size of the rezzed prim.)


Yes, I know what multithreading means in the context of LSL. :rolleyes: The way he described it makes it sound as though he's talking about the response time, not rate of fire.
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jester Knox
Sculpter of Water
Join date: 22 Apr 2004
Posts: 204
08-11-2004 16:33
for the optimization i would lover 15 fps, im lucky to get 10 (on a server that isnt crowded or lagging or whatever, i get 15-20 on really empty servers where they have few AVs and not much developed)

Catherine im aware that floating windows outside the main SL window is a big job... but i still think it would be dead useful.

Hiro, thanks ill try reducing my cach size, and my draw is already set low.