take a few if some can't be done.)
==============================
1A: Full/Half/Eclipse Moon Days
2A: Retarget the sat state of SitTarget
3A: Ripple/Splash/Shore Water Effect & Apply Texture
4A: Animation in Particle Texture
5A: Set Sim's Death Telehud via Estate Control
6A: Prim's Bevel Edge & Corner Setting
7A: Cloud & Skybox Enchancements
8A: Physical & Particle Client-Side Effects
9A: Sim Weather
1B: Physical's Non-Physical Linked Prims Set
2B: Pay to Prim Mech Merge
3B: Joints & Chainlink w/flex (Relive Old Feature)
4B: Pixelshader/Effect Layer
5B: Water Heightmap
6B: Unreal Technology Engine 2 for Client Side
http://www.unrealtechnology.com/html/technology/ue2.shtml
--Political/Strategy Suggestion--
1C: Weapon Testing Zone & Combat Zones
2C: 3 Days Help Island for Newbies
==============================
---- 1A: Full/Half/Eclipse Moon Days
Moon able to fades into different states via real life moon dates.
---- 2A: Retarget the sat state of SitTarget
LSL needs llReSitTarget(vector); To move the agent over to a new sit target while sitting.
---- 3A: Ripple/Splash/Shore Water Effect & Apply Texture
Simple particle trigger when agent enter or leave the water, plus sounds
As for the shores, maybe particles? Unless the water layer can have outline of a animated texture of water
washing. Client-side render only. (also besure to add them in the debug mode & Graphic Setting to turn them off.)
Change water surface texture via Estate's Terrian Tab without changing the pixelshader layer (the distoring wave
effect).
---- 4A: Animation in Particle Texture
Add an Animation Flag to the particle system. Similar to llSetAnimTexture with value inputs.
---- 5A: Set Sim's Death Telehud via Estate Control
Sim/Estate should set another telehub for death event that trigger in the same sim without needing to send them to
their home location.
Figured this may open up more gaming possiblity events.
PS: (Also might want to add llDetectedDeath(); return the key of an dying agent for sensor)
---- 6A: Prim's Bevel Edge & Corner Setting
(not my original idea)
Basically give prims such as box able to have bevels. However, this means to convert old 3d prim models into new
3d prim models since box, prim, ring, and tube may not have enough verticles to form more polyfaces surfaces to
create bevels edges/corners. This feature may be risky, posing to damage all existing prims in world. UV mapping
(textures) can also pose a problem when scaling one side to other, bending or smudges textures. Similar texturing
problem in Sphere.
Or... instead of replacing old prims in the existing database, replace the ability to create/rez a prim with the
new models. Keep the old existing prims in the database, but spawning any more prim via editor mode will only rez
the new prim model. Just like good`ol link-joints still living in SL.

---- 7A: Cloud & Skybox Enchancements
The sunrise and the sunset are great. No doubt about it... but is missing clouds in far distance. The clouds that
exist in SL are just simple particles hovering at a fixed height. The texture need to be smoother, blending with
other cloud particle itself. However, need to blow along with sim's wind current as a Client-Side Render since sim
has it own wind system in a fixed grid.
Now... as for the clouds in the far distance, need to add another layer of clouds to the skybox. Please view this
link as a example.
http://www.virtualskipper-game.com/images/img/big/vsk005.jpg
Notice how the moon glows behind the cloud? Do it!
---- 8A: Physical & Particle Client-Side Effects
Particle has bounce flag but only hitting the bottom of Z-axis from the prim-source, need to break that limit.
Also able to bounce around on it own till it reached its age. However, it may be a problem for others getting
particle spamming around people lands... To fix this, add another flag for a bounding box area to go with the
bounce flag to limit particle bouncing around. Simple with two vectors, one for the size of the bounding box and
one for particle source location to emits. Might want to limit the distance for the particle only to emits to 96m
from the prim-source. Same for the bounding box as well.
---- 9A: Sim Weather
What can I say? Go cook up a storm!
Control Setting via Estate for gust winds(a little push and pixelshader/particles effect), down-pour rains
(particles), lightnings(skybox layer effect), earthquakes(shakes your camera, simple enough) and tornados
(spinning-flex-cone that violently trash physical stuff around, like people for example). With fixed, random, or
timed setting to trigger a weather.
---- 1B: Physical's Non-Physical Linked Prims Set
(re-posting prop from #1303)
The idea behind this old prop was to pass the prim limit without needing to add more "physical" prim into a
physical linkset object.
it's simple and tricky. Take a look at your avatar/agent, they are "physical" with attached prims. They can be
attached with more than 500 prims (255 prims per attachment points). While attached, you still one "physical prim"
person with "non-physical but phantom" attachment prims.
This may sound confusing enough. Let's call it decal-prim. (yeah I know, can't really think a better name for it)
Let's say an airplane that has 50 prims, but only 30 prims are physical while other 20 prims are decal-prims (non
-physical). the main general body of the airplane on outside are physical, only stuff inside (such as seats,
joystick, rear-mirror, bags, control panel) are decal-prims (non-physical). Meaning that sim server don't have to
crush numbers for a physical collider event inside the plane, only the outside. Say I make the wings also decal-
prims (non-physical), then I don't have to worry about flying through a tight area, hitting people with my wings.
Only the body of the plane will hit them. At lease one prim have to be physical to make a whole linkset as a
physical object with decal-prims. Requiring the parent-prim to be the first physical prim in the linkset in order
to have decal-prims.
---- 2B: Pay to Prim Mech Merge
(supporting same ideas together with "fusing prim" suggestion posted on the forum)
As far I know, in 3D modeling world, it can be done. However, the UV mapping/texture may poses as a bigger problem
in this idea.
Basically, it's like creating another prim and saved into the sever as you do with textures, sounds, etc. etc.
the file size wise shouldn't be any bigger than a 1024x1024 texture file since it's only in a 3d form. Uploading
and Downloading should be easy. But when it come to merging/fusing prims, it actually take a server to finalize
that task. Instead of having the server/sim that you in to perform that task, have it request from a non-sim
server, apart from other sim severs to free up the CPU-load in those task. If too many people requested the
merge/fusion, put them in a waiting line. To cut down the requests, have them pay 100$L to process each one.
To make a fused prim, make a linkset with normal given prims. Parent prim will be the "centeral" location point
after the fusing process. Then press a merge/fuse button in the editor tab or what not. It should pop up a window
to ensure if you want to perform that task and ready to pay 100L$ for it.
All that are simple enough, but UV mapping texture is a problem... cause I don't really know how Linden Lab
assigned a UV map with each prim as a face. :/ So I can't really explain this way, it's up to them to decide how
it should be dealt with. However, maybe at some point once it has a way to finalize the UVmapping with the current
prim's UV mapping... Say you already slap some textures in a linkset, then fused it. The final result should able
to fuse the textures together as well, all different textures into one. Just like the texture was dealt with on
avatars. Layered together on top, cropped by the UV mapping itself. Base Color should able to tint the whole
thing. After it's done, it should send you the copy of the fused object AND the fused texture. That way you can
take the texture back into your computer and edit it for different color, minor change, upload again, and then
able to re-apply that onto the fused object.
---- 3B: Joints & Chainlink w/flex (Relive Old Feature)
Bring it back! and moRE!
Everyone missed the old Joint (no pun intended). I must say that I'm glad that I got my chance to play with joint
link before it was taken away. I understood how it reacts. The problem with it was control setting for joint to
swing at. It needs angle cone limits. I've seen some result that it swings too fast that the physical state was
abused. Often the server tried to crush an actual result of a physical object being swinging fast, colliding with
another or the ground with a result of reaction. For that, it need axlemotor friction setting input. Also, the
line of the joint, a string if you will... need softness level setting input to spring back or away from the other
joint axle.
In my past, I've tried making a tank with turning turret. Hoping joint will help me with connection a tank body to
the turret. Wrote the script to make the turret only rotate from my camera position by using vechicle rot-motor.
The body was the vechicle itself, thus both of them were physical and vechicle together on a joint. It
works....for a few seconds. What happened was, the joint didn't have that angle limit setting. My Turret swings
down from sideways and some how both physical state collided and launched me into never-endding black space.
I must admit the link joint were amature, fairly fresh. It just need the work.... we need da joint back! (pun
intended)
However... I'm not done with this idea yet. Chainlink!
Basically like joints but it's a flexible prim with two points on both ends. Simply connect both end with two
different prims. The link/chainlink-prim itself won't be physical. Only one or two connected prims can be
physcial.
---- 4B: Pixelshader/Effect Layer
Let us have it. We want to play(sell) with them.

Enable pixelshader in particle and prim texturing.
---- 5B: Water Heightmap
Let Moses do his trick! ... I swear he did it once!
Turn the water into a terraforming heightmap. This way we can have a small pond on a hill, still-life waves, and
waterfalls. When one side of a mech/polyface/surface is a slope or very steep slope, it renders a texture of a
waterfall on that side.
--- 6B: Unreal Technology Engine 2 for Client Side
Do it... Forget havok and everyone will love you long time.

http://www.unrealtechnology.com/html/technology/ue2.shtml
(It's not free, of course. Not sure if this is all possible at all, but can it be done?)
=============Political/Strategy Suggestion==========
---- 1C: Weapon Testing Zone & Combat Zones
They should have 20 or 60 minutes autoreturn.... you don't need bullets to stay in the sim for more than 20 or 60
minutes, do you?... Expectly when you're testing them? I think not.
---- 2C: Newbies forced to stay in Help Island for number of days when joining Second Life.
Yes. I was a noob once and I've learned a lot from that help island before I hit the main grid.
I've met quite many people who skipped Help Island and had trouble with understanding Second Life.
I'm thinking maybe 3 or 5 days.
And this may cut down some ALT account troublemaker problems.
============================
Well that's the end of that. Anyone else may post a feedback if they wish to make something that I suggested better. Thanks for taking your time to read the whole thing.

and vote there:
http://secondlife.com/vote/vote.php?get_id=1806

