
These forums are CLOSED. Please visit the new forums HERE
Tacky Structures |
|
|
Sassy Apple
Senior Member
Join date: 24 Feb 2003
Posts: 62
|
03-27-2003 02:18
This may sound stupid or it may have even been mentioned before but oh well here goes. Tacky Structures i know we've all seen them, flown by them or may even live by one. I know i've heard mention of some pretty ugly things in SL and now i have the pleasure IMO of living near one. So here is my suggestion of maybe coming up with a way to hide land you think isn't the prettiest thing you've ever seen in your life. I know you can build buffers but i think there should be a way if say you don't have the money to wall off your land or to build that buffer maybe a land mute button that can cloak the property from your vision .. you have the option to mute sounds if you don't want to listen them so why not have the option to not have to look at something that you may think is unattractive or offensive.. just a thought
![]() |
|
Dave Zeeman
Master Procrastinator
Join date: 28 Jan 2003
Posts: 1,025
|
03-27-2003 02:29
That's actually not to bad of an idea.... I'd like to see this!
_____________________
llToggleDaveZeemanIntelligence(FALSE);
Philip Linden: Zeeman, strip off the suit! Dave Zeeman - Keeping Lindens on their toes since v0.3.2! |
|
Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
|
03-27-2003 07:26
i tmight be kind of wierd if you opted to ignore buildings visually... but still had to deal with them physically. Personaly i could see myself 'muting' some structures, and then trying to fly and getting stuck up against a wall... although i don't know it is a wall because i 'muted' it so long ago... so i think i hit server lag... and teleport home needlessly
heh i don't mind the chaos, in fact, i rather enjoy it_____________________
i've got nothing.
![]() |
|
Maxen Underthorn
Registered User
Join date: 16 Jan 2003
Posts: 193
|
03-27-2003 08:23
I've found building low to the ground helps to hide things. I'm surrounded by all sorts of ugly things, but when I'm on my land I really don't notice them all that much.
|
|
Tracey Kato
Royal PITA
Join date: 26 Dec 2002
Posts: 400
|
03-27-2003 08:38
Trees.......
Lots of trees. _____________________
artificial intelligence is no match for natural stupidity
|
|
Jean Cook
Registered User
Join date: 4 Dec 2002
Posts: 208
|
-
03-27-2003 08:43
you can build a wall with no texture or something and it shows the land but not buildings , talk to fenik or charlie omega
![]() |
|
Aurelie Starseeker
:)
Join date: 31 Dec 1969
Posts: 550
|
03-27-2003 08:59
but..... *dramatic pause*...how do you hide a mountain with flamingos inside? LOL
*giggles* _____________________
|
|
Jean Cook
Registered User
Join date: 4 Dec 2002
Posts: 208
|
-
03-27-2003 15:02
the more attention they get the more they will leave it up also. if the structuer apears they are doing it to annoy people..
|
|
JinDokGhe Powers
Registered User
Join date: 31 Dec 1969
Posts: 46
|
Re: Tacky Structures
03-31-2003 12:06
Originally posted by Sassy Apple I know i've heard mention of some pretty ugly things in SL and now i have the pleasure IMO of living near one. hey sassy~ u r talking about that giant mountain with flamingos and that purple semi-tube thingy, right? right? i am really hoping u r not talking about my new house~ ![]() |
|
feniks Stone
At the End of the World
Join date: 25 Nov 2002
Posts: 787
|
03-31-2003 13:08
What is tacky to one may not be tacky to another.
But what happened to the idea of not being able to raise the ground to extreme heights? Most times, this is just way beyond tacky... fen- |
|
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
|
04-05-2003 14:50
i like the hide land feature. maybe make stuff on the land you've "hidden" invisible to you, unless you come within 1m of it. that way if you're trying to fly through it, you'll see what you're hitting
![]() |
|
BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
|
04-05-2003 22:24
There is a "mute land" feature - you can set the draw distance on your own land lower, so you never have to see other peoples buildings. If you don't like the view, don't make the computer draw it - not to mention people on your land will have higher framerates
![]() BBC _____________________
START! Make your own movie in Second Life for The Take 5 Machinima Festival Films due Dec 4, screening Dec 7! http://www.alt-zoom.com/take5.htm |
|
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
|
04-05-2003 23:18
1) that doesn't help if they're right next to you
2) it reduces your view of everything else. i for one, like having a nice scenic outlook from my property ![]() |
|
BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
|
04-05-2003 23:38
;D
_____________________
START! Make your own movie in Second Life for The Take 5 Machinima Festival Films due Dec 4, screening Dec 7! http://www.alt-zoom.com/take5.htm |
|
Bel Muse
Registered User
Join date: 13 Dec 2002
Posts: 388
|
04-06-2003 00:57
I think dealing with the good, the bad, and the ugly is part of the Second Life experience.
Sure people put up things i don't personally find pleasing, but I've often been pleasantly surprised to see how these structures change over time. If we all simply averted our gaze from those things we find not to our taste, i think we would miss a lot of surprises. And some of the fun of finding that our tastes may be more flexible than we thought. Or seeing new ideas or approaches we never anticipated. Maybe people who build tacky structures simply need some help on how to build better. Instead of "muting", perhaps a few building tips and a patient attitude would help someone who was a little "lost" in the game find their footing. And finally, there are some very good suggestions on ways to use features already in the game to make being on your land more pleasant. Trees as a screen, using the lay of the land, or simply turning the view distance down are all ways that you can effectively minimize eyesores. |
|
Voodoo Roark
Dreamer
Join date: 3 Mar 2003
Posts: 33
|
04-06-2003 09:50
These are all good suggestions, but I think the real goal is to work as a community with your neighbors, building things constructively, and maybe not so much with a "majority rule" standpoint, but with the intention of bettering EVERYONE'S experience in SL, not just your own.
I, for one, have purchased a fair amount of land out in Shipley with the intention of preventing grief builders from becoming my immediate neighbors. The bottle that currently serves as my group's headquarters is not very "traditional" and may be considered unattractive by some, though I have not received negative feedback on it directly. But the point I'm trying to make is that when I went out on the look for land, Nica and I both agreed that this area was suitable for development, had a great group of people in the immediate vicinity, and the view was spectacular! The bulk of that is still true, though the view has crumbled considerably for several of us due to the structures that have been the source of a few confrontations in the very recent past. Hopefully this will not become epidemic across the world of SL and we will see more community-oriented teamwork happening over time. We will always have disagreements in taste/style. Otherwise everything would look exactly the same. Being patient is a virtuous method of approach, but a little communication goes a long way - just gotta remember it's a two-way street. -Voodoo _____________________
I have my own little world.
But it's OK... they know me here. |
|
Malaer Sunchaser
Lord of the Smurfs
Join date: 1 Apr 2003
Posts: 44
|
04-06-2003 14:14
I feel their is a line between unattractive and atrocities. Sure, someone's building may be "ugly." That's one thing, that may be personal taste or choice, however when someone's building lags to all get out, I tend to get mad. Recently, Phaylen, Voodoo, Nickel, and I had a tower inbetween all of out houses that stood 300 feet high, rotated, flash different textures, had funky shapes, and spun, so yeah it was horribly laggy. That's where I draw the line, when someones house prevents anyone from doing stuff at their own house, I couldn't even work on mine or design stuff, because of the lag.
That is when structures need to be taken care of. |
|
Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
|
04-06-2003 14:18
The structure you speak of is only a part of the lag problem in Shipley. There is another laden with scripts that are using up resources and making it lag for all. Im not mentioning it here because I believe someone is already in contact with the owner of it trying to get it sorted out.
_____________________
|
|
BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
|
04-06-2003 15:20
Making buildings you don't like not appear to you won't increase sim performace.
If the issue here is the server performance economy, perhaps it is time to look at the idea of script energy as a way to balance out scripts that demand extra energy. (every scripted object has an "energy," But I have not yet seen anything that uses his commodity). Then people would not be able to afford to make all those scripts that decrease performance. Of course, one of those rocket launchers I gave to the FINE Perv ladies is much more detrimental to Sim performance than a whole bunch of animated textures and spinny things. edit: well lookie here thanks misnomer _____________________
START! Make your own movie in Second Life for The Take 5 Machinima Festival Films due Dec 4, screening Dec 7! http://www.alt-zoom.com/take5.htm |
|
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
|
04-06-2003 15:47
Originally posted by BuhBuhCuh Fairchild Making buildings you don't like not appear to you won't increase sim performace. that's not the point of making the stuff invisible to us. it's just that it's an eyesore, and having a "mute that damn blinking building" button would take care of it nicely ![]() /* using an edit to save forum space ![]() edit: was just clarifying, BBC, no hard feelings */ |
|
BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
|
04-06-2003 15:52
I agree that is not the point Phil, I was responding to Malaer's post.
![]() Originally posted by Malaer Sunchaser I feel their is a line between unattractive and atrocities. Sure, someone's building may be "ugly." That's one thing, that may be personal taste or choice, however when someone's building lags to all get out, I tend to get mad. _____________________
START! Make your own movie in Second Life for The Take 5 Machinima Festival Films due Dec 4, screening Dec 7! http://www.alt-zoom.com/take5.htm |
|
Zanlew Wu
Registered User
Join date: 5 Feb 2003
Posts: 112
|
04-07-2003 08:58
Along these lines, I think the concept of a "planned community" has merit here. In my (boring, non-chaotic) end of the world, Lusk has an area of land that is a planned community (Lusk Estates). Within that area, there are guidelines and limits in what can and cannot be built. Limits like height, tact/tastefulness, no land editing, etc. They make for a relatively nice neighborhood.
So what's the down side? Well, first off I have neighbors that LOVE to play with VERY LOUD EXPLOSIVE devices like rockets, bombs, and cannons. So there is always some noise going on. (Yeah, as long as we're talking about muting structures, muting sounds (noise, really) generated from objects owned by certain individuals would be a good thing too...think I'll make that separate post). Also, while the homes built on the land plots within the community are very tasteful, people have built things JUST NEXT TO or nearby my pleasant little neighborhood that are, how shall I put it, less than appealing. Either on the public land surrounding the estates or on small parcels they were able to snatch up nearby. Overall, I think the planned community thing can work, but I would also say that it needs a little more thought in terms not only of what is allowed in, but what is allowed nearby and how much space between planned area and unplanned area there is, trees and landscaping, mountainous regions, etc. If I had to guess, I would say I think this is why some of the new Themed Sims are set up the way they are (and why LL has not allowed outright building of anyone anything anywhere anytime). As an experiment (if nothing else) they want to control what goes in there. It would be of no use to recreate a medieval European village and then have someone plop a huge commode (pardon the pun) right in the middle of it...or even within visual range of it for that matter. And believe me, left to their own devices, some of the people in SL would do that very thing. _____________________
In theory, practice and theory are the same thing. In practice, they're not.
|
|
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
|
01-03-2006 20:06
I think they are still working on some of these ideas, aren't they?
_____________________
-
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 - |
|
Saben Mondrian
Registered User
Join date: 21 Apr 2005
Posts: 11
|
Lazarus Divine cure request 2 years and 9 months old
01-04-2006 15:06
Lazarus Divine's ugly signs are nothing new. Customers have been unhappy because they have no control over their view for 2 years and 9 months now, if not longer.
It is a shame Sassy Apple's request for a Land Mute Button was not acted on. _____________________
What does the first name that Jarod Godel mentioned in his thread about new names mean anyway? The name is "Bukkake". Does that have something to do with how Jarod Godel described how to use GLintercept to acquire textures created by other people in Second Life?
|