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Purplestar Anubis
Registered User
Join date: 10 Jun 2004
Posts: 4
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06-25-2004 08:29
An easy to see clock in the UI, perhaps with both the player's local time as well as "game time" and a timer/alarm clock so you can remind yourself to goto bed before 3:00 AM LOL.
Also, telehubs in the center of all Sims would be nice if we won't be allowed to teleport directly to a location.
Another features would be to allow the cutouts in prims to be moved, and possibly even multiple holes, so you can more easily make doorways and window cutouts to better conserve prim count.
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Myria Daguerre
Junior Member
Join date: 29 Apr 2004
Posts: 6
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Re: An alarm clock would be nice.
06-25-2004 09:52
From: someone Originally posted by Purplestar Anubis Another features would be to allow the cutouts in prims to be moved, and possibly even multiple holes, so you can more easily make doorways and window cutouts to better conserve prim count. This can't happen. Making primitives more complicated is more of a resource drain than adding extra primitives ever will be. Havok already has enough trouble with the concave objects caused by single cuts within a primitive. The primitive limits are based on CPU resources. Increasing the complexity of a primitive increases the resources needed per primitive, which will vastly decrease the number of primitives you're allowed to build. What I think Second Life needs is a massive optimization upgrade, with some heavily-optimized assembly language in the core of the system. Melissa ©
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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Re: An alarm clock would be nice.
06-25-2004 10:06
From: someone Originally posted by Purplestar Anubis An easy to see clock in the UI, perhaps with both the player's local time as well as "game time" and a timer/alarm clock so you can remind yourself to goto bed before 3:00 AM LOL. Not hard to do. There's a Linden time-ball floating around somewhere, which I customised long ago to do multiple time zones. Also, I have a watch script that can set an alarm in any of the time zones it knows. Shouldn't be too hard to put them together to do what you want... in fact, I suspect ... not much effort at all... 
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Eddy Stryker
libsecondlife Developer
Join date: 6 Jun 2004
Posts: 353
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Re: Re: An alarm clock would be nice.
06-25-2004 10:17
From: someone Originally posted by Myria Daguerre What I think Second Life needs is a massive optimization upgrade, with some heavily-optimized assembly language in the core of the system.
Melissa © <sarcasm>Yes, assembly language that makes OpenGL API calls...</sarcasm> 3D applications don't usually significantly benefit from writing in assembly; modern C compilers can optimize tight loops so well the difference doesn't have an impact, unless there's a specific math intensive routine you want to MMX optimize. 3D apps benefit from new techniques, like precompiled lighting maps or backface culling, none of which is possible in SL because it's a completely dynamic environment where you can go anywhere. SL would benefit from making better usage of modern day video cards and better usage of cpu extensions (mmx, sse/sse2, etc) although maybe it's doing this already.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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06-25-2004 11:24
An alarm clock and different clocks in the GUI would be nice to have. There are various out-of-SL programs that have alarms and such, I use, Kana Reminder which works good for me, its free (last time I checked). Also Pendari Lorentz(sp) sells a reminder script which allows some different time zone settings, built in watch, and reminds you of things.
Telehubs in the middle of each sim would be, eh... kinda pointless, you might as well just allow us to directly teleport, also LL would have to buy land from everyone who had land in the middle of sims, so its unlikely to happen.
I would love to be able to move Hollow's around, this idea has been suggested since Beta (I found out in one of the old Town Halls, suggested by Catherine Omega), the ability to move hollows would be easier to make possible than the ability to make more than one hollow. Moving hollows is alot easier than say doing Subtractions (ability to delete any part of a prim), because a hollow is less static. However making more than one would require slightly more information being sent, more information than moving a hollow which would just require one more value to be sent.
LL has never stated why they don't add in the ability to move hollows. In the old town hall logs its always something that they'd look into or thought was a good idea.
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Trimming Hedges
Registered User
Join date: 20 Dec 2003
Posts: 34
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06-26-2004 03:38
I have a fairly sophisticated watch script that should do what you need. This was my first script, and has as many features as I could pack into a single script at the time, including an alarm, a stopwatch, and a timer.
It can handle any time zone in the world, offers 12- and 24-hour support, and a bunch of internal logic to handle weird user inputs. It can output via private message, whisper, say, or shout, and optionally plays sound when alarms and timers go off. It can, if you wish, repeat that sound for quite some time if you want to be ABSOLUTELY sure you hear it.
It is designed to run extremely quickly: it puts very little load on a sim, and is nearly lagproof.
Best of all, it's unlocked, modifiable, and free. Just hit me up in game and I'll give you a copy.
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