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Variable Weather/Seasons on a Private Sim?

Slawkenbergius Slade
Registered User
Join date: 21 May 2007
Posts: 133
09-01-2007 14:54
Following this discussion I rushed out & bought me a Damanios weather thingy and it is unequivocally a brilliant bit of kit; but boy do all those emitters create lag.

I have 8000sqm in a very quiet sim of which some 20ksqm is unoccupied & undeveloped. Should I acquire neighbours who want to do things like use textures and prims & stuff I can see me either becoming very unpopular or turning it down to the minimum coverage & spending a lot of time standing in one spot. Seems to me that unless you own an entire sim it's is not terribly practical.

This should NOT be read as a criticism of the product and as I don't like wingers I won't mention LL not providing an adequate server / sim ratio (Dammit!).
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
09-16-2007 05:39
From: Slawkenbergius Slade
Following this discussion I rushed out & bought me a Damanios weather thingy and it is unequivocally a brilliant bit of kit; but boy do all those emitters create lag.


Sadly, SL's particle system is still severely bugged since a few updates. The 'nicholaz' viewer even incorporates a heavily bugfixed version (by blakar ogre) to prevent several of these issues. (rogue particles, particle systems rezzing invisible particles etc.)

Also, almost all lag from particle systems in client FPS issues, not so much simlag. This means that if you're running into issues with particles, either decrease the max particle setting in prefs, or turn them off completely. It's important to not judge the lag of a particle based system for others on your own experience with particles, as it's so heavily dependent on CPU/gfx card and prefs settings.

On the issue of 'particles going through items'. By changing the particle 'life' in scripts, you can adjust the length of the particle path. In my weathersystem, simply touching an emitter will cycle though several particle 'life' settings to adjust the length of the precipitation.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
09-16-2007 09:38
From: Bodhisatva Paperclip
Cooooool! I am officially in the market for a mobile home to make the best of this! :D
Excellent... I think the Mainland really needs a trailer park sim!

An alt has the Damani system and it's very cool. I've yet to figure out how the heck it knows where "ground" is on a sky platform, but d*mned if the snow doesn't pile up right where it should! (Your mileage may vary, as this seems like some powerful magic to this scripter. Hmmm... unless those temp-on-rez prims start out as physical... but I don't recall ever being bonked on the head by one... or maybe that's just avalanche-induced amnesia.)
Slawkenbergius Slade
Registered User
Join date: 21 May 2007
Posts: 133
09-16-2007 12:05
From: Damanios Thetan
... almost all lag from particle systems in client FPS issues, not so much simlag. This means that if you're running into issues with particles, either decrease the max particle setting in prefs, or turn them off completely. It's important to not judge the lag of a particle based system for others on your own experience with particles, as it's so heavily dependent on CPU/gfx card and prefs settings.

On the issue of 'particles going through items'. By changing the particle 'life' in scripts, you can adjust the length of the particle path. In my weathersystem, simply touching an emitter will cycle though several particle 'life' settings to adjust the length of the precipitation.


Thanks for that - I'll play around till I'm happy.
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