Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Meet the Godots! - A discussion on things unfinished.

Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
03-07-2006 12:04
From: Cubey Terra
One feature that *still* hasn't been finished... my world domination. Hopefully that will be a little closer in the next version. What's the holdup, LL??

:)
That will only happen when they realise that they should move LL to Vancouver, then all of us stellar BC players can get jobs as Lindens and truly dominate! :eek:
_____________________
.
black
art furniture & classic clothing
===================
Black in Neufreistadt
Black @ ONE
Black @ www.SLBoutique.com


.
Jake Reitveld
Emperor of Second Life
Join date: 9 Mar 2005
Posts: 2,690
03-07-2006 12:21
Nah they Should move LL to San Diego, the weather is better. Of course being a Canuks fan, I go to Van more than SF.
_____________________
ALCHEMY -clothes for men.

Lebeda 208,209
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
03-07-2006 12:32
They have never fixed the permissions problems with gestures. After 1.4 was released, a quick update removed the ability to put no copy or no transfer animations into gestures, which would be supposedly fixed eventually. No progress was ever made, and this has made gestures fairly useless as you can't sell animations as copyable for obvious reasons. The only alternative is to sell gestures with the animation already in it, but that also defeats the purpose of being able to make your own gestures.
_____________________
Cristiano


ANOmations - huge selection of high quality, low priced animations all $100L or less.

~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more.

Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-07-2006 13:17
From: Cristiano Midnight
They have never fixed the permissions problems with gestures. After 1.4 was released, a quick update removed the ability to put no copy or no transfer animations into gestures, which would be supposedly fixed eventually. No progress was ever made, and this has made gestures fairly useless as you can't sell animations as copyable for obvious reasons. The only alternative is to sell gestures with the animation already in it, but that also defeats the purpose of being able to make your own gestures.
Don't textures have similar problems?
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
03-07-2006 14:21
_____________________
Cristiano


ANOmations - huge selection of high quality, low priced animations all $100L or less.

~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more.

Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
03-07-2006 14:33
From: Argent Stonecutter
Don't textures have similar problems?


The only thing I can think of is using a no copy texture on a prim used to make the texture disappear into the prim with no ability to recover it. As far as I know now, when you use a no-copy texture, it actually goes into the contents of the prim so that you can remove it (and this also removes the texture from the prim itself). I could be wrong about that, but that is my understanding of it. That is a bit of a different case with gestures. Gestures actually contain the animation themselves, instead of just being a pointer to an animation in the users inventory. I have never understood why putting a no-copy animation into a gesture would not simply make the gesture no copy (or no trans for a no trans animation). Either way, it has really reduced the usefulness of gestures in some ways (though there is still a market for pre-created ones).
_____________________
Cristiano


ANOmations - huge selection of high quality, low priced animations all $100L or less.

~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more.

Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
03-07-2006 14:36
This is a very good point re gestures.. I never understood the change to 'full permissions only in gestures'
_____________________
The Second Life forums are living proof as to why it's illegal for people to have sex with farm animals.

From: Jesse Linden
I, for one, am highly un-helped by this thread
cua Curie
secondlifes.com/*****
Join date: 14 Nov 2003
Posts: 196
03-07-2006 17:46
NO DECENT DATA STORAGE
_____________________
"It is better to keep your mouth shut and appear stupid than to open it and remove all doubt." - Mark Twain

"We are what we pretend to be, so we must be careful what we pretend to be." - Kurt Vonnegut
Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
03-07-2006 18:33
And you can still drive Jeeps up the side of all of cua Curies buildings :P
_____________________
The Second Life forums are living proof as to why it's illegal for people to have sex with farm animals.

From: Jesse Linden
I, for one, am highly un-helped by this thread
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
03-07-2006 23:27
The user interface. Seriously.

It feels rather half-done, especially the inventory management.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-07-2006 23:32
Yes, that truely is a confusing one, and there is no explanation for why animations used in gestures must be FULLY permissive.

Also, many quirks in the Gestures window itself. You have to hit Enter after entering a line of chat--it doesn't save otherwise, inconsistent with other text fields in SL.

There were some other problems editing not-fully-permissive attachments being worn... some still exist, e.g. you cannot rename it when it's on your body.

ALSO... an object with multiple actual creators (i.e. scripts by one dude, prims by another) will show up as Creator: (nobody) in inventory, but will show the creator of the parent prim when rezzed. That is also confusing.

ALSO... onthetopicofanimations, when someone activates an animation to try to animate you, it doesn't say WHO is doing it. (Altho a little watermelon birdie said this would be fixed soon.)

So I see a lot of steps. BANG! We've got this, move onto the next...

I mean, hell yeah, remember when inventory search came out? And multiple drag-and-drop? I must say Ripple Water has been a godsend because of how it's effectively a fix for that UGLY SUN REFLECTION OW STOP POKING ME IN THE EYES PROB.
_____________________
Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
03-08-2006 02:47
And this is the dilemma of the Godots.

With every whizbang that goes into a new version, they get overlooked and further away until they pass away into obscurity.

I like the whizbangs, and they certainly do improve the look/feel/usability of Secondlife.. but the Whizbang to Godot ratio is askew. It's like a stew - it needs salt and it needs meat - but too much of one and not enough of the other and you have something either bland or unedible.
_____________________
The Second Life forums are living proof as to why it's illegal for people to have sex with farm animals.

From: Jesse Linden
I, for one, am highly un-helped by this thread
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-08-2006 02:56
From: Siggy Romulus
It's like a stew - it needs salt and it needs meat - but too much of one and not enough of the other and you have something either bland or unedible.


That's exactly what I say about cupcakes and icing!
_____________________
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-08-2006 07:02
From: Cristiano Midnight
The only thing I can think of is using a no copy texture on a prim used to make the texture disappear into the prim with no ability to recover it. As far as I know now, when you use a no-copy texture, it actually goes into the contents of the prim so that you can remove it (and this also removes the texture from the prim itself).
Which means that people selling textures for builders can't sell them no-copy or no-trans.
From: someone
Gestures actually contain the animation themselves, instead of just being a pointer to an animation in the users inventory.
They do? They sure look like they're just a pointer to me. Sure you're not thinking of prims containing animations using llStartAnimation?
From: someone
I have never understood why putting a no-copy animation into a gesture would not simply make the gesture no copy (or no trans for a no trans animation).
No trans could work that way. But a gesture isn't a container, it's more like a script, so you can't "put the animation into the gesture", and making the gesture no-copy wouldn't stop you from making another gesture using the same no-copy animation.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-08-2006 07:07
From: Torley Linden
ALSO... an object with multiple actual creators (i.e. scripts by one dude, prims by another) will show up as Creator: (nobody) in inventory, but will show the creator of the parent prim when rezzed. That is also confusing.
Oh, thank god, someone finally explained that!
From: someone
I must say Ripple Water has been a godsend because of how it's effectively a fix for that UGLY SUN REFLECTION OW STOP POKING ME IN THE EYES PROB.
I keep turning that on and off... I'd like...
CODE

[ ] Ripple water (slower)
[ ] Ripple water off in dry sims or over 100 meters (faster)
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
03-08-2006 07:18
From: Argent Stonecutter

They do? They sure look like they're just a pointer to me. Sure you're not thinking of prims containing animations using llStartAnimation?


They may be a pointer internally, but then they must be internally referencing the animation by UUID. I can give a gesture to someone that has an animation in it that they do not have in their inventory, and it will play fine. It is different than an animation in a prim, where you have to have the animation in the prim and reference it by name, you can't play something from inventory (they long ago removed the UUID ability from playing animations by script).

One way they could handle the problem of being able to make multiple gestures from a not fully permissive gesture is to make any gesture that uses a no copy or no transfer animation itself no-transfer. That way, it doesn't matter if they make 10 different gestures from the same no-copy animation. They aren't copying it and aren't able to distribute the gestures made from it. It also doesn't prevent the creation of gestures for sale, as you would be using a fully permissible animation in that case anyway.
_____________________
Cristiano


ANOmations - huge selection of high quality, low priced animations all $100L or less.

~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more.

Troy Vogel
Marginal Prof. of ZOMG!
Join date: 16 Aug 2004
Posts: 478
03-08-2006 08:35
Ability to assign multiple variations of the same texture to an object and have the prim cover a particular side with a random mix of all the variations in different orientations.

--Think Tile floor or wood floors where the texture is not an infinitely repeating singularity but a multiple set of textures that are assembled onto a Side on the fly.

Troy
_____________________
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-08-2006 10:01
From: Cristiano Midnight
They may be a pointer internally, but then they must be internally referencing the animation by UUID. I can give a gesture to someone that has an animation in it that they do not have in their inventory, and it will play fine.
The same thing is true of textures where you have the right permissions, you don't need to know the UUID, you can just select the texture from the object editor like you can select the gesture from the gesture editor. The only differences are (1) because a prim CAN hold contents, you can use a no-copy texture in a prim by putting it in there, and (2) you can refer to textures by UUID in scripts in prims... again, because a prim has contents.

You can't put scripts or animations inside gestures, they can only be dealt with as pointers, so the trick of putting the protected object in the prim doesn't work.
From: someone
One way they could handle the problem of being able to make multiple gestures from a not fully permissive gesture is to make any gesture that uses a no copy or no transfer animation itself no-transfer.
that works for no-transfer, but it's surprising for no-copy. You would also need to make the no-copy animation no-copy/no transfer (which violates SL's fair use policy) or else someone could make the gesture and then transfer the *animation* to someone else, who could make a gesture... etc...

And for some reason people prefer to sell animations no-copy, possibly so someone with a club who's making 30 seats has to buy 30 copies of your neat sit animation. I would personally prefer they be no-transfer, so I wouldn't have to re-wear my animation overrider when I change outfits...
1 2