Reduce the range of shouts PLEASE
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
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10-18-2006 11:50
Why is it for normal chat it has a range of 20m but a shout has a range of 100m? That is really really annoying. There's a club up the hill from my place that's 80m away, every time they hold an event they have raffle balls and stuff that shout out winners and stuff and I hear it all the way over at my place. PLEASE reduce the range of shouts to 50m. PLEASE! If you have to shout to talk to someone half way across the sim, then they can use IM. Thank you!
E
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Takuan Daikon
choppy choppy!
Join date: 22 Jun 2006
Posts: 305
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10-18-2006 12:29
I propose we also limit shouting to only "trusted" and "verified" users  Okay, just kidding. Sounds like your neighbor is quite inconsiderate and whoever scripted those items really ought to be forced to have their primary work area next to such a club. If shout spam like that is not already an AR-able offense, I think it should be. There is simply no good reason to have to endure such inconsiderate nonsense.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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10-18-2006 12:41
You can mute chat from residents or objects.
Many, many things have been made that rely on the shout range being 100m. Too late to change it now.
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Matt Newchurch
Registered User
Join date: 6 Jan 2006
Posts: 215
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10-18-2006 13:05
From: Seifert Surface You can mute chat from residents or objects.
Many, many things have been made that rely on the shout range being 100m. Too late to change it now. Like what? Anything that's actually useful and not just an annoyance? Shouting things ARE annoying.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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10-18-2006 13:15
Shouting on channels other than 0 is necessary for a huge amount of medium range communication between objects.
There might be a case for restricting the range of shouts on channel 0 only, although consistency is a good thing.
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Matt Newchurch
Registered User
Join date: 6 Jan 2006
Posts: 215
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10-18-2006 13:33
From: Seifert Surface Shouting on channels other than 0 is necessary for a huge amount of medium range communication between objects.
There might be a case for restricting the range of shouts on channel 0 only, although consistency is a good thing. Consistancy is great. Having one less reason that living anywhere near a club or casino is a total hassle is even better.
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Morgana Aubret
Damaged Beyond Repair
Join date: 12 Jul 2005
Posts: 139
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10-18-2006 14:26
I've used non-channel zero shouting plenty of times in scripts where it was a great way to communicate between objects. For channel zero shouts, you can mute the object, but every one of your visitors must mute every shouting object, which can be a real pain. Even channel zero shouts have their place sometimes, but not often. I still think charging L$1 per channel zero shout would make a great money sink. 
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Takuan Daikon
choppy choppy!
Join date: 22 Jun 2006
Posts: 305
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10-18-2006 14:33
From: Seifert Surface Shouting on channels other than 0 is necessary for a huge amount of medium range communication between objects. There might be a case for restricting the range of shouts on channel 0 only, although consistency is a good thing. I have myself created items that need llShout() for non-public channels... This behavior should absolutely not be changed. But the OP mentioned several objects routinely shouting on channel 0, which is really akin to telemarketing or spam in my opinion: Annoying as hell, should not be tolerated, and should not require regular preventative action on the part of the user (muting new objects every 3 days or whatever).
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Takuan Daikon
choppy choppy!
Join date: 22 Jun 2006
Posts: 305
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10-18-2006 14:34
From: Morgana Aubret I still think charging L$1 per channel zero shout would make a great money sink.  That is a sweet idea. I am quite certain it will never happen, but it's a neat idea, haha.
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Angel Fluffy
Very Helpful
Join date: 3 Mar 2006
Posts: 810
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just move
10-18-2006 15:42
From: Seifert Surface You can mute chat from residents or objects.
Not useful in this case - many people/objects shouting.... plus, having to give your visitors a list of objects to mute on arrival sucks. From: Seifert Surface Many, many things have been made that rely on the shout range being 100m. Too late to change it now.
Correct. From: Takuan Daikon That is a sweet idea. I am quite certain it will never happen, but it's a neat idea, haha. If you made shouts by avatars cost money, then people would just script simple attachments that shout for them. If you made shouts by scripts cost money, then a lot of existing content would break and make the creators very angry. Really the best solution to this is to move your home into the sky, or, preferably, sell your parcel and move home. It's the fastest, most efficient way to deal with this problem. It's imposing an unfair burden on you, but it's far easier for you to move than it is for you to try to get LL to limit the shout distance.
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Matt Newchurch
Registered User
Join date: 6 Jan 2006
Posts: 215
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10-18-2006 16:34
From: Angel Fluffy Really the best solution to this is to move your home into the sky, or, preferably, sell your parcel and move home. It's the fastest, most efficient way to deal with this problem. It's imposing an unfair burden on you, but it's far easier for you to move than it is for you to try to get LL to limit the shout distance. You're right, Angel...people in general ARE inconsiderate jerks, and often it's easier to remove yourself and sell your land to some poor hapless person to deal with while you shell out multi-kiloLinden for an Estate lease. ...if I may paraphrase. 
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
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10-18-2006 17:05
Wow, sounds like you're saying that we should just lie down and let the people who have objects that shout to walk all over us because it's too late to change anything. I've been at this current location for about 3 months now and this club has only been there a month at most, but you're saying I'm the one who has to move. Where on earth can you move in this game where this problem doesn't exist? No where.
There has to be another answer besides "live with it or leave."
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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10-18-2006 17:51
From: Esch Snoats Where on earth can you move in this game where this problem doesn't exist? No where. There are many many island communities which will not tolerate laggy clubs, malls etc. Eg Caledon, Azure Islands.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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10-19-2006 09:06
float IGNORE_TIME = 60.0; // clear already_heard list every 60 seconds float BREATH_TIME = 5.0; // And don't shout mor ethan once every 5 seconds regardless.
list already_heard; float last_shouted; default { state_entry() { llListen(0,"",NULL_KEY,""); llSetTimerEvent(IGNORE_TIME); } listen(integer chan,string name,key id,string message) { llSensor("",id,AGENT|ACTIVE,96,PI); } sensor(integer n) { // 20 meters is the limit, allow 5 meters extra in case they moved a bit. if(llVecDist(llDetectedPos(0),llGetPos()) < 25) return; // Limit repeat complaints. float now = llGetTime(); if(last_shouted > now - BREATH_TIME) return; key id = llDetectedKey(0); if(llListFindList(already_heard,[id]) != -1) return; already_heard += [id]; last_shouted = now;
// Be more polite about people shouting. if(llDetectedType(0) == AGENT) { llInstantMessage(id,"Shhhh..."); return; }
// And less polite about scripts. llShout(0,"KEEP IT DOWN OUT THERE!"); } timer() { already_heard = []; } }
Get a few of your neighbors to run this as well and see how long the club keeps shouting.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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10-19-2006 21:42
I'd like to see the shout range of avatars (and ONLY avatars, though channel 0 in chat would be acceptable (break any existing content?)) to something reasonale. 40-50m is probably good. I mean, "So and so shouts: My girlfriend is in the bedroom wet, I'm going to have to go to her now." is NOT something I want to hear. And that person not only said that, but said that AFTER I requested that he stop having a shout-communication. Twice.
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Princess Pierterson
Registered User
Join date: 17 Dec 2005
Posts: 10
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restrict spatialized sound.....
10-21-2006 00:54
Well, there is one possible solution (not sure if anyone mentioned this yet, but I'm too tired to read this whole thread) 1. Open up Land Tools ("World" Menu >> About Land) and click the "Media" tab 2. Select "Restrict Spatialized Sound to this Parcel" I've never tested this with shouts, but it worked great when I got tired of hearing my neighbors nature sounds. The downside is that if there is a sound from a different parcel that you like such as ocean or birds, those sounds will be eliminated. Let me know if that helps to make SL a quieter place for you. Good luck. 
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Tarquin Quasimodo
Registered User
Join date: 8 Nov 2005
Posts: 38
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10-21-2006 17:57
From: Princess Pierterson Well, there is one possible solution Sorry Princess, that doesnt stop the shouting, just the ambient noises. I came onto the forums just now because I want to increase the shout range. I want to be able to talk to objects anywhere in my sim, how about a llScream ? I would further suggest it is available only to scripted objects and channels above 32000, and it would not carry into adjoining sims.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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10-22-2006 12:08
llNotifySim(integer channel, string message); // channel must be >= 32000
This might even be more efficient to implement than llShout() because it wouldn't need to pass the message to other sims or perform distance calculations.
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Yakumo Masukami
Registered User
Join date: 7 Sep 2006
Posts: 22
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11-29-2006 07:21
How about we be able set it so that you can restrict sounds to those coming from your own plot of land? In other words, extend the block spacialised sounds option to cover shouts as well. Surely this can't be difficult, and would keep both parties happy. The club owners would still have their shouting objects, and the local residents could have their peace and quiet. I have a large club near me that shouts and have set up a notecard that lists all the objects that shout from there for visitors, but I am hoping to have a party soon, and a lot of people could end up driven away by this kind of irritation.
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Sarah Reardon
Registered User
Join date: 1 Aug 2006
Posts: 5
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stop the noise
01-22-2007 18:22
I do understand why clubs need shout and is their right but I as a land holder that pays SL also have a right not to have to listen to it all the time !!!!!! I think the only solution would be to limit shout to the owner’s property as music stream is. I mean I could solve this with a group that just parks it self within the sim and max it out at peak times or run a bunch of scripts to lag them out. Well I wouldn't do that but tempted lol. But feel there has to be a solution within our software to let everybody coexist.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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01-23-2007 04:06
My preference would be to: - Reduce llShout(0, msg) to 40m, ie only for channel zero shouts
- Give the client a box in which to specify the range for your message from 1m to 100m, with the default being 20m
- Add the same functionality to scripts with an llBroadcast(channel, range, message) function, with a limit of 40m for channel zero and no limit for other channels (may go no further than neighbouring sims)
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Zaphod Kotobide
zOMGWTFPME!
Join date: 19 Oct 2006
Posts: 2,087
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01-23-2007 10:46
As has been said, reducing shout range in general would break a great many scripts that rely on it. It would also impose a new restriction on residents who use it responsibly and have a certain expectation about how far it travels.. And I would wager that the residents who use it responsibly far outnumber the ones who don't.
So how about not changing the range of the function, but instead: (you can toggle these on and off at your pleasure)
1) Give an option to mute shouts from all objects not owned by me 2) Give an option to mute shouts from all residents not in my currently active group. 3) Turn shout off completely. I hate shouting.
You get the idea. In general it is risky to start changing behaviors that have become expected and relied upon over time.
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Gaybot Foxley
Input Collector
Join date: 15 Nov 2006
Posts: 584
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Is this possible?
01-26-2007 10:40
I certainly am no scripting genius, but I had a thought. Can a script be made that is put in an object, that creates a "sound force field"? Perhaps mutes all sounds that are a certain distance from the script? 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-26-2007 16:15
From: Haravikk Mistral My preference would be to: - Reduce llShout(0, msg) to 40m, ie only for channel zero shouts
- Give the client a box in which to specify the range for your message from 1m to 100m, with the default being 20m
- Add the same functionality to scripts with an llBroadcast(channel, range, message) function, with a limit of 40m for channel zero and no limit for other channels (may go no further than neighbouring sims)
- Special case... if the range is 0, the message is sent to all objects in the same sim (ie, as if it was 880, but there's no sim-sim traffic).
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Sophie Katsu
Registered User
Join date: 23 Jun 2006
Posts: 124
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07-29-2007 00:14
Have the Lindens ever said it's impossible to restrict shouting to a parcel? I'm searching but not finding much info. I don't understand why it can't be restricted.
If it can't be, seems it would be easy to at least let us choose to turn off the channel shout is on. All other games I've played have the option to turn off whatever different channels you want. It can't be that hard to do.
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