Re: [opensource-dev] Snowstorm 2.6.1 with Advanced and Basic mode
A viewer like this is good, but seriously should be part of the SAME viewer as the other use. Simply have it with a button to switch between the Easy, Fast and Fun mode or Advanced mode. The viewer is already like 30 meg to download so, 10 megs more should’nt be a big challenge for most of the users. With that said, its is nice to see an improvement on the UI for new users, but that viewer is VERY limited, with no inventory, no notecard and no landmark, its so limited, user will only be able to visit your spotlight places. There is not even group in that viewer. From: Hitomi Tiponi Sent: Wednesday, March 16, 2011 8:28 PM To: Opensource_dev Subject: [opensource-dev] Snowstorm 2.6.1 with Advanced and Basic mode I agree - this is definitely a very big step in the right direction for new residents. So many good things - especially the easy destination guide. But a few observations: 1 - a shame this wasn't implemented using proper skinning instead of a hack on the code. 2 - although you can 'detach' your hair etc. you can't add it back (unless I missed something). 3 - many places give you ncs when you arrive - it took me just 2 tps to find one, and then it tells you to upgrade to 'Advanced' to read it, confusing if you've only been inworld a short time. Maybe a very cut-down inventory may solve this and item 2. 4 - 'no' to point and click movement - there is one journalist in SL that likes that, and he is on his own. The standard way of walking should be introduced right at the start - it is not that difficult. But. all that said I do like it, and I think it should improve retention rates - it also has a nice side-effect of decreasing tp and rez times! ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] the last press release...
Wow that is a sudden switch, so is all our content will become irrelevant too, I mean, since the beginning that M is in command of the ship, we`ve seen deception after deception, that would'nt surprise me at all. So M basicly say, screw u opensource developers, we`re going to have our own world our own way and he basicly say that to all content creator too. That is a bold move and it is poorly orchestrated, leaving the customers A.K.A. resident of your virtual world in a total obscured cloud with no idea what the axe will be chopping next. I would recommend anyone with a premium account to cut it down, move to estate if you want to keep land. -- From: "Opensource Obscure" Sent: Thursday, June 10, 2010 6:42 AM To: "Lance Corrimal" Cc: Subject: Re: [opensource-dev] the last press release... > > On Thu, 10 Jun 2010 12:32:16 +0200, Lance Corrimal > wrote: >> Am Donnerstag, 10. Juni 2010, 12:25:12 schrieb Opensource Obscure: >>> >>> Also, you imply that the browser-based SL experience would >>> *replace* the 3D, standalone-app/viewer-based experience. >>> I find this idea weird and again, I can't see anything >>> backing it up. >>> >> >> I don't see anything telling me otherwise. > > Right, anything apart someone just got hired to bring > the open source program going on. > >> On the other hand, a "browser only" SL would surely fit into Kingdons >> Facebook Fetish... > > That's indeed a great explanation of your strange idea, > and a serious, powerful analysis of Second Life. thanks! > I'll gladly let you the last word on this useful discussion. > > Opensource Obscure > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Fwd: Successful Build Nr. 208114 for oz_viewer-development (39db065f8899) on Darwin
The CYGWIN (?!!!) build not working on Windows 7 – 64 Bits, using latest Nvidia drivers on a X260 graphic card. Also I would like to mention the Crash logger did not send the report, it failed. On Sun, Aug 15, 2010 at 12:36 PM, Oz Linden wrote: The first build of the new open Development repo is available now. Begin forwarded message: From: buildad...@lindenlab.com Date: August 15, 2010 12:18:39 EDT To: o...@lindenlab.com Subject: Successful Build Nr. 208114 for oz_viewer-development (39db065f8899) on Darwin urls: installer_Darwin(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/installer/SecondLife_2_1_1_208114_DEVELOPMENT.dmg installer_Darwin(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/installer/SecondLife_2_1_1_208114_DEVELOPMENT.dmg status_Darwin(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/status/true status_Darwin(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/status/true log_Darwin(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/log/build_log.13.txt log_Darwin(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/log/build_log.13.txt buildparams_Darwin(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/buildparams/BuildScript.sh buildparams_Darwin(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Darwin/buildparams/BuildScript.sh urls: installer_Linux(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/installer/SecondLife-i686-2.1.1.208114.tar.bz2 installer_Linux(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/installer/SecondLife-i686-2.1.1.208114.tar.bz2 status_Linux(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/status/true status_Linux(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/status/true log_Linux(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/log/build_log.11.txt log_Linux(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/log/build_log.11.txt buildparams_Linux(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/buildparams/BuildScript.sh buildparams_Linux(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/Linux/buildparams/BuildScript.sh urls: installer_CYGWIN(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/installer/Second_Life_2-1-1-208114_Development_Setup.exe installer_CYGWIN(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/installer/Second_Life_2-1-1-208114_Development_Setup.exe status_CYGWIN(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/status/true status_CYGWIN(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/status/true log_CYGWIN(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/log/build_log.8.txt log_CYGWIN(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/log/build_log.8.txt buildparams_CYGWIN(proxy): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/buildparams/BuildScript.sh buildparams_CYGWIN(s3): http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/arch/CYGWIN/buildparams/BuildScript.sh All Build Products: Proxy: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/index.html S3: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-development/rev/208114/index.html ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?
What emerald has been doing is exactly what BOTNET does, it is against laws and I believe they should be prosecuted. It is a felony and is punished in alot of states for as much as 10 years in prison. LL should show no mercy for them, cause if they let allow this (this is not the first time Emerald devs has been caught), what next is gonna happen? a new viewer that will crash random websites? Or maybe it could be used to introduce other malicious code to steal identity, steal Credit cards, steal bank info? -Message d'origine- From: Arrehn Oberlander Sent: Saturday, August 21, 2010 7:08 PM To: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything? As someone who was using the Emerald viewer at the time this was going on, I researched this subject with some concern. It doesn't matter who the target was at all, whether he is a good guy or a bad guy, it's not of consequence. ModularSystems is responsible for using my login process to send a sizeable body of undisclosed, irrelevant traffic to harass someone. This isn't just 'embarassing', it's unacceptable from inception to execution. This simply adds to the ongoing pattern of Third Party Viewer Policy violations already exposed regarding ModularSystems builds of Emerald that speak to a culture of irresponsibility in the persons that control the ModularSystems site. I am not lawyer, but just looking at the third party viewer policy I can pick out a number of criteria that might not be met. TPVP 2.d : "You must not launch Denial of Service ("DoS") attacks, engage in griefing, or distribute other functionality that Linden Lab considers harmful or disruptive to Second Life or the Second Life community. " This appears to be violated by code in the viewer's login page http://webcache.googleusercontent.com/search?q=cache:jD_B973EpVUJ:modularsystems.sl/app/login/+http://modularsystems.sl/app/login/ TPVP 1.C.iii There must be disclosure of "Any surprising or unexpected functionality, including any limitations on features and functionality generally available to Second Life users through Linden Lab's viewers.". The leakage of pathnames in by emdku code does not appear to have been disclosed, despite it being an internal topic of discussion months earlier. The leakage of any information, regardless of how innocent, to other avatars via the path of baked textures hasn't been disclosed even now to my knowledge. TPVP 3.B.iii Distribution must adhere to the terms of the GPL 2.0. ModularSystems may not be distributing emkdu in a way that qualifies it as a separate work under the GPL. It's transparently distributed to the user's system without notification. No alternatives (such as llkdu, openjpeg) or opt-out options are presented, and the library is linked by the emerald runtime. Since the emkdu source is not distributed, the distribution of the viewer may be in violation. Compare this with other viewers such as CoolViewer and Imprudence with specifically deal with distribution of closed source binaries as a completely separate, user-initiated, optional process to fullfill GPL 2.0 compliance. TPVP 6.3 : "Your Second Life accounts must be in good standing, must not be suspended, and must not have been permanently banned or terminated". The operators of the Modular Systems website possess accounts that have been permanently banned or terminated and readily acknowledge this. === Beyond the above, the way in which these issues were addressed are concerning. The emdku issue was only addressed because someone from outside ModularSystems exposed it. The DDoS came to light because it was exposed from the outside. There may not be a history of ModularSystems successfully policing themselves. It appears that those who try end up leaving the project. External communication similarly does not inspire confidence. On the ModularSystem web page, there is no mention of emkdu and how in released builds it leaked information. Neither is there a patch or new download listed. The tone of communication is slanted to draw diminish critics, instead of clearly articulate information for users to make an informed decision. As a user I had to read other blogs and talk to developer peers personally to find out what was really happening. ModularSystems didn't tell me. On this thread an Emerald developer stated that many of these issues stem from the people who control ModularSystems being less than responsible and embarrassing the team. One has to ask if this is the case, why not vote "No Confidence" and move your website and your builds to someplace with greater credibility, and change LL's official point of contact for Emerald from "ModularSystems" to something else? ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting priv
Re: [opensource-dev] This is how Linden Lab treats it's customers...
yep this was bait and switch scheme and they got away with it. They probably made around 5 millions dollars that summer when they did double the prim limit on openspace. It was actually one of the best move they did to the SL economy in years except when they decided to increase it. Many people have abandon their sims at that time and just left SL. Want a suggestion, you want a nice setup and you dont want it to be disrupted and for much cheaper. Find a opensim grid you enjoy, setup your own sim there (could be hosted on your own computer or vps hosting for 20$ a month) and this way no more trouble like this, you can even backup your whole sim in case you mess up something. LL is loosing more and more ground each time they doing what they like and not what the customers want. -Message d'origine- From: Aidan Thornton Sent: Saturday, August 28, 2010 6:24 PM To: Meadhbh Hamrick Cc: opensource-dev Subject: Re: [opensource-dev] This is how Linden Lab treats it's customers... On Sat, Aug 28, 2010 at 6:54 PM, Meadhbh Hamrick wrote: > but for reasons i never learned, linden never implemented prim > restrictions for openspace sims. so even though you were only supposed > to have some small number of prims in an openspace sim, the system let > you go over that limit. so guess what happened? yes, that's right, > people started putting a lot of prims on sims hosted on overloaded > cores. some sim owners even went so far as to rent out openspace sims > to people without mentioning the fact that their new virtual parcels > were hosted on CPUs that were a touch overtaxed. That's the interesting thing. Linden Labs did implement prim restrictions for openspace sims from the start. In fact, they had quite a small prim limit - 1875 prims, which was enough for the intended use and possibly a low-prim house somewhere for one or two users. Then Linden Labs, in an effort to make them more widely useful, *doubled* the prim limit. This was quite widely advertised at the time, and a large number of people bought them... just in time for Linden Labs to pull off a significant and unexpected price increase together with more restrictions. Of course, at that point everyone had already invested money and time in their regions that they didn't want to see wasted. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Plugins/Modular architecture
Switch to C# and everything become easier to deploy and use TFS for QA and saving sources. From: Ann Otoole Sent: Saturday, September 04, 2010 3:19 PM To: Nicky Perian ; Brendan Wilson ; OpenSource Mailing List Subject: Re: [opensource-dev] Plugins/Modular architecture you mean like the obsolete libraries that show up with tp SL viewers? Like the one that dumps a bunch of garbage in the root and then does not uninstall them? And that screws up the system forcing you to have to redu windows updates to overwrite the obsolete libs from 2005? From: Nicky Perian To: Ann Otoole ; Brendan Wilson ; OpenSource Mailing List Sent: Sat, September 4, 2010 1:14:14 PM Subject: Re: [opensource-dev] Plugins/Modular architecture Libraries, Libraries, Libraries and MS redistribution hell. From: Ann Otoole To: Brendan Wilson ; OpenSource Mailing List Sent: Sat, September 4, 2010 12:10:12 PM Subject: Re: [opensource-dev] Plugins/Modular architecture Why would anyone be burning time on VS2008 when VS2010 is the current environment? From: Brendan Wilson To: OpenSource Mailing List Sent: Sat, September 4, 2010 9:00:33 AM Subject: Re: [opensource-dev] Plugins/Modular architecture Not yet they have just started working on bring it to VS2008 and even doing that is by a lot of effort from the OS community there even a jira on at least bring it to VS2008(vc90) From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Ann Otoole Sent: Friday, September 03, 2010 10:11 AM To: Oz Linden (Scott Lawrence); opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Plugins/Modular architecture Has this project code been brought forward to Visual Studio 2010? From: Oz Linden (Scott Lawrence) To: opensource-dev@lists.secondlife.com Sent: Fri, September 3, 2010 9:32:54 AM Subject: Re: [opensource-dev] Plugins/Modular architecture On 2010-09-03 9:14, Lawson English wrote: >On 9/2/10 8:13 AM, Talia Tokugawa wrote: >> [...] >> I know this has been suggested before as friends have suggested it. >> Why not make the viewer more Modular? Introduce a plugin architecture. >> Allow any user to "build" their own client that fits their needs and >> requirements. >> > Its a HUGE undertaking to do that. LL wasn't willing to tackle the issue > directly years ago and they probably don't have the resources to do it > now. It would have to be a community-lead effort and I'm not sure that > developers are willing to invest the time to refactor the viewer at that > level unless LL will be willing to seriously consider using the > resulting re-architectured viewer. Try us... ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.851 / Virus Database: 271.1.1/3113 - Release Date: 09/04/10 02:34:00 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Plugins/Modular architecture
most of the games run only in windows anyways, its 80% of their userbase at the least. Also its not true they can't run on mac and linux as theres mono now that make it possible. -Message d'origine- From: Argent Stonecutter Sent: Saturday, September 04, 2010 3:59 PM To: OpenSource Mailing List Subject: Re: [opensource-dev] Plugins/Modular architecture On 2010-09-04, at 14:23, Patnad Babii wrote: > Switch to C# and everything become easier to deploy and use TFS for QA > and saving sources. If you don't mind a 2-5x performance hit on Windows and an elimination of the Linux and Mac clients. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Blocking viewers.
I am personnally VERY PROUD of what LL did with this issue, i would have expected a faster response but we can't blame them too much since it happened over a weekend. What the folks at Emerald did was plain wrong, they have no rights to use your computer to run their attacks. For all we know, they may have been doing that in the past at a smaller scale we'll never know. I strongly believe that LL should even review some part of the code in the viewers they propose as 3rd party viewer and they should have a team dedicated to monitor all of them in case this ever happen again. For my part, ill stay away from those viewer with the flavor of emerald, I cannot even trust the new people they got. There might be still people with bad intention behind it but that is my own opinion. I even believe that the people who were behind those attacks should be procecuted as it is prescribed by the law in the United States. Peoples should be making a class action against Modular systems, all user of Emerald could join it since they all were victims and they were forced to participate in a collective attack against one or many websites / service on the internet. -Message d'origine- From: AltairSythosMemo Sent: Wednesday, September 08, 2010 6:38 PM To: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Blocking viewers. On Wed, 08 Sep 2010 23:21:26 +0100 Tom Grimshaw wrote: > The lab DO NOT have any right to determine what software they will > allow to connect to their SERVICE. are you joking? is THEIR service, on THEIR servers, done with THEIR software. > Linden Lab have blocked Emerald due to a POLITICAL DISAGREEMENT with > their dev team. They haven't blocked it because of any fault with > the software itself, they're not protecting anyone - they're taking > pre-emptive action against a project because of some percieved danger > that might evolve. not only with team, but with code of emerald viewer too, way to copybot others creations, private data "statistically collected" and some licenses violations... ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] The Plan for Snowglobe
I agree with you Dilly, what i’ve found over time, is that alot of people just prefer to skip reading, they like things visually and orally. I’ve found a tutorial by googling quickly http://www.mmocrunch.com/2010/07/16/microvolts-releases-tutorial-video/, of what i think would work best for SL’s first exprience. Something built in the viewer with animations and voice (or not) . I know they changed orientation island recently (in the last year) i think it is a good step forward, but apparently it needs more. Its true that the MMO based tutorial seem to be the appropriate approach for what SL is, the more guidance the better i would say and always allow people to skip part of it (if they are ready, let them just go). I see the tutorial as some kind of a checklist, where you have the different checkpoint, like Navigation, Inventory, Clothing, Purchasing and if they are willing enought they could even try the building tutorial were they are shown the first steps of building. From: dilly dobbs Sent: Saturday, September 11, 2010 11:22 AM To: Tateru Nino Cc: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] The Plan for Snowglobe Ok if its not the interface that is the issue, then i have an other idea also, after speaking to a lot of mmo players they are lost when it comes to second life. Why not have some "quests" to start the game for them. For instance learn to tp to this location to get clothes and put them on. Make it more like a game with a limited number of opening/learning the interface 'quests' so to speak. There has to be some way to keep all of the sign ups. I my self have tried to bring a lot of other mmo players into the grid and there biggest humps is learning the interface and then finding something to do. We have a very valuable mind trust in this group, we should be able to come up with something to hook them so to speak. This would make it better for us all. Just my opinion. I love deadlines. I like the whooshing sound they make as they fly by Douglas Adams On Sat, Sep 11, 2010 at 9:05 AM, Tateru Nino wrote: On 11/09/2010 11:33 PM, Mike Dickson wrote: >On 09/11/2010 08:03 AM, Tateru Nino wrote: >> On 11/09/2010 10:25 AM, dilly dobbs wrote: >>> Fair enough, but the simple fact is that the interface needs to be >>> changed so that they can reclaim more of the sign ups to the grid. The >>> last numbers i have read on the learning curve is something like 70% >>> of the users that sign up leave because they have troubles with the >>> interface. And we must also consider that this is a business and LL >>> needs to make good to keep the grid alive. > [snip] >> When you read various responses to "Hey, have any of you tried this >> Second Life thing?" there's usually quite a number of responses from >> people who did and gave up. Hardly any of them mention the UI as the >> problem that they had with it. > I strongly disagree with you there. True its not scientific but I know > of more than a few people personally who couldn't navigate with the old > UI and gave up. They recently tried again with viewer 2 and are > functional and happy. > Which is fine, because I also didn't say that the UI *wasn't* a problem. What I'm saying is that we don't have any trustworthy data about what the problems are, how prevalent they are, or how the situation can be improved. -- Tateru Nino http://dwellonit.taterunino.net/ ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)
If LL plan to get more people in, they better lower those requirement, make a low-definition viewer if it can't be done in the current one. Give them minimal tools so they can still connect and enjoy second life. It's true that SL doesn't work everywhere, but the web does. This is in most part why the web is STILL so popular. If the 3D web want to get more people interested it have to lower that entry bar, people really take a while to upgrade their hardware. Lots of people having still 5-10 years old computer and we need to get these people in too. Just my taught but im no specialist. -Message d'origine- From: Lance Corrimal Sent: Sunday, September 12, 2010 12:01 PM To: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe) Am Sonntag 12 September 2010 schrieb Altair "Sythos" Memo: > > 1.) My computer can't handle it. (This is, by far, the #1 reason > > people leave SL after trying it, I'm convinced. Maybe as high as > > 90%!) > > this point have no viewer side solutions :) actually it has... "do not add more shinies that raise the hardware requirements even higher"... bye, LC ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Project-MESH viewer
“Or third life orwhatever this concept is called at that point 50 years from now if there isstill an internet (doubtful) and civilians are allowed to be in possessionof computers beyond what they are "chipped" with.” We have to all stand together for our rights of free speech, creativity and don’t let them implant you chips then we all should be fine in 50 years from now. Just think about it there a general awakening that is happening, people start to realize that the gov has too much power, we just need to take it back. From: Jonathan Goodman Sent: Saturday, October 16, 2010 10:49 PM To: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Project-MESH viewer Case in point... http://www.flickr.com/photos/50275...@n04/5079086973/ The floors have Shiny set to medium. leliel wrote: On Sat, Oct 16, 2010 at 12:27 PM, Ann Otoole mailto:missannoto...@yahoo.com wrote: There is no shine at all when lighting/shadows is enabled. Sorry. None whatsoever. Full shine black is just flat black. Full shine white is just flat white. Full shine textures are just the textures. It is completely broken. And this, in turn, "breaks content" that was sold with the expectation it was shiny. Shiny enables specular highlights, not reflections. Physically the two are the same thing, but in raster based graphics they are separate. That weird metallic colored blob we had before was just a quick and dirt hack, with lighting & shadows enabled the viewer will do true specular highlights which depend on the angle of the light and the camera in order to be visible. I don't expect to live long enough to see real time true reflectivity in Second Life. Like latex that actually reflects. Would be nice but there are miles and miles to go to get that gpu capability for real time translated to opengl and then farther to go to show up in Second life. Or third life or whatever this concept is called at that point 50 years from now if there is still an internet (doubtful) and civilians are allowed to be in possession of computers beyond what they are "chipped" with. OpenGL has been able to do reflections for a long time now, it's just a very demanding process since you have to render the scene from the point of view of each reflective object in addition to the camera's view point. Older games would cheat and just render one cube map for the whole scene and use it for all reflections, but that may not be acceptable in sl. Once again, the dynamic, user made content in sl is what holds us back. There is no way to limit the number of reflective objects in view and using more then a hand full would bring all but the current top of the line cards to their knees. What we need is fine grain control over how objects are rendered instead of just everything in the view plain been drawn in full (LOD'd) detail. The shadow maps & GI code does this with a distance based cut off. Having a distance / size cut off for reflections would help a lot with any over use of them. Adding in full impostors for all objects would be even better. Over all I'd say the viewer needs to start doing some serious resource management if we ever want to have a draw distance measured in kilometers. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update
Works fine on Windows 7 64 bits. From: Philippe (Merov) Bossut Sent: Wednesday, November 24, 2010 1:15 AM To: opensource-dev List Subject: Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update Hi, On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut wrote: Zha, I noticed that myself when building locally. I've been scratching my head most of the afternoon as to why windows seems to be dynamically linked instead of statically linked. It's the same cmake for all platforms... Well, I clearly did something wrong in that case. Working on it... I worked on that today and got it working locally on my Windows machine. The Team City build went through and it's there: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html I couldn't test Windows or Linux but if someone could give those a spin, that'd be swell. Cheers, - Merov ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges