Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Serra Anansi
The fact that people have lower case first names isn't always a typo, in
many cases it is intended.  Please do not force capitalization on names.



On Tue, Aug 17, 2010 at 6:13 PM, Bryon Ruxton  wrote:

> As you are implementing this, you may to consider forcing capitalization
> via
> JavaScript or else on the first name (from the official actual username)
> e.g. "first Linden" look bad as if there is a typo in there and such proper
> nouns are normally capitalized.
>
> I have always found it annoying to see lowercase first names. It is
> probably
> mostly a result of omissions, but also tends to happen more frequently with
> younger users. And as we "officially" will get 16 and 17 years old it is
> much more likely to happen.
>
> It happens a lot in shopping carts or any web user database if you don't
> automatically capitalize first and last names or addresses by code, which I
> now tend to do to prevent such inconsistence in postage labels, etc...
> It would make for a more consistent database too.
>
> On 8/17/10 2:41 PM, "Brian McGroarty"  wrote:
>
> > On Tue, Aug 17, 2010 at 2:34 PM, Lance Corrimal
> >  wrote:
> >> ...
> >> http://blogs.secondlife.com/community/features/blog/2010/08/17/display-
> >> names-bringing-greater-self-expression-to-second-life
> >>
> >> ... I guess that means the end for logging in with 1.x based viewers,
> >> does it?
> >
> > Old viewers will continue to work. Old accounts would continue to log
> > in as they do today. New accounts log in with their username as their
> > first name and "Resident" as the last name. (For the difference
> > between username and Display Name, see the FAQ linked at the end of
> > the blog post).
> >
> > Under the hood, for all legacy viewers and scripts, the only real
> > change is that new accounts created after some point will only ever
> > have "Resident" as a last name. The new Display Names won't replace
> > usernames in any location within an old viewer.
>
>
> ___
> 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] Draw Distance

2010-08-22 Thread Serra Anansi
I like the command line in emerald, you just type in "dd 512" and it's done.

((I really like all the command lines in emerald.  Took me a bit to get used
to them, but after I did I am really missing them now that I came back to V2
to give it another go while you all are working on it.))



On Sun, Aug 22, 2010 at 2:01 AM, leliel  wrote:

>
>
> On Sat, Aug 21, 2010 at 9:36 PM, Miro Collas wrote:
>
> > How about bbeing able to just type it in?  Why a slider, or mouse wheel,
> > which is inaccurate? How about being able to type it in chat?
>
> Instead of a one off thing just for the draw distance, I'd rather we had a
> general command input system similar to the console on id's games. So since
> we use /# for the channel and /me for emotes how about /set for setting
> debug variables with the following syntax.
>
> /set debugvar value
>
> Where value is one of bool, integer, float, or a vector using the lsl style
> of <0.0, 0.0, 0.0>. With tab line completion of course.
>
> ___
> 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