dagobaking Posted August 1, 2018 Author Posted August 1, 2018 3 hours ago, astymma said: The scripting language in Second Life is LSL and greatly resembles Action Script. It's entirely event based and coding using it is all about coding event responses. As an example, the most common event is the Touch event which equates to a user clicking something. Thank you for sending this info. Looks interesting. What is the state of modding for that game? Still going strong? Dying out? And it's free isn't it? 1 minute ago, Halstrom said: No, I haven't as I thought I had a problem that needed fixing first Its very possible I'm doing something wrong or other people would have reported this? I don't think so. But, maybe. @CGi Put the FOMOD together. So, he may be able to shed some light on it. I say just forge ahead and ignore it for now. See if everything works ok in game. 1
CGi Posted August 1, 2018 Posted August 1, 2018 1 hour ago, Halstrom said: No, I haven't as I thought I had a problem that needed fixing first Its very possible I'm doing something wrong or other people would have reported this? 1 hour ago, dagobaking said: Thank you for sending this info. Looks interesting. What is the state of modding for that game? Still going strong? Dying out? And it's free isn't it? I don't think so. But, maybe. @CGi Put the FOMOD together. So, he may be able to shed some light on it. I say just forge ahead and ignore it for now. See if everything works ok in game. Don't try to check the checkbox. Next is available without checking it and if you check it, you trigger an obsolete warning. Aside from that: NMM has serious isses because the option itself should be disabled so the user can't change its state. Nothing i can do about that without confusing the user even more. 1
Halstrom Posted August 1, 2018 Posted August 1, 2018 1 hour ago, CGi said: Don't try to check the checkbox. Next is available without checking it and if you check it, you trigger an obsolete warning. Aside from that: NMM has serious isses because the option itself should be disabled so the user can't change its state. Nothing i can do about that without confusing the user even more. Ah ok, maybe just change the text then so it says "don't click this" It hasn't crashed, so will try an animation tomorrow.
astymma Posted August 1, 2018 Posted August 1, 2018 2 hours ago, dagobaking said: What is the state of modding for that game? Still going strong? Dying out? And it's free isn't it? That question would require a very long answer but the simplest answer would be... it's going okay. There are still millions of regular users (i.e. log in once a week or so) and a core group of users of at least 200000 that log in daily. At any one moment you can find at least 1-200000 logged in. Around 120-180000 users are regular content creators who make new things that are sold on the marketplace at https://marketplace.secondlife.com/ Depending on your skill set you can make decent real world money using Second Life. The typical method most people use is to sell something... services like scripting, items you make like meshes, textures, etc., or deal in something like real estate... i.e. rent or sell land. You can buy the in world currency, earn it from other users, or a few other ways. You can also sell the in world currency for real world money and then withdraw it to a service like PayPal. That's generally how people earn an income via Second Life. They do something that earns in world Lindens and then they sell the Lindens for real world money, then siphon it off to PayPal. The company reports your transfers out of the world to tax authorities so you do have to pay taxes if you earn enough... typically as 1099 income in the US (self-employed). As for being free the answer is technically yes, it is. However, if you want a really nice looking avatar and want a nice home on your own land, you'll have to spend some in world currency to buy or rent these things. There are a lot of freebies out there in the world but the quality varies wildly. You can also obtain group gifts by joining groups for stores and shopping groups. You can also go on what are called "hunts" that reward you with gifts from good content creators by making you find a hidden item in their stores... kind of a here's a gift for being forced to visit my store in world kind of deal. Second Life isn't really a game like Fallout is. It's more of a virtual reality platform or a virtual world. There are universities that provide real world diplomas in Second Life. there are real world embassies for nations that provide actual services. IBM and other companies have research going on in Second Life on private servers. Languages are taught there. Companies do simulated training in Second Life. AND... there are also games of all types... and shops and museums and art galleries and about anything you can imagine. It's really a virtual world where games tend to be the most common type of available entertainment. For example, I tend to play in a role playing sim (simulator on one server) that is a modern day gritty realistic simulation of a New Orleans suburb in a run down Industrial sector of the city. Very mature content, often violent and/or sexual in nature. IMO, Second Life is the best place to have an MMO experience of an adult nature. 1
CGi Posted August 1, 2018 Posted August 1, 2018 21 minutes ago, Halstrom said: Ah ok, maybe just change the text then so it says "don't click this" It hasn't crashed, so will try an animation tomorrow. Wouldn't make any sense though. i'll try a different approach for the next version but it's the last time i add support for NMM. Vortex! Where are you?!
LukeDuke Posted August 1, 2018 Posted August 1, 2018 I'm using latest NMM from here https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases and did not had any problems, also run NMM as admin always. 1
Tazcada Posted August 1, 2018 Posted August 1, 2018 I know you've probably answered this before, but damned if I can find it. AAF Beta 1-31304-1; F4se 0.06.11 - aaf scripts stay on screen. How do I fix that? I have: re-installed repeatedly, re-installed NMM; repaired FO4; run loot (game would crash before running loot), moved aaf up and down the load order, no change. Next trick will be to roll it all back iffen I need to.
CGi Posted August 1, 2018 Posted August 1, 2018 12 minutes ago, Tazcada said: I know you've probably answered this before, but damned if I can find it. AAF Beta 1-31304-1; F4se 0.06.11 - aaf scripts stay on screen. How do I fix that? I have: re-installed repeatedly, re-installed NMM; repaired FO4; run loot (game would crash before running loot), moved aaf up and down the load order, no change. Next trick will be to roll it all back iffen I need to. Looks like files where not correctly updated upon installing AAF. Open Data\AAF\AAF_settings.XML and make sure both Debug Modes are set to false.
forgets Posted August 1, 2018 Posted August 1, 2018 14 hours ago, dagobaking said: Yeah. My plan has been to build on its capabilities. I hadn't thought of starting within a tree because the beginning would usually be transitions into different positions. But, I could make it so that if you select a deeper position in the tree that it automatically traverses through the steps needed to get there so it doesn't just jump. I also want to be able to link a spot within a tree to another tree. Add clothes options in-tree. Etc. And NPCs can use them too with a rudimentary AI based on stats and keywords to choose how they navigate through them without player input. Oh my God, wow. This is brilliant.
ixstealthxi Posted August 1, 2018 Posted August 1, 2018 Hey all I come here looking for help. After two days of fighting with fallout i am admitting defeat. So aaf keeps kicking back three errors for me. I googled and then googled some more and came up with nothing so here i am. the three errors are: [005] Actor ID "20' not found [037] Referencing a plugin that is not installed: SettleObjExpandPack.esp [004] Plugin required by content pack not installed or not activated: SettleObjExpandPack.esp
Sulphur.999 Posted August 1, 2018 Posted August 1, 2018 6 minutes ago, ixstealthxi said: Hey all I come here looking for help. After two days of fighting with fallout i am admitting defeat. So aaf keeps kicking back three errors for me. I googled and then googled some more and came up with nothing so here i am. the three errors are: [005] Actor ID "20' not found [037] Referencing a plugin that is not installed: SettleObjExpandPack.esp [004] Plugin required by content pack not installed or not activated: SettleObjExpandPack.esp What animation packs have you installed? I don't know of one that uses SOE. SavageCabbage animations use furniture from SSEX. Granted I haven't played with a couple of them so that's not a biggie. It's saying that it can't find a dependency mod that one of your animation packs requires. That mod referenced is Settlement Objects Expanded. Head to your animation packs downloads pages and check for dependencies. I forget what the actor 20 error was. Something simple tho. One of these other fine gentleperson's will know what that's all about.
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 5 hours ago, astymma said: Second Life isn't really a game like Fallout is. It's more of a virtual reality platform or a virtual world. There are universities that provide real world diplomas in Second Life. there are real world embassies for nations that provide actual services. IBM and other companies have research going on in Second Life on private servers. Languages are taught there. Companies do simulated training in Second Life. AND... there are also games of all types... and shops and museums and art galleries and about anything you can imagine. It's really a virtual world where games tend to be the most common type of available entertainment. For example, I tend to play in a role playing sim (simulator on one server) that is a modern day gritty realistic simulation of a New Orleans suburb in a run down Industrial sector of the city. Very mature content, often violent and/or sexual in nature. IMO, Second Life is the best place to have an MMO experience of an adult nature. Wow. I did not realize it had reached that scale. With all of that going on, it seems like there would be interest/resources to upgrade the visual technology more radically. Making some income for script work sounds interesting. Can you give an example to indicate the amount of pay for size of scripting project that someone has done? Is it always MMO? I guess that is kind of a drawback for me personally as I prefer solo RPG like Fallout. But, maybe if I checked it all out I would change my mind. 2 hours ago, Tazcada said: I know you've probably answered this before, but damned if I can find it. AAF Beta 1-31304-1; F4se 0.06.11 - aaf scripts stay on screen. How do I fix that? I have: re-installed repeatedly, re-installed NMM; repaired FO4; run loot (game would crash before running loot), moved aaf up and down the load order, no change. Next trick will be to roll it all back iffen I need to. It sounds like AAF is not able to parse one of the XML files in an animation pack that you installed. 24 minutes ago, ixstealthxi said: Hey all I come here looking for help. After two days of fighting with fallout i am admitting defeat. So aaf keeps kicking back three errors for me. I googled and then googled some more and came up with nothing so here i am. the three errors are: [005] Actor ID "20' not found [037] Referencing a plugin that is not installed: SettleObjExpandPack.esp [004] Plugin required by content pack not installed or not activated: SettleObjExpandPack.esp Install this: https://www.nexusmods.com/fallout4/mods/10075/ 19 minutes ago, Sulphur.4724 said: What animation packs have you installed? I don't know of one that uses SOE. SavageCabbage animations use furniture from SSEX. Granted I haven't played with a couple of them so that's not a biggie. I believe that is a requirement for one of Rufgt's packs.
ixstealthxi Posted August 1, 2018 Posted August 1, 2018 30 minutes ago, Sulphur.4724 said: What animation packs have you installed? I don't know of one that uses SOE. SavageCabbage animations use furniture from SSEX. Granted I haven't played with a couple of them so that's not a biggie. It's saying that it can't find a dependency mod that one of your animation packs requires. That mod referenced is Settlement Objects Expanded. Head to your animation packs downloads pages and check for dependencies. I forget what the actor 20 error was. Something simple tho. One of these other fine gentleperson's will know what that's all about. Well i figured it out after some coffee and a sanwhich the settleobj was from accidentally click something when installing atomic lust as for error 5 its fixed no idea why. What ive learned is dont install mods and feed my 4 months old at the same time 1
astymma Posted August 1, 2018 Posted August 1, 2018 2 hours ago, dagobaking said: Wow. I did not realize it had reached that scale. With all of that going on, it seems like there would be interest/resources to upgrade the visual technology more radically. Making some income for script work sounds interesting. Can you give an example to indicate the amount of pay for size of scripting project that someone has done? Is it always MMO? I guess that is kind of a drawback for me personally as I prefer solo RPG like Fallout. But, maybe if I checked it all out I would change my mind. TBH, making income from scripting work is something that you'd do because you love to code and help people out rather than as a money maker... UNLESS you made it into Linden Lab's provider program. As a recognized provider you'd be able to help out those companies doing real world business applications in Second Life and thus charge standard real world programming by the hour rates. Now... if you're like me, you're probably just logging into Second Life as a hobbyist. In that case what you'll generally receive is 1000-5000 in world Lindens for a small project taking less than 4 hours work. And that literally equates to about $0.25-1.25 for a few hours work... which is... yeah, laughably low pay. Services are the lowest earning way to make a Second Life wage. Now, selling a product can make a lot more as you can leverage the entire user base as buyers. The key as a script creator is to partner with a content creator to add the functionality to their created items and share profits. OR... offer more than just scripting. For example, for a while, I made role-playing sims for sim owners. They paid me a flat fee and I'd terraform their land and build all the buildings and do all the scripts... around 1 weeks work working 2-4 hours a night. They paid me 120k Lindens to 180k Lindens. That might sound like a lot... but it's literally a weeks work for around 30-45 US$, around 3$ an hour lol. I wasn't doing the work to earn a real world wage, I was doing the work to always have a decent amount of Lindens on hand without having to buy them myself with real world money. Now all that may seem depressingly low... but I was approaching Second Life to just make it self-funding. If you got serious, I've seen people earn enough to quit working in real life and make 30-50000 US$ a year... one friend did it selling hair on the marketplace... another did it in real estate, buying and selling and renting the in game land. And, obviously, you're already trained in the right way to make money in Second Life... adult sex related products. Unfortunately, scripting in Second Life is one of the worst ways to earn money in Second Life... content creation is always the best. The company that makes Second Life is planning a Second Life version 2.0 at some point down the road... maybe give that a try when it comes out rather than jumping into the version currently running now. And yes... it's a massively multiplayer environment... although you can set security on your land to keep people out. There's no real single player in Second Life.
DoctaSax Posted August 1, 2018 Posted August 1, 2018 Not to derail the dev thread, but @astymma: is there anything in SL that comes close to Open-Source Bounties or Street Performer Protocol? I've been thinking methods like that could work quite well for our scene, eg when new tools need developing for a new game. 1
crimsonkain Posted August 1, 2018 Posted August 1, 2018 17 hours ago, dagobaking said: No GetCrosshairRef in F4SE. I requested that feature a long time ago. Expired basically said that the crosshair system works differently in FO4 and that it didn't make sense to add. The search doesn't need to go through all objects for AAF. You can send in a list of forms to search specifically for and a radius. It then returns a list of all matching forms found. Animators set up XML files that identify valid furniture and then link animations to those. Then AAF searches for all furnitures usable by the animations and gives u just the possible options nearby. Hey man, I've been working on a mod. If you need the code for GetCrosshairRef, my mod uses it for quite a bit. Basically it is a spell with a magic effect returning the actor. I'm actually going to be using it for your mod in my mod and testing it shortly . Basically my mod will you will be able to give voice commands like Piper Kiss Deacon and then it will call the aaf animation using your api. Right Now I can say commands like Piper Grab or Get and she will grab Anything that under the cross hair(well not anything it uses the actor favor and some hotkeys but all you do is point the cross hair and command). I was wondering though. I haven't made it through all your code yet but is there a way we can ignore the xml for removing clothes. As in if you pass a setting to the api for your scene and it ignores it or something like that... Was also curious about the fade to black if when involving the player, any way to avoid that or is it because it is using a body double?
astymma Posted August 1, 2018 Posted August 1, 2018 25 minutes ago, DoctaSax said: Not to derail the dev thread, but @astymma: is there anything in SL that comes close to Open-Source Bounties or Street Performer Protocol? I've been thinking methods like that could work quite well for our scene, eg when new tools need developing for a new game. Hmm, maybe outside of Second Life working through a "broker" in world. Although... it does have HTTP interaction with external databases and servers, so you could set up a "marketplace" for that sort of thing as a website and then provide access to clients to that website in world to act as your "broker". So, no different than 1099 work via a website in the real world tbh. 1
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 1 hour ago, astymma said: And, obviously, you're already trained in the right way to make money in Second Life... adult sex related products. I obviously know that AAF is used for adult things. But, technically, it doesn't contain anything adult by itself. At the risk of sounding prude, I wouldn't be comfortable directly making adult content or adult-only products anyway. 1 hour ago, astymma said: Unfortunately, scripting in Second Life is one of the worst ways to earn money in Second Life... content creation is always the best. Heh. That seems to be the case in Fallout too. Some of the animation packs that work with AAF have near as many (or maybe more?) downloads than AAF which is required for them to work. I'm wondering how that is technically possible? lol 1 hour ago, astymma said: The company that makes Second Life is planning a Second Life version 2.0 at some point down the road... maybe give that a try when it comes out rather than jumping into the version currently running now. Yeah. That makes sense. I'll give it a closer look then. Surprised they aren't on 5.0 by now! 1 hour ago, astymma said: And yes... it's a massively multiplayer environment... although you can set security on your land to keep people out. There's no real single player in Second Life. I'm willing to give it a try eventually. But, my experiences with other MMO (WoW, various shooters, etc.)... just didn't add anything for me. My real life is already too MMO as it is!
astymma Posted August 1, 2018 Posted August 1, 2018 Er... and tbh, this talk of SL is derailing the AAF thread, so please PM me if anyone has questions.
dagobaking Posted August 1, 2018 Author Posted August 1, 2018 17 minutes ago, crimsonkain said: Hey man, I've been working on a mod. Cool! Looking forward to seeing it! 17 minutes ago, crimsonkain said: If you need the code for GetCrosshairRef, my mod uses it for quite a bit. Basically it is a spell with a magic effect returning the actor. Is it different functionality than the function in LLFP? AAF already uses that to use crosshair to select an actor. But, it doesn't work for other objects as far as I know. 17 minutes ago, crimsonkain said: I was wondering though. I haven't made it through all your code yet but is there a way we can ignore the xml for removing clothes. As in if you pass a setting to the api for your scene and it ignores it or something like that... Not currently. But, you are the second person to ask about this. So, I will add. Maybe a parameter that allows you to assign your own equipmentSet(s) through the API? I'm a little concerned that the API is going to have a function with too many parameters. Technically it can be done. But, gets kind of messy. At some point I may need to make a "Parameter Object" and you configure that and send it in. But, then, that would require that everyone change their existing code... 17 minutes ago, crimsonkain said: Was also curious about the fade to black if when involving the player, any way to avoid that or is it because it is using a body double? That can be disabled in AAF_settings.xml It's just there to hide some of the jankiness that happens when switching to the body double (actors kind of shift around, clothes changes happen, etc.).
crimsonkain Posted August 1, 2018 Posted August 1, 2018 1 hour ago, dagobaking said: Cool! Looking forward to seeing it! Is it different functionality than the function in LLFP? AAF already uses that to use crosshair to select an actor. But, it doesn't work for other objects as far as I know. Not currently. But, you are the second person to ask about this. So, I will add. Maybe a parameter that allows you to assign your own equipmentSet(s) through the API? I'm a little concerned that the API is going to have a function with too many parameters. Technically it can be done. But, gets kind of messy. At some point I may need to make a "Parameter Object" and you configure that and send it in. But, then, that would require that everyone change their existing code... That can be disabled in AAF_settings.xml It's just there to hide some of the jankiness that happens when switching to the body double (actors kind of shift around, clothes changes happen, etc.). yeah mine really isn't anything hard but it overhauls how you interact with the game. Look up Voice Attack an awesome 10 bucks spent and inspiration for my mod as I prefer using a ps4 controller and I kinda fell down the hotkey rabbit hole as menus and pipboys were getting exhausting to give simple commands. My mod lets you use your voice combined with maybe 40 or more hotkeys to allow you to do tons of in game actions and commands. I just got your api to work. I told Deacon to Kiss Piper and they did the atomic kiss for 4 seconds. The only thing is, they stripped naked. It's going to cover quite a bit including squad formations, weapon changing, tactic changing, specific dogmeat interactions, and well RPG elements like being able to claim victory and everyone in your party does a celebration animation. Currently I am leveraging AAF, RSE(waiting for a more stable version), and Amazing Follower Tweaks. I noticed you had this Function ChangeSetting(String settingID, Var newValue).. Does it actually write into the XML? Either way I could just take the settings from your non remove xml and your remove xml and just stick them in my mod to change as needed. Would that work how that function works or am I off base? My RefUndercrosshair does not get objects unfortunately I think it only gets actors and the method is the same as if you casted a lightning bolt straight infront of you and who ever you hit with it will return that actor. It would be nice if there was another way as it would be cool to make a telekenesis gun or spell where you can grab objects from far away. 1
Khaahan Posted August 2, 2018 Posted August 2, 2018 16 hours ago, dagobaking said: Thank you for sending this info. Looks interesting. What is the state of modding for that game? Still going strong? Dying out? And it's free isn't it? I don't think so. But, maybe. I was rightfully worried you might have seen an old video about Second Life from the pre-sculps and pre-meshes eras! SL made huge steps ahead in terms of quality and stability, everything there looks finally awesome and I tell you... when I did use SL the first time with this new laptop and the settings put to the max I was shocked and amazed by realizing how much I've lost in terms of experiences there without a top-notch computer. You cannot remain insensible when you see images like this Spoiler What you're seeing is how avatars can look like when you have a high res setting like in we use with videogames. If you ask me how strong is going I can tell is doing pretty good from my point of view, so well they have money to work on something, Project SANSAR, which wants to be even better, bigger and which will end up for bringing back a lot of attention to SL again till the project doesn't become fully functional {if we take SL's example and they did learn something from their own mistakes I give them 3 years to do so}. I'm a man of proved vision and long terms vision... if Bethesda wants to really learn something about multiplayer and servers supporting real persons, well... there is where they should look at, they should search partnerships with LindenLab and I can tell you both of them need that partnership, because the German based project Staramba, a virtual reality platform whose avatars are 3D scanned version of real people and which sounds like aiming to kill SL and Sansar {and if LL don't make something about that well... that might succeed in 3-5 years time}, has as one of their own partners the Japanese KONAMI and is stocking up on sponsorships including sport and entertainment stars. Second Life didn't express yet its all potential, it has the potential of a social community which could be even bigger than Facebook {they started both in 2003} and didn't only because they failed in terms of marketing&communication strategy. Anyway, I don't wanna make an SL eulogy here. You asked, I gave you answers and I'm very happy to do that. Second Life is free to get, free to play unless you want to start personalizing your avatar appearance in a massive way or simply buy a body that looks like this {yeah that's me trying a demo, purchased right after for 2799L$ which are about 12-13$... healthier than a meal at McDonalds! Other bodies types makers cost even twice that money by the way, head types sold separately for also almost the same price}... Spoiler ...or renting/buying lands where eventually buying your own house and stuff. The costs for loading stuff you made goes from 10L {0.04US$... but there's a transaction fee of 1.49US$ and a minimum buy of 2.50US$}, for uploading a texture like a photo of the real you or a texture for an object to decor at your wish, to the cost for uploading a mesh model, which depends on various factors like number of polys and other details. I've recently uploaded a model of a bear rug in small size and a very high quality for SL's standards and I've paid less than 100L {0.40$} but when I say these prices I want you do not underestimate the fact that model can be your investment... in fact if you bought full permissions bundle/engine of animations {from 3500L$/15US$ up to 12.500L$/51US$ and you've got an animation framework like the one I've mentioned in a previous comment you can create an animated rug with that model and, depending on the animations and models/textures quality, sell it in multiple copies recovering your costs/investment in just one sale and... well... the sky is the limit... I personally know an Italian guy who made over 10.000US$ {yeah!} in the 1st month sales of a single body type {but his catalog of products has also other body types} and he's keeping on selling them and their accessories every single day supporting a myriad of other creators for apparels and accessories who are making money and a living just from there. Is it going strong? Is it dying? Oh I don't think so! And if you hear anything different then are words from someone who 1. doesn't log in SL since a decade or 2. had such a bad experience like losing the "virtual" love of his own life that he's lost his head more than his heart or 3. did quit SL because had no idea and no imagination and no will to really succeed in any serious business or other much simpler activity or 4. didn't get any idea of what SL was and nobody has been able to show him and help him to understand where he was... whoever complains about SL is someone who was just the wrong person, in the wrong place, in the wrong time. The good thing of SL is that you can create your own world there and the quality of that world is all up to you, in the time and in any other investment you make in any other terms. SL is like a mirror, reflects what and who you are and what you've got to entrust on it... any complaining about SL is a complaining about oneselves. I stop here before driving people mad at me. PS: I'm sure a very lot of people would like Fallout and Skyrim had a male body like that! 1
VonHelton Posted August 2, 2018 Posted August 2, 2018 "Actor 0 Not Found".........I forgot how to fix this.......!! ?
Khaahan Posted August 2, 2018 Posted August 2, 2018 4 hours ago, astymma said: Er... and tbh, this talk of SL is derailing the AAF thread, so please PM me if anyone has questions. Gosh... I started writing my feedback to Dagobaking before i could realize you gave him a feedback yourself. Well... I hope your perfect description together with mine and the in depth details I gave in terms of profit and such, can give him and to everybody a good picture of what Second Life is. SInce I don't wanna derail anything either... the rest goes into... Spoiler Speaking of Second Life 2... that's what is called Project SANSAR as a matter of fact, which is pushing SL further to become a VR world... you can run the program with and without VR headset. I had the fortune to get invited to become Contents Developer for the Beta one year ago but had no hardware capable of running it with those high-end requirements so i've lost the chance to get operative. Because of that I've also lost the chance to apply for an internal contest in 2 different categories with a cash prize awards for 30.000US$ {10k just for the 1st Prize per category} and another smaller one they launched a month after the first contest with a 10k USD cash prize. I damn wish I already have then the laptop I've got now... so many opportunities lost... anyway the process to become fully stable is still long... the main problem so far remains the time spend loading the different cells, which can take ages if internet connections are not on cable. If you consider I could get fiber connection in my home only less than a month ago... go figure!!! Once that's solved and the avatars personalization becomes 100% effective then SANSAR will speed up for sure. I woulf keep an eye open for Staramba by the way... when a German company starts a project you can be sure they make it quite good. And their own marketing/communication strategy is something nor LindenLab neigther Bethesda have. And that counts, oh yeah... that counts indeed {28years of professional experience in that field and I'm just 44... 45 next 23rd Aug.}! Cheers!
dagobaking Posted August 2, 2018 Author Posted August 2, 2018 3 hours ago, crimsonkain said: I noticed you had this Function ChangeSetting(String settingID, Var newValue).. Does it actually write into the XML? Either way I could just take the settings from your non remove xml and your remove xml and just stick them in my mod to change as needed. Would that work how that function works or am I off base? This does not write to the XML. It only changes the setting for that game-load. The purpose of the function is to allow someone else to make an MCM menu that would save the settings separately and apply them on each re-load. You could use some other way to change settings other than MCM as well. 1 hour ago, Khaahan said: You cannot remain insensible when you see images like this Reveal hidden contents That is pretty impressive. Can't say that the other SL screenshots I've seen looked that good. Though, it looks like the image is boosted a little by using filters. Are the graphics consistently this good though? Or is it like a bunch of minecraft looking characters and this lady shows up? 1 hour ago, Khaahan said: The good thing of SL is that you can create your own world there and the quality of that world is all up to you, in the time and in any other investment you make in any other terms. I think I just need to see it to get it. Right now, I'm not sure what I would want to do. Interacting with other people through it isn't really a draw for me. So, I would be looking for some other aspect of interest.
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