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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Andy+Tir</id>
	<title>Second Life Wiki - User contributions [en]</title>
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	<updated>2026-06-21T17:59:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=1172361</id>
		<title>User:Andy Tir</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=1172361"/>
		<updated>2012-09-02T09:48:30Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: rewrite to update for relevant data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am nomadic resident, extremely rare inworld nowadays. You can still [[mailto:silpol@yahoo.com mail me]] at mailbox I check &#039;&#039;&#039;sometimes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[http://about.me/silpol In meatspace]], my last job had been for Nokia, I had done [[http://en.wikipedia.org/wiki/Maemo Maemo software]] for [[http://en.wikipedia.org/wiki/Nokia_770_Internet_Tablet Nokia 770]], [[http://en.wikipedia.org/wiki/Nokia_N800 N800]], [[http://en.wikipedia.org/wiki/Nokia_N810 N810]], [[http://en.wikipedia.org/wiki/Nokia_N900 N900]], [[http://en.wikipedia.org/wiki/Nokia_N9 N9]] and [[http://en.wikipedia.org/wiki/Nokia_N950 N950]]... The future is open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ISO_639-3/cat-speaking|eng}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|rus}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|ukr}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|fin}}&lt;br /&gt;
{{SL-hCard|name=Andy Tir&lt;br /&gt;
|uuid=00000000-0000-0000-0000-000000000000&lt;br /&gt;
|mode=size&lt;br /&gt;
|photo_x=200&lt;br /&gt;
|photo_y=200&lt;br /&gt;
|image=[[Image:Andy_Tir_with_ChaCha_Martini.jpg|300px]]&lt;br /&gt;
|rezday=09/01/2006&lt;br /&gt;
|rezdayISO=2006-09-01&lt;br /&gt;
|account=Resident&lt;br /&gt;
|partner=&amp;amp;nbsp;&lt;br /&gt;
|about=&amp;amp;nbsp;&lt;br /&gt;
|achieve=&amp;amp;nbsp;&lt;br /&gt;
|links=&amp;amp;nbsp;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44919</id>
		<title>User:Andy Tir</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44919"/>
		<updated>2007-12-16T11:29:03Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am nomadic resident, appear time to time in SL. You can [[mailto:silpol@yahoo.com mail me]].&lt;br /&gt;
&lt;br /&gt;
In RL, I do my job at Nokia, last few years were about [[http://www.nokia.com/770 Nokia 770]] &amp;amp; [[http://www.nokia.com/n800 Nokia 800]] &amp;amp; [[http://www.nokia.com/n810 Nokia 810]]&lt;br /&gt;
&lt;br /&gt;
{{ISO_639-3/cat-speaking|eng}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|rus}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|ukr}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|fin}}&lt;br /&gt;
{{SL-hCard|name=Andy Tir&lt;br /&gt;
|uuid=00000000-0000-0000-0000-000000000000&lt;br /&gt;
|mode=size&lt;br /&gt;
|photo_x=200&lt;br /&gt;
|photo_y=200&lt;br /&gt;
|image=[[Image:Andy_Tir_with_ChaCha_Martini.jpg|300px]]&lt;br /&gt;
|rezday=09/01/2006&lt;br /&gt;
|rezdayISO=2006-09-01&lt;br /&gt;
|account=Resident&lt;br /&gt;
|partner=&amp;amp;nbsp;&lt;br /&gt;
|about=&amp;amp;nbsp;&lt;br /&gt;
|achieve=&amp;amp;nbsp;&lt;br /&gt;
|links=&amp;amp;nbsp;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Andy_Tir_with_ChaCha_Martini.jpg&amp;diff=44916</id>
		<title>File:Andy Tir with ChaCha Martini.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Andy_Tir_with_ChaCha_Martini.jpg&amp;diff=44916"/>
		<updated>2007-12-16T10:52:39Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: Andy Tir and ChaCha Martini at Pharaoh Tomb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Andy Tir and ChaCha Martini at Pharaoh Tomb&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44914</id>
		<title>User:Andy Tir</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44914"/>
		<updated>2007-12-16T10:38:58Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am probably permanent resident . You can [[mailto:silpol@yahoo.com mail me]].&lt;br /&gt;
&lt;br /&gt;
In RL, I do my job at Nokia, last few years were about [[http://www.nokia.com/770 Nokia 770]] &amp;amp; [[http://www.nokia.com/n800 Nokia 800]] &amp;amp; [[http://www.nokia.com/n810 Nokia 810]]&lt;br /&gt;
&lt;br /&gt;
{{ISO_639-3/cat-speaking|eng}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|rus}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|ukr}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|fin}}&lt;br /&gt;
{{SL-hCard|name=Andy Tir&lt;br /&gt;
|uuid=&lt;br /&gt;
|mode=size&lt;br /&gt;
|photo_x=200&lt;br /&gt;
|photo_y=200&lt;br /&gt;
|image=&lt;br /&gt;
|rezday=09/01/2006&lt;br /&gt;
|rezdayISO=2006-09-01&lt;br /&gt;
|account=Resident&lt;br /&gt;
|partner=&lt;br /&gt;
|about=&lt;br /&gt;
|achieve=&lt;br /&gt;
|links=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44913</id>
		<title>User:Andy Tir</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=44913"/>
		<updated>2007-12-16T10:32:31Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am probably permanent resident . You can [[mailto:silpol@yahoo.com mail me]].&lt;br /&gt;
&lt;br /&gt;
In RL, I do my job at Nokia, last few years were about [[http://www.nokia.com/770 Nokia 770]] &amp;amp; [[http://www.nokia.com/n800 Nokia 800]] &amp;amp; [[http://www.nokia.com/n810 Nokia 810]]&lt;br /&gt;
&lt;br /&gt;
{{ISO_639-3/cat-speaking|eng}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|rus}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|ukr}}&lt;br /&gt;
{{ISO_639-3/cat-speaking|fin}}&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Sudane_Erato&amp;diff=44912</id>
		<title>User:Sudane Erato</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Sudane_Erato&amp;diff=44912"/>
		<updated>2007-12-16T10:14:48Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: New page: Dean (owner) of C.D.S.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dean (owner) of C.D.S.&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User_talk:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=9776</id>
		<title>User talk:SignpostMarv Martin/Archive/Implementing new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User_talk:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=9776"/>
		<updated>2007-02-12T07:31:05Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: /* Alternate Rendering Engines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alternate Rendering Engines ==&lt;br /&gt;
* Heh, isn&#039;t SL already running on an open source 3D engine? :-) [[User:Eddy Stryker|Eddy Stryker]] 19:55, 9 January 2007&lt;br /&gt;
** Nope. Just saying we-do-this-and-that does not make things happen :) [[User:Andy Tir|Andy Tir]] 23:31, 11 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Better Sound Support ==&lt;br /&gt;
* &#039;&#039;&#039;Seconded&#039;&#039;&#039;. [[Community Bounties#VLC instead of QuickTime]] might help. [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removing Texture Loading ==&lt;br /&gt;
* &#039;&#039;&#039;Comment&#039;&#039;&#039; How complete do you want this to be? I made a very quick and easy patch that prevents the client from requesting any image downloads, but in my experience it still rendered a few textures like the grass terrain and avatar hair. It sped up the framerate a lot, but didn&#039;t change the GPU requirements to run SL. If the latter is your goal you&#039;d probably have better luck by removing shaders and disabling OpenGL extensions. --[[User:Eddy Stryker|Eddy Stryker]] 12:01, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Seconded&#039;&#039;&#039; -- Disabling texture download/display would be a great asset to people interested in communication more than shopping/etc. [[User:Kamilion Schnook|Kamilion Schnook]]&lt;br /&gt;
** As long as you like the color grey :-) --[[User:Eddy Stryker|Eddy Stryker]] 12:01, 9 January 2007 (PST)&lt;br /&gt;
* &#039;&#039;&#039;Comment:&#039;&#039;&#039; As far as I was aware, libSL clients don&#039;t load textures, due to the lack of JPEG 2000 support :-P [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
** This is somewhat incorrect. libsecondlife has had JPEG2000 support for quite some time through our jasper shim called libjaspernet, and some projects use it. Most don&#039;t however, as there are few interactive GUI clients using libsecondlife. --[[User:Eddy Stryker|Eddy Stryker]] 12:01, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Patching it so that llLoadURL opens the F1 Help Browser ==&lt;br /&gt;
* &#039;&#039;&#039;Seconded&#039;&#039;&#039; [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
* Streaming media urls can be implemented in this manner by making use of string concatenation, e.g. &amp;lt;nowiki&amp;gt;llParcelMediaCommandList([PARCEL_MEDIA_COMMAND_URL,&#039;http://&#039; + (string)llGetOwner() + &#039;:&#039; + stringVar__password + &#039;@icecast.example.com:8000&#039;,PARCEL_MEDIA_COMMAND_AGENT,llGetOwner()]);&amp;lt;/nowiki&amp;gt; [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
* The problem with this, is that doing this via serverside script is that there&#039;s only one media URL, and you&#039;d be connecting to it with the owner&#039;s key -- What is wanted is each individual client responds with it&#039;s own key. For instance, integrating a &amp;quot;Who is listening in SL&amp;quot; to an icecast server. Each connected client supplies it&#039;s own key/name via rewriting, and a name2key/key2name DB displays each individually connected user&#039;s SL information. [[User:Kamilion Schnook|Kamilion Schnook]] 20:35 Jan 8, 2007 PST&lt;br /&gt;
**Using the PARCEL_MEDIA_COMMAND_AGENT, I&#039;m told you can give each agent their own stream to listen to. So you could do the user method, or more likely, append a query string, e.g:&amp;lt;div style=&amp;quot;font-size:140%;&amp;quot;&amp;gt;&amp;lt;code class=&amp;quot;lsl&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;llParcelMediaCommandList([PARCEL_MEDIA_COMMAND_URL,&#039;http://&#039; + (string)llGetOwner() + &#039;:&#039; + stringVar__password + &#039;@icecast.example.com:8000&#039;,PARCEL_MEDIA_COMMAND_AGENT,llGetOwner()]);&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
**[[User:SignpostMarv Martin|SignpostMarv Martin]] 03:31, 10 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding a Avatar Local Stream Channel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Peer to Peer Voice over IP using above idea, improved ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More efficient local cache ==&lt;br /&gt;
* &#039;&#039;&#039;Comment:&#039;&#039;&#039; Seronis has some good ideas on how this should be implemented. [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
* &#039;&#039;&#039;Comment:&#039;&#039;&#039; Definitely. One cache per region, to a configurable cap total, would be an immense load off the asset servers, and off of our poor bandwidth. [[User:Buckaroo Mu|Buckaroo Mu]] 11:30, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Client-To-Client_Protocol CTCP] protocol layered on IM system ==&lt;br /&gt;
* Bleh ? [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Line Interface Improvements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More sophisticated IM  features ==&lt;br /&gt;
* &#039;&#039;&#039;Seconded&#039;&#039;&#039; with a big hell yes. In a large group, it&#039;s difficult to keep track of a conversation when there is a mass exodus from the session. It&#039;s annoying having the system spam the window. [[User:SignpostMarv Martin|SignpostMarv Martin]] 07:51, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Shortcut/Link/Alias function in Inventory ==&lt;br /&gt;
A pure viewer based solution can &amp;quot;only&amp;quot; be a hack at best. A possible implementation could be:&lt;br /&gt;
&lt;br /&gt;
#) Change the viewer, so that when a drag and drop operation is performed on a &#039;no-copy&#039; item, the error is trapped&lt;br /&gt;
#) for each error, register the UUID of the object in a special notecard&lt;br /&gt;
#) When presenting the contents of a folder in the viewer, preset a mixture of the real contents and the contents of the note card&lt;br /&gt;
#) Hide the special notecard&lt;br /&gt;
#) Handle folder drops onto the avatar&lt;br /&gt;
#) Handle moving of the special links&lt;br /&gt;
#) Handle deletion of the special links&lt;br /&gt;
#) Handle deletion of the original &#039;no-copy&#039; item&lt;br /&gt;
&lt;br /&gt;
This will only a partial solution, as an scrips running on the servers will still see the real contents of the folder.&lt;br /&gt;
&lt;br /&gt;
:Yea, I realized that this would really have to include a new Inventory Type ID - but do the servers do checking for type IDs? This may be something that can be done client-side with either no server-side change or only one very minor one - the assignment of a Type ID. For instance: Assume the new Inventory Type of Link, which simply stores the UUID of the original object. The simplest thing to do with them regarding copying would be to make them either no-transfer, or &amp;quot;delete on transfer&amp;quot; - they simply go away if you try to transfer them. In every other way, it behaves as a normal inventory item. [[User:Buckaroo Mu|Buckaroo Mu]] 09:15, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::This definitely could be fudged by using a series of specially named notecards (for configuration data), allowing the feature to be implemented without requiring modifications to the server&lt;br /&gt;
::[[User:SignpostMarv Martin|SignpostMarv Martin]] 10:03, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::It &#039;&#039;could be&#039;&#039; fudged with notecards - but how many hacks do you want in SL? The assignment of an additional inventory type at the server end, as far I as can tell from the viewer source, would require probably two lines of code. We need to work with LL to see if they would support this inclusion, rather than make kludges that work but are far less elegant, and may break scripts. [[User:Buckaroo Mu|Buckaroo Mu]] 16:16, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::::You&#039;re forgetting something: the servers aren&#039;t built for dynamic assets. &#039;Fudging&#039; it would allow the community to decide on features and interfaces while Linden Lab make the significant changes to the server required for this to work.&lt;br /&gt;
::::[[User:SignpostMarv Martin|SignpostMarv Martin]] 21:12, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::::If you &#039;&#039;fudge&#039;&#039; this via notecards, serverside scrips working on inventories will see the inventory as it really is. In effect making life complicated for LSL scripts, because now they have to parse a notecard as well.&lt;br /&gt;
:::::[[User:Duffy Langdon|Duffy Langdon]]&lt;br /&gt;
&lt;br /&gt;
== DirectX3D Hardware Acceleration ==&lt;br /&gt;
&lt;br /&gt;
The OpenGL code is scattered all over the entire codebase. You&#039;d have to abstract out all the 3D code first, it wouldn&#039;t be an improvement it would be a complete rewrite.&lt;br /&gt;
&lt;br /&gt;
== GPGPU Support ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Multiple Monitor Support ==&lt;br /&gt;
* &#039;&#039;&#039;Seconded&#039;&#039;&#039; I&#039;ve been wanting this since I only had one monitor :-D [[User:SignpostMarv Martin|SignpostMarv Martin]] 11:13, 10 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Embedded scripting language for client-side plugins ==&lt;br /&gt;
One way of doing this would be to exploit the xpcom architecture of Mozilla. Exposing the viewer core as xpcom interfaces. That way the flexibility and extensibility of the Mozilla engine could be used.&lt;br /&gt;
&lt;br /&gt;
The viewer already includes the mozilla engine, using xpcom it will be possible to use Javascript, Java, C++ (Mono/.Net is under way).&lt;br /&gt;
&lt;br /&gt;
This would require that a definition of an interface layer between the core viewer and the xpcom system inside Mozilla, once that was defined and implemented, the viewer functionality could be extened using almost any language.&lt;br /&gt;
&lt;br /&gt;
[[User:Duffy Langdon|Duffy Langdon]] 12:34, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nude patch ==&lt;br /&gt;
It&#039;s inevitable.  Any bets on how long it will be?&lt;br /&gt;
# Ages ago. Around about the time alpha textures for clothes were allowed. [[User:SignpostMarv Martin|SignpostMarv Martin]] 00:53, 11 January 2007 (PST)&lt;br /&gt;
# Do bear in mind that my mention of a possible implementation for the &#039;nude patch&#039; would be akin to hallucinating, due to the also mentioned ability to run extra-stringent checks on the server side for submitted content in PG regions. [[User:SignpostMarv Martin|SignpostMarv Martin]] 01:08, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think a nude patch could work anyway - the skin and clothing textures are combined on the wearer&#039;s client, then the combined texture is uploaded to the server as the single texture that appears on the avatar. That&#039;s why &amp;quot;rebaking&amp;quot; your textures on your client affects how other people see you. You could possibly just apply the same skin to everyone but you might just as well leave everyone unrezzed then ;) - Yumi Murakami&lt;br /&gt;
			&lt;br /&gt;
: and chase all your payig customers away ? In order for us to build our business out in SL and represent our RL business inside SL such things should never be possible therefor as this is a technical wiki and forum how to further create a better client i suggest to build as much security in the client as possible ro prevent such &#039;attacks&#039; on our avatars. [[User:River Senyurt|River Senyurt]] 11:34, 12 January 2007&lt;br /&gt;
&lt;br /&gt;
:: As I described in the Barriers to implementation section for this &amp;quot;feature&amp;quot;, security such as this would have to be built into the server. Since the Viewer is now GPL, all it would take is for someone to remove this &#039;security&#039; layer, and you&#039;re right back where you started, thus Linden Lab are highly unlikely to spend time implementing such a mechanism in the client. The method I described has benefits for both the main and teen grids anyway.&lt;br /&gt;
&lt;br /&gt;
:: Aside from the odd oversight over the years (e.g. texture uploads, megaprims), all security and validation operations are executed on the server side. It fits into LL&#039;s behaviour to implement such checks on the server, and while they could, and most likely will do something alone these lines, there is unfortunately nothing you can do to stop somebody else making their client get nervous imagine you in your underwear. Or less.&lt;br /&gt;
:: [[User:SignpostMarv Martin|SignpostMarv Martin]] 04:18, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Out of sight., out of mind ==&lt;br /&gt;
&lt;br /&gt;
# The client has an option to prevent certain types of objects from being rendered&lt;br /&gt;
# Objects are addressed server-side by UUID&lt;br /&gt;
&lt;br /&gt;
The client would have be made aware of the UUID of an object, categorising it as a new type of object, and a hotkey could be used to toggle the visibility.&lt;br /&gt;
&lt;br /&gt;
Similarly, if a photographer or machinimaker is working in-world, the following options would be useful:&lt;br /&gt;
&lt;br /&gt;
* Do not render anything other than the land owner&#039;s objects&lt;br /&gt;
* Do not render objects not owned by people on your friends list&lt;br /&gt;
* Do not render avatars on your friends list&lt;br /&gt;
&lt;br /&gt;
This would enable people to deal with certain types of griefer attacks more easily, much in the same way that toggling particles on and off can be useful when particle poofers have been dropped.&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] 15:32, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Visual mute ===&lt;br /&gt;
Maybe add Visual Mute, that makes agent&#039;s avatar and objects not rendered?&lt;br /&gt;
[[User:Tharkang Varayez|Tharkang Varayez]] 04:59, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Night skies ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on customizing the night sky.  Since the sky, and especially the starfield, are strictly client-side effects, this would involve storing the data in a local file.  Where would be the best place to store this, and what would be the best way to access it?&lt;br /&gt;
&lt;br /&gt;
Are there any plans for things like sim-wide data storage?  Such a thing would make it possible to assign per-sim or per-area skies.  I figure a decent starfield would require between 8k and 16k of storage; objects like comets, planets, and the like would be much smaller. --[[User:Carnildo Greenacre|Carnildo Greenacre]] 00:48, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Marv&#039;s crazy thoughts ===&lt;br /&gt;
Rename feature to &amp;quot;Celestial Effects&amp;quot;&lt;br /&gt;
:&#039;&#039;Since the effects you refer to- comets, planets, starfiled, and one assumes Aurora Borealis, as well as celestial bodies such as nebulae, pulsars, supernovas, asteroid fields etc etc, are &#039;&#039;&#039;effects seen in the sky&#039;&#039;&#039; or space&#039;&#039;&#039; (which is the basic definition of &#039;celestial&#039;), it would make sense to make allowance for the code to be extended to provide this wider scope.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I would suggest implementing bitTorrent (or other P2P protocol) client, putting an option in the Network tab, and adding the necessary UI elements that say &amp;quot;Customised Celestial Effects Server XYZ has &#039;&#039;&#039;n&#039;&#039;&#039; celestial packs available for this parcel/simulator, please select download&amp;quot;, as well as options for saving/deleting/editing said celestial effects.&lt;br /&gt;
&lt;br /&gt;
Separate bandwidth control options would be advised, although the gzipped/7zipped celestial effects packages are likely to be rather small.&lt;br /&gt;
&lt;br /&gt;
Since it would be cool to have the ability to edit the celestial effects, it might make sense to implement a version control system, so once people have played around with the effects package, they could submit their take on the pack/their improvements back to the server.&lt;br /&gt;
* It would be useful to alert people who are using another version of the effects pack that another version has been made available&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to hazard a guess that doing a mashup of CVS/SVN + bitTorrent might be a pain in the ass, but with 20k+ concurrent Resis, and filesizes of less than 16kb (adding support for procedural generation of content to help lower things further would be advised), this would make things rather efficient if it was pulled off.&lt;br /&gt;
&lt;br /&gt;
Individual items of content should be made available for distribution individually- one person&#039;s comet effect might be better than another&#039;s for example.&lt;br /&gt;
&lt;br /&gt;
Since these creations will involve intellectual property, I would advise enforcing a Creative Commons licensing policy from the get-go.&lt;br /&gt;
&lt;br /&gt;
==== Summary ====&lt;br /&gt;
* Rename feature to &amp;quot;Celestial Effects&amp;quot;&lt;br /&gt;
* use bitTorrent or other P2P technology to distribute content&lt;br /&gt;
* use Version Control systems for server-side storage&lt;br /&gt;
* enforce Creative Commons licensing ( CC BY-NC-ND for example would mean refusing submissions back to the central storage server.&lt;br /&gt;
** Since multiple servers are likely to be made available, it would make sense for the following two features to be added to the servers&lt;br /&gt;
**# Checking to make sure someone hasn&#039;t resubmitted someone else&#039;s content as a fresh asset.&lt;br /&gt;
**# Allowing communication between servers to check results.&lt;br /&gt;
* Allow individual assets of the effects package to be modified or replaced&lt;br /&gt;
** An option for:&lt;br /&gt;
*** Always use asset X for asset type Y&lt;br /&gt;
*** Never use asset type Y&lt;br /&gt;
*** Never use assets under a specific CC license&lt;br /&gt;
** This would mean a single data format could be designed for things such as constellations, which could be combined with any number of celestial effects for the numerous &#039;&#039;&#039;Star&#039;&#039;&#039; asset types, rendering effects for specific subsets of the &#039;&#039;&#039;Star&#039;&#039;&#039; asset type.&lt;br /&gt;
&lt;br /&gt;
=== Celestial Asset Types ===&lt;br /&gt;
* Stars&lt;br /&gt;
* Nebulae&lt;br /&gt;
* Comets&lt;br /&gt;
* Asteroids&lt;br /&gt;
* See [http://en.wikipedia.org/wiki/Celestial_body the Wikipedia article on celestial bodies for full list]&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to stop myself short on this, as I feel this feature alone would eat up a rather large amount of the talk page and is complex enough that it should be given it&#039;s own sub-section of the wiki, [[Project:Celestial Effects]], since I have all kinds of crazy ideas in mind for this :-D&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] 08:52, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Implement other languages options - Dutch ==&lt;br /&gt;
&lt;br /&gt;
At this moment I&#039;m already changing my english GUI from SL client into a Dutch (nederlands) language version. So my question is if somebody is interested in this and maybe in the future, to add this in the official beta release.&lt;br /&gt;
Although there is still a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crash Crabe|Crash Crabe]] 01:09, 25 January 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=9775</id>
		<title>User:Andy Tir</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Andy_Tir&amp;diff=9775"/>
		<updated>2007-02-12T07:30:19Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am relatively fresh newbie. You can ping me on silpol@yahoo.com&lt;br /&gt;
&lt;br /&gt;
In RL, I do my job at Nokia, last two years were about [[http://www.nokia.com/770 Nokia 770]] &amp;amp; [[http://www.nokia.com/n800 Nokia 800]]&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=9774</id>
		<title>User:SignpostMarv Martin/Archive/Implementing new features</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:SignpostMarv_Martin/Archive/Implementing_new_features&amp;diff=9774"/>
		<updated>2007-02-12T07:24:03Z</updated>

		<summary type="html">&lt;p&gt;Andy Tir: /* Removing Texture Loading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OSWikiContribBox}}&lt;br /&gt;
&lt;br /&gt;
Of course, a really valuable way to contribute is to add a new feature. Try to work with the community and with Linden Lab in planning the feature before running off and implementing new things. Though we appreciate your hard work, we can&#039;t accept every new feature, since maintaining new features comes with a cost. Try thinking of ways to use APIs to make plugins, or perhaps propose new APIs to make the viewer more extensible, before adding new things to the core viewer.&lt;br /&gt;
&lt;br /&gt;
== Ideas for new Features ==&lt;br /&gt;
If you have an idea for a new feature you&#039;d like to see in the client, consider adding it to this list.&lt;br /&gt;
&lt;br /&gt;
Discussion on each topic can be found in this article&#039;s [[Talk:{{PAGENAME}}|Talk page]]&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rendering Engines ===&lt;br /&gt;
[[User:Fox Diller|Fox Diller]]&lt;br /&gt;
&lt;br /&gt;
* older hardware support, etc...&lt;br /&gt;
* [http://www.google.ca/search?q=Open+Source+3D+Engine (&#039;&#039;Open Source 3D Engine&#039;&#039;)]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Out of sight, out of mind ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:56, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Sometimes a neighbor puts up an annoying sign or other object.&lt;br /&gt;
&lt;br /&gt;
Let the user select the sign, and mark it invisible.  This tells the client viewer to stop rendering it, making it effectively invisible.&lt;br /&gt;
&lt;br /&gt;
Of course, this could be applied to any type of object.&lt;br /&gt;
&lt;br /&gt;
=== Permit mapping of textures with a depth offset. ===&lt;br /&gt;
&lt;br /&gt;
[[User:Jherek Cerminara|Jherek Cerminara]]&lt;br /&gt;
&lt;br /&gt;
As an alternative to marking objects invisible from one&#039;s parcel, I&#039;d like to see a different feature: the ability to map textures on the face of a cube, but at a depth offset.  The effect would be that the face becomes a &amp;quot;window&amp;quot;, with the texture seen in the distance through the face of the cube.  This would permit us to put windows with real-world scenes or textures anywhere, it would permit 10x10x10 holodecks, and it would also make it easy to cover up unsightly views.&lt;br /&gt;
&lt;br /&gt;
(However, while I think such a feature would be really useful, the real solution to ugly neighborhoods is better urban planning and public policy, in RL as in SL.)&lt;br /&gt;
&lt;br /&gt;
=== Better Sound Support ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Preload status&lt;br /&gt;
* playback control, etc...&lt;br /&gt;
** Quote: &#039;&#039;llKelly: eightltr: yes, that idea has been suggested in the past. (&#039;&#039;&#039;L$1 per 1sec audio&#039;&#039;&#039;)  I think we would rather improve the methods of linking to externally hosted sounds.&#039;&#039;&lt;br /&gt;
* MIDI Support - maybe with some nice clientside Wavetables&lt;br /&gt;
* MOD, XM, ect. Support&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Removing Texture Loading ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* so SL can run on less powerful Systems (say the N800/N770)&lt;br /&gt;
** not to say about other small systems, but N800/N770 has 3D hardware support in it&#039;s TI OMAP chip, but legal issues stopped (so far) to write open-sourced driver for that box, and closed-sourced driver has &amp;quot;license clash&amp;quot; problem with rest of (mainly FLOSS&#039;ed) stuff. Don&#039;t waste your time in expectations - the company behind 3d accelerator for TI OMAP is rigid bunch of lawyers. -- [[User:Andy Tir|Andy Tir]] 23:24, 11 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Patching it so that llLoadURL opens the F1 Help Browser ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* Adding keyword replacement in llLoadURL, Streaming media support, and other external links&lt;br /&gt;
** For instance, to provide an icecast stream with a agent UUID, &amp;lt;nowiki&amp;gt;http://&#039;&#039;&#039;agentkey&#039;&#039;&#039;:apassword@icecast.somehost.com:8000&amp;lt;/nowiki&amp;gt; as a parcel URL&lt;br /&gt;
* To provide an external website with a SL User Name, &amp;lt;nowiki&amp;gt; http://www.somesite.com/somephp.php?query=stuff&amp;amp;slname=&#039;&#039;agentname&#039;&#039;&amp;amp;action=buy&amp;amp;deliveryto=&#039;&#039;agentkey&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Unless the LSL2 VM starts supporting optional parameters, you risk breaking thousands of scripts&lt;br /&gt;
** &#039;&#039;&#039;Workaround:&#039;&#039;&#039; Prefix urls with ubrowser:, e.g. &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;ubrowser:http://example.com&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;, which will result in the dialog box indicating that the url will open inside the client.&lt;br /&gt;
** &#039;&#039;&#039;Alternative Workaround:&#039;&#039;&#039; Clientside rewriting only, for connecting to media URLs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a Avatar Local Stream Channel ===&lt;br /&gt;
[[User:Falk Bergman|Falk Bergman]] (by way of #opensl on IRC)&lt;br /&gt;
&lt;br /&gt;
* that has a Range of X Meters around an Avatar&lt;br /&gt;
* This would be used for Local Audio Streaming &lt;br /&gt;
** Or Local VoIP chat &lt;br /&gt;
** Teamspeak...&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Peer to Peer Voice over IP using above idea, improved ===&lt;br /&gt;
[[User:Kamilion Schnook|Kamilion Schnook]]&lt;br /&gt;
&lt;br /&gt;
* Capible clients advertise themselves via below CTCP-style protocol&lt;br /&gt;
* Clients use multicast packets to broadcast to a list of addresses the server manages of clients in range.&lt;br /&gt;
* In effect, this would give each avatar two unidirectional shoutcast-style stream impliments, or one bidirectional impliment.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Pseudo-Voice ===&lt;br /&gt;
[[User:Lee Ponzu|Lee Ponzu]] 13:49, 12 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Most of our computers have local, client-side voice synthesis.  Yes, it sounds like a robot, but it is still voice.  Real voice, ala Skype, is fine.  But just like we use Avatars to hide our real selves, we need a way to hide our real voice. &lt;br /&gt;
&lt;br /&gt;
A huge advantage is that we could get voice without adding to the bandwidth.  The text is coming anyway. &lt;br /&gt;
&lt;br /&gt;
*The simplest idea is that one could mark one or more Avatars, and their Chat would be rendered as voice, as well.&lt;br /&gt;
&lt;br /&gt;
*Slightly fancier---One could set the voice characteristics (male, female, pitch, etc.) for each other Avatar.&lt;br /&gt;
&lt;br /&gt;
*Fanciest---Each user can set ones voice characteristics using Appearance, and those setings would be used on each local client.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
I can&#039;t think of any.  Sounds petty easy to me.&lt;br /&gt;
&lt;br /&gt;
[[User:SignpostMarv Martin|SignpostMarv Martin]] (15:46, 12 January 2007 (PST)):&lt;br /&gt;
&lt;br /&gt;
===== Distributed Processing =====&lt;br /&gt;
* Processing the audio on the local client and streaming it in-world would require Peer-to-Peer streaming audio.&lt;br /&gt;
&lt;br /&gt;
===== Local Processing =====&lt;br /&gt;
* Distributing text-to-speech preferences would require modifications to the server-side code, using 3rd party servers, or Peer-to-Peer protocols.&lt;br /&gt;
* Allowing for the ability to add processing the data for up to 400 avatars (100 avatars per sim, within shout distance of region corner) at once would add significant processing overhead.&lt;br /&gt;
&lt;br /&gt;
While distributed processing would probably mean less CPU-intensive code, local processing would have the distinct advantage of allowing users&#039; preferences to be overridden, allowing people to do such things as cap voice pitch, preventing annoying chipmunk-speak from occuring.&lt;br /&gt;
&lt;br /&gt;
==== Addendum ====&lt;br /&gt;
[[User:Alderic LeShelle|Alderic LeShelle]] (00:55, 25 January 2007 (PST)):&lt;br /&gt;
&lt;br /&gt;
* It is possible to restrict changes to client side only. One may use existing chat/IM protocols to transmit speech preference data or use a client-to-client protocol to achieve it.&lt;br /&gt;
&lt;br /&gt;
Distributed processing would mean a considerable network bandwidth impact, be it on each client or a dedicated chat server where local processing would simply add the chat preference data traffic to the network, but the speech synthesis CPU load on each client.&lt;br /&gt;
It is easier to cap the CPU load, though, for example by simply capping speech synthesis for avatars out of a certain, configurable, hearing range, or simply disabling speech synthesis for the nth nearest avatar and further away.&lt;br /&gt;
&lt;br /&gt;
=== More efficient local cache ===&lt;br /&gt;
I&#039;m working on this. We are going to use Berkeley DB with ARC replacement policy.  It&#039;s going to fly. [[User:Gigs Taggart|Gigs Taggart]] 17:54, 31 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Client-To-Client_Protocol CTCP] protocol layered on IM system ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
Establishing a circuit between two clients will probably require server side assistance, since circuits are UDP based, and most clients will be behind NAT&#039;s and firewalls. CTCP will require a clientside listening socket either implemented via [http://www.faqs.org/rfcs/rfc3489.html RFC 3489] or some sort of UPnP code using a TCP direct connection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Command Line Interface Improvements ===&lt;br /&gt;
[[User:Kex Godel|Kex Godel]]&lt;br /&gt;
&lt;br /&gt;
* for changing preferences sending an IM, teleporting, etc&lt;br /&gt;
** for example: &amp;quot;/set drawdist 96&amp;quot;, &amp;quot;/set sound off&amp;quot;, &amp;quot;/tp ahern&amp;quot;, or &amp;quot;/im kex godel hello&amp;quot;&lt;br /&gt;
** would need an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
** Or better yet, the Ctrl-G Gesture management window could be improved to allow this, and even allow rebinding /commands&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Implementing an escape system which doesn&#039;t conflict with script command gestures (or a reserved words like how /me is)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More sophisticated IM  features ===&lt;br /&gt;
* muting/filtering/autoresponse options&lt;br /&gt;
** mute or do not alert on IMs by started by a group, agent, or group-agent&lt;br /&gt;
** Autoreply to IMs received while (Away)&lt;br /&gt;
** Sidebar Userlist of Active Users who are currently participating in a Group IM Session. &lt;br /&gt;
*** When a user says something, they&#039;re added. When a user leaves the session, they&#039;re removed from the list.&lt;br /&gt;
* More control over filtering specific objects/textures/sounds/agents/etc&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
* Anything that requires server-side modification [[User:SignpostMarv Martin|SignpostMarv Martin]] 11:11, 11 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
=== Shortcut/Link/Alias function in Inventory ===&lt;br /&gt;
*Add a &amp;quot;link&amp;quot; (&amp;quot;alias&amp;quot;, &amp;quot;shortcut&amp;quot;) facility to the inventory, that would not break Permissions. For instance, I have one nice set of prim dress shoes that are no-copy, and four tuxedos. I cannot make complete separate outfits, because I have only one copy of the shoes. However, using a &amp;quot;link&amp;quot;, I could create an outfit folder with the tux and a link to the no-copy shoes. Still means I would only have the one set, but it would make changing clothes much much easier. [[User:Buckaroo Mu|Buckaroo Mu]] 09:23, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Potential Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== DirectX3D Hardware Acceleration ===&lt;br /&gt;
*A DirectX3D-driven version of the viewer, allowing those with ATi or Intel hardware accelerated cards to take advantage of the processing power. The system could allow selection as a preference of OpenGL or DirectX3D, as many Windows-only games currently do. Conditional build statements would keep the option from appearing in the non-DirectX3D capable builds. [[User:Buckaroo Mu|Buckaroo Mu]] 09:28, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GPGPU Support ===&lt;br /&gt;
*A method of offloading some of the [http://www.gpgpu.org/ graphics processing to the GPU] might help increase framerate. [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiple Monitor Support ===&lt;br /&gt;
*Support for detachable sub-windows, allowing the inventory, chat history, IM, etc. windows to be moved to a second monitor (if available). This is a very highly-desired feature (by those that have dual-monitor systems). [[User:Buckaroo Mu|Buckaroo Mu]] 09:37, 9 January 2007 (PST)&lt;br /&gt;
* This could potentially be done using an external program, if SL had some way of exposing this data in a crossplatform way. (Does NT support named pipes?) Some libsecondlife projects such as SLeek are already exposing this. [[User:Kamilion Schnook|Kamilion Schnook]] 20:39 Jan 9 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Implement GUI in Native Widgets ===&lt;br /&gt;
&lt;br /&gt;
I also would like to see multiple monitor support, but I&#039;d prefer this to happen by implementing the inventory system and other parts using native palettes, toolbars, and windows (dockable to the SL window).&lt;br /&gt;
&lt;br /&gt;
=== Embedded scripting language for client-side plugins ===&lt;br /&gt;
[[User:Heather Goodliffe|Heather Goodliffe]], [[User:Yumi Murakami|Yumi Murakami]]&lt;br /&gt;
&lt;br /&gt;
* Make the client more powerful and plugable &lt;br /&gt;
* Embed a scripting language, such as LUA or Python, within Second Life to enable client plug-ins to be written in a modular fashion.  Client plugins would be distributed via Second Life itself; hopefully LL would eventually agree to create a new object type for these, but for testing purposes notecards would probably suffice.&lt;br /&gt;
* Let me second that: I&#039;d like to see client-side scripting as well.  It should be easy to add that (in particular, using Lua), and it would let users fix so many usability problems.  At a minimum, the scripting language should be able to access the functionality available through the menus, it should permit key bindings and grab keys, access preference settings, and it should be able to listen to chat and IM, so that commands can be triggered from there. [[User:Jherek Cerminara|Jherek Cerminara]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Known Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Nude patch ===&lt;br /&gt;
[[User:Carnildo Greenacre|Carnildo Greenacre]]&lt;br /&gt;
&lt;br /&gt;
*Modify the client to not render any avatar clothes or attachments.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
===== Steps to how Linden Lab could &#039;disable&#039; a &#039;nude patch&#039; =====&lt;br /&gt;
&lt;br /&gt;
# Run a check on clothing textures including alpha information&lt;br /&gt;
#* Check for alpha information around the genitalia, refuse upload if check returns positive&lt;br /&gt;
# Composite clothing textures server-side when avatars are:&lt;br /&gt;
#* In PG regions&lt;br /&gt;
#* Viewable from PG regions&lt;br /&gt;
&lt;br /&gt;
A &#039;nude patch&#039; would function by:&lt;br /&gt;
* somehow submitting full alpha textures on all clothes no matter what was worn (prevented by LL as described above)&lt;br /&gt;
* ignoring what the server says regarding skins&lt;br /&gt;
** Could use procedurally generated textures based on avatar shape, and primitar type to prevent &#039;&#039;&#039;&#039;Attack&amp;amp;nbsp;of&amp;amp;nbsp;the&amp;amp;nbsp;&#039;&#039;(nude)&#039;&#039;&amp;amp;nbsp;Clones&#039;&#039;&#039;&#039;&lt;br /&gt;
:[[User:SignpostMarv Martin|SignpostMarv Martin]] 01:02, 11 January 2007 (PST)&lt;br /&gt;
** I don&#039;t think a nude patch could work anyway - the skin and clothing textures are combined on the wearer&#039;s client, then the combined texture is uploaded to the server as the single texture that appears on the avatar.  That&#039;s why &amp;quot;rebaking&amp;quot; your textures on your client affects how other people see you.  You could possibly just apply the same skin to everyone but you might just as well leave everyone unrezzed then ;)  - Yumi Murakami&lt;br /&gt;
* [http://somegeekstuff.wordpress.com/2007/01/26/second-life-nude-patch/ here] is a quick and dirty solution ;)&lt;br /&gt;
&lt;br /&gt;
=== Two Tier Search ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* Server performs a possibly less-effective search which is database efficient, such as the current fulltext search.  The client then performs its own search, refining the results.  Should allow extra flexibility and take some load off LL&#039;s database.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== User Interface Improvements ===&lt;br /&gt;
Yumi Murakami&lt;br /&gt;
&lt;br /&gt;
* General improvements to the user interface.  Maybe move to a seperate article: [[User Interface Improvements]]&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== More Text for Abuse and Bug Reports ===&lt;br /&gt;
[[User:Anders Nordberg|Anders Nordberg]]&lt;br /&gt;
&lt;br /&gt;
* Bug Reports as well as Abuse Reports are currently very limited in the amount to text you can enter. Very difficult sometimes to describe a bug in just 2 or 3 sentences...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: A lengthy bug report that would benefit from additional material such as videos or photos could possibly be submitted to [https://jira.secondlife.com Jira] --[[User:SignpostMarv Martin|SignpostMarv Martin]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Attachments registering as additional limbs for animation ===&lt;br /&gt;
[[User:Alderic LeShelle|Alderic LeShelle]]&lt;br /&gt;
&lt;br /&gt;
* Attachments with distinct object names (like wings, tails, extra limbs...) may register themselves in the skeletal structure of the avatar, so that a BVH animation might animate them as well.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
=== Much Longer Land Draw Distance ===&lt;br /&gt;
[[User:Huns Valen]]&lt;br /&gt;
&lt;br /&gt;
* The idea is to have a separate slider for land draw distance. It must be greater than or equal to the &amp;quot;master&amp;quot; draw distance. As drawing land is much less resource-intensive than drawing objects and avatars, it should be possible to have a land draw distance measured in kilometers, not meters.&lt;br /&gt;
* Could possibly use colored map textures (from the world map, not from the viewer-generated local map) as terrain patch, rather than the supplied patch, although this might not look great for closer-in terrain.&lt;br /&gt;
** Perhaps all terrain within 512 meters could be drawn using the sim-supplied textures, and anything further could be drawn using the world map textures.&lt;br /&gt;
&lt;br /&gt;
==== Barriers to Implementation ====&lt;br /&gt;
&lt;br /&gt;
* Would require child connections to more simulators to render &amp;quot;sorta near&amp;quot; terrain (that is, beyond the draw distance for objects and avatars, but within the usual &amp;quot;far clip.&amp;quot;) The simulators would have to JUST send land, not objects/avs/etc. as that would defeat the purpose of having a lower draw distance. (Terrain beyond the usual far clip would all be done as world map textures.)&lt;br /&gt;
* Colored map textures may not be available in suitable resolution for it to look really good. However, it should be acceptable to many residents in lieu of the &amp;quot;version 2&amp;quot; graphics engine we were shown previews of in 2005 (and which subsequently was cancelled.)&lt;br /&gt;
* If this works well as a proof of concept, LL might be persuaded to make higher-resolution world map textures available, and work on some server-side optimizations.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
Linden Lab is considering offering bounties for especially desirable features in the viewer.&lt;br /&gt;
&lt;br /&gt;
* [[Linden Lab Bounties]]&lt;br /&gt;
* [[Community Bounties]]&lt;br /&gt;
* [[:Category:Bounties]]&lt;/div&gt;</summary>
		<author><name>Andy Tir</name></author>
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