Difference between revisions of "Talk:Why UUID Flipping is Bad"

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:Oh never mind, the article says you are doing exactly that. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 22:23, 27 October 2010 (UTC)
:Oh never mind, the article says you are doing exactly that. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 22:23, 27 October 2010 (UTC)
==Sculpty UUID Flipping==
One of the suggestions is to use texture swapping where possible since we shouldn't/can't use mesh swap. But isn't a sculpty UUID swap the same as a texture swap? Since the sculptmaps are textures I'd assume they'd have the same impact on LL's servers. Is there more to it than that? -[[User:Adeon Writer|Adeon Writer]] 17:13, 10 December 2010 (UTC)

Revision as of 10:13, 10 December 2010

RE: Falcon Linden

I can understand why UUID flipping is bad but removing the ability to change the mesh by script is a bit drastic. Couldn't it be throttled instead? Like once per 10 seconds? -- Strife (talk|contribs) 22:21, 27 October 2010 (UTC)

Oh never mind, the article says you are doing exactly that. -- Strife (talk|contribs) 22:23, 27 October 2010 (UTC)

Sculpty UUID Flipping

One of the suggestions is to use texture swapping where possible since we shouldn't/can't use mesh swap. But isn't a sculpty UUID swap the same as a texture swap? Since the sculptmaps are textures I'd assume they'd have the same impact on LL's servers. Is there more to it than that? -Adeon Writer 17:13, 10 December 2010 (UTC)