Difference between revisions of "User:Lum Pfohl/SL Trivia"
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# '''It is possible to hide your group tag from everyone.''' There is a setting in Preferences which will prevent the active group tag from displaying on anyone's screen. | # '''It is possible to hide your group tag from everyone.''' There is a setting in Preferences which will prevent the active group tag from displaying on anyone's screen. | ||
# '''It is possible to hide your group affiliation from your profile.''' There is a setting in your GROUP INFO dialog box which will keep the group from appearing there. The group will still appear in your MY GROUPS display, so you can activate / administer it at anytime. | # '''It is possible to hide your group affiliation from your profile.''' There is a setting in your GROUP INFO dialog box which will keep the group from appearing there. The group will still appear in your MY GROUPS display, so you can activate / administer it at anytime. | ||
# '''It is possible to zoom into an Avatar's head.''' Inside, you'll see eyeballs, teeth and a tougue! Normally, your avatar does not emote so these teeth and tongue are not shown. My friend Dahlia Trimble once thought of putting animated squirrel in a wheel and embedding that into the Avatar's head... | |||
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# '''You cannot enable physics for an object of more than 31 prims.''' There is much debate on whether this number is 32 or 31. I believe it's 31. Attempting to enable physics on an object of 32 prims gave the message '''Script can't enable physics for objects with more than 31 primitives''' | # '''You cannot enable physics for an object of more than 31 prims.''' There is much debate on whether this number is 32 or 31. I believe it's 31. Attempting to enable physics on an object of 32 prims gave the message '''Script can't enable physics for objects with more than 31 primitives''' | ||
# '''Rendition of Flexible Prims is a client side only function.''' That is, a flexible prim such as a skirt - is rendered completely on the Client Viewer. Each person's viewer can have a totally separate experience when viewing flexible prims, depending on their PC's load and lag conditions. Of course, having 10 flexible prims and having 1000 flexible prims will give different performance (which might be perceived as '''lag,''') but the fact is that your PC is bogging down, not Second Life. | # '''Rendition of Flexible Prims is a client side only function.''' That is, a flexible prim such as a skirt - is rendered completely on the Client Viewer. Each person's viewer can have a totally separate experience when viewing flexible prims, depending on their PC's load and lag conditions. Of course, having 10 flexible prims and having 1000 flexible prims will give different performance (which might be perceived as '''lag,''') but the fact is that your PC is bogging down, not Second Life. | ||
# '''A Flexible Prim causes less server load than a Regular Prim.''' When a object's "Set Flexible Path" setting is enabled, the object becomes Phantom (that is, you can pass through it without collision). Because the server doesn't have to calculate object and agent collisions with these objects any longer, the computational | # '''A Flexible Prim causes less server load than a Regular Prim.''' When a object's "Set Flexible Path" setting is enabled, the object becomes Phantom (that is, you can pass through it without collision). Because the server doesn't have to calculate object and agent collisions with these objects any longer, the computational load on the server is actually alleviated. | ||
# '''A Particle Effect is a client side only function.''' Similar to the argument for flexible prims, rendition of the particles is purely a Client Viewer task. Again, everyone will see different particle effects, depending on the max number of particles they are set to see, how many particles are in their field of view currently, and whether they have particle rendering turned off. | # '''A Particle Effect is a client side only function.''' Similar to the argument for flexible prims, rendition of the particles is purely a Client Viewer task. Again, everyone will see different particle effects, depending on the max number of particles they are set to see, how many particles are in their field of view currently, and whether they have particle rendering turned off. | ||
# '''A Particle Effect is a Property of an Prim.''' This may sound like "duh," but people just don't understand. A particle effect, is just like any other object property (size, color, shape, hollow, twist, etc.) The only difference is that the particle effect property is only accessible by a script - it can only be set, not read. Once set with the llParticleSystem() statement in LSL, retains that property regardless of whether a script is there or not. If a particle effect is set to "die out," over time - then it will do so - but the properies are still set. Conversely, if a particle has an undefined lifetime, the only way to "stop it," is to pass null parameters to the llParticleSystem() function via LSL. | # '''A Particle Effect is a Property of an Prim.''' This may sound like "duh," but people just don't understand. A particle effect, is just like any other object property (size, color, shape, hollow, twist, etc.) The only difference is that the particle effect property is only accessible by a script - it can only be set, not read. Once set with the llParticleSystem() statement in LSL, retains that property regardless of whether a script is there or not. If a particle effect is set to "die out," over time - then it will do so - but the properies are still set. Conversely, if a particle has an undefined lifetime, the only way to "stop it," is to pass null parameters to the llParticleSystem() function via LSL. | ||
# '''A Hover Text is a Property of an Prim.''' Like particles, once set - it doesn't go away when the script that set it is deleted. It must be "set" to an empty string using LSL's llSetText() function. | # '''A Hover Text is a Property of an Prim.''' Like particles, once set - it doesn't go away when the script that set it is deleted. It must be "set" to an empty string using LSL's llSetText() function. | ||
# '''It is possible to upload a sculpted prim texture map that is not compressed by JPEG-2000''' However | # '''It is possible to upload a sculpted prim texture map that is not compressed by JPEG-2000''' However; this is a hack - probably done via the magic of open source. This leads me to believe that JPEG-2000 image compression is done by the client and the image is simply stored in the Asset Server. I have a 10-star single-prim sculpted object which uses such an uncompressed map. | ||
# '''Just as textures viewed at distances lose their resolution, sculpted objects turn into blobs at distances.''' This is easily demonstrated with the 10-star sculpted prim. At close ranges, the 10 stars appear to be sharp, crisp and beautiful... When the Camera is zoomed out, the texture map seems to lose resolution and the whole thing turns in to a blob. Zooming back in, everything is sharp and crisp again. | # '''Just as textures viewed at distances lose their resolution, sculpted objects turn into blobs at distances.''' This is easily demonstrated with the 10-star sculpted prim. At close ranges, the 10 stars appear to be sharp, crisp and beautiful... When the Camera is zoomed out, the texture map seems to lose resolution and the whole thing turns in to a blob. Zooming back in, everything is sharp and crisp again. | ||
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# '''There are 2 Help Island Publics.''' Help Island Public2 is situated immediately West of Help Island Public, and serves as an overflow site for HIP. It runs on a newer, faster hardware. However, when Help Island Public crashes (as it often does), residents trying to teleport there do not get rerouted to HIP2. Instead, they'll simply be told the region is not available. As such, HIP2 remains relatively unpopulated. | # '''There are 2 Help Island Publics.''' Help Island Public2 is situated immediately West of Help Island Public, and serves as an overflow site for HIP. It runs on a newer, faster hardware. However, when Help Island Public crashes (as it often does), residents trying to teleport there do not get rerouted to HIP2. Instead, they'll simply be told the region is not available. As such, HIP2 remains relatively unpopulated. | ||
# '''The two HIPs are not identical.''' The freebie store's vendors are configured differently. Also, if you view two two HIP's on the mini-map - you'll see a black section over the Freebie Store in HIP that does not appear on HIP2. That is because the Freebie Store on HIP is damaged and is missing part of the roof. | # '''The two HIPs are not identical.''' The freebie store's vendors are configured differently. Also, if you view two two HIP's on the mini-map - you'll see a black section over the Freebie Store in HIP that does not appear on HIP2. That is because the Freebie Store on HIP is damaged and is missing part of the roof. | ||
# '''HIP was | # '''HIP was damaged back in October 23, 2007''' The platform was deformed, the bridges were missing and many other aspects were out of place. I am not sure what had happened there, but it was repaired by October 24, 2007. | ||
# '''There are sims which show up as icons in the MAP and www.slurl.com.''' When viewing the map, there are sims with recognizable features. The '''Star of David,''' '''Map of Texas,''' the words, '''Please Fix SL''' or '''Doctor WHO.''' It is actually amazing to think of of how this technology works. There are thousands upon thousands of sims. Each sim's object location (and even colors) are rendered quite accurately in the MAP and www.slurl.com sites. It's also great fun to browse the world map. | # '''There are sims which show up as icons in the MAP and www.slurl.com.''' When viewing the map, there are sims with recognizable features. The '''Star of David,''' '''Map of Texas,''' the words, '''Please Fix SL''' or '''Doctor WHO.''' It is actually amazing to think of of how this technology works. There are thousands upon thousands of sims. Each sim's object location (and even colors) are rendered quite accurately in the MAP and www.slurl.com sites. It's also great fun to browse the world map. | ||
# '''A SIM can become disconnected from the grid and still function.''' Residents on that disconnected sim will still be able to move about, chat and IM with each other. However, they will not be able to perform any of the following functions : Rez Objects, Teleport, Search, MAP, IM residents outside the sim or participate in any Group IM. If that resident logs off and attempts to log back on, they will receive the message "You have been moved to a nearby sim." Residents in the neighboring sim will simply see a vast ocean of "nothing" where you sim used to be. Linden Labs can often "rejoin" the sim to the grid without restarting it and things will continue as they did before. | # '''A SIM can become disconnected from the grid and still function.''' Residents on that disconnected sim will still be able to move about, chat and IM with each other. However, they will not be able to perform any of the following functions : Rez Objects, Teleport, Search, MAP, IM residents outside the sim or participate in any Group IM. If that resident logs off and attempts to log back on, they will receive the message "You have been moved to a nearby sim." Residents in the neighboring sim will simply see a vast ocean of "nothing" where you sim used to be. Linden Labs can often "rejoin" the sim to the grid without restarting it and things will continue as they did before. |
Revision as of 12:03, 7 January 2008
SL TriviaThese are things I've noticed about SL over the course of a year. In no particular order at this time:
Lum Pfohl 06:55, 29 November 2007 (PST) |
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