I think it would make more sense than overloading an existing item type
- but that's a server-side mechanics issue.
The important thing would seem to be how to keep the current existant AO
user-experience at the viewer. But that would (yes) have to be kept in
lockstep with the grid side of the equ
Wouldn't a new inventory item type make most sense? That way it could be put in
with any outfit folder or packaged with sold avatars.
On Apr 12, 2012, at 10:42 PM, Tateru Nino wrote:
>
>
> On 13/04/2012 11:30 AM, Argent Stonecutter wrote:
>> The overhead of a conservative scripted AO is prett
On 13/04/2012 11:30 AM, Argent Stonecutter wrote:
> The overhead of a conservative scripted AO is pretty low, and the ability to
> switch AOs by wearing an asset (attaching the AO HUD) means that I can have
> appropriate AOs for each of my avatars and outfits without having to tweak my
> clien
The overhead of a conservative scripted AO is pretty low, and the ability to
switch AOs by wearing an asset (attaching the AO HUD) means that I can have
appropriate AOs for each of my avatars and outfits without having to tweak my
client settings each time I jump from kangaroo to grasshopper to
On Thu, 2012-04-12 at 14:09 -0700, Ann Otoole wrote:
> Thankfully the previously bad aos are not so bad now. If a client side
> AO cannot perform what Oracul and/or Vista AOs do then it is a total
> waste of time to bother with the client side code. In order to do
> client side AOs requires AO expe
Thankfully the previously bad aos are not so bad now. If a client side AO
cannot perform what Oracul and/or Vista AOs do then it is a total waste of time
to bother with the client side code. In order to do client side AOs requires AO
expertise. Period. Don't even bother if you don't have it. Bec
In llfloaterabout.cpp(256)
info["HOSTNAME"] = gAgent.getRegion()->getHost().getHostName();
Produces the simualtor names Second Life and OpenSim
On merge of v-d 3.3.2 to kokua I found an avatar rendering issue
isolated to new instructions in
pipeline.cpp.
On 4/12/2012 9:01 AM, Tateru Nino wrote:
On 13/04/2012 12:32 AM, Oz Linden (Scott Lawrence) wrote:
The point of my question was twofold:
* To understand what existing in-viewer AOs were doing so as to
understand any possible compatibility issues
* To discover use cases and what problems
> * To discover use cases and what problems in-viewer AOs were created
> to solve
Until recently the AO hud of one particular famous AO vendor used up a
whopping 4.5 MEGABYTES of script memory.
FCOL i can run a MAIL SERVER in that much.
bye,
LC
__
On 13/04/2012 12:32 AM, Oz Linden (Scott Lawrence) wrote:
> On 2012-04-10 19:01 , Henri Beauchamp wrote:
>> On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
>>
>>> I'd like to get a tutorial on how the AOs built into viewers work - what
>>> inputs do they use, and how do the
On 2012-04-10 19:01 , Henri Beauchamp wrote:
On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the animations they set.
Would someone who's got deep know-how on
On 2012-04-08 15:26 , moonbots...@centurylink.net wrote:
> can anyone tell me where I went wrong?
> thanks
>
> MB
>
> CMake Error at cmake/Prebuilt.cmake:48 (message):
>Failed to download or unpack prebuilt 'ogg-vorbis'. Process returned 1.
> Call Stack (most recent call first):
>cmake/Aud
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