POV-Ray : Newsgroups : povray.off-topic : Help! Server Time
7 Sep 2024 15:23:07 EDT (-0400)
  Help! (Message 1 to 10 of 16)  
Goto Latest 10 Messages Next 6 Messages >>>
From: Patrick Elliott
Subject: Help!
Date: 28 Apr 2008 22:48:38
Message: <MPG.22803a4b84275bf998a14d@news.povray.org>
I have only 117 prims, about 60 already used (damn stargates), and need 
to build a house. lol Just kidding, but damn.. I thought Second Life, 
which I started fiddling with recently, would be a bit less 
frustrating...

So far, I have concluded:

1. They need to prioritize which "prims" get sent, so you don't have 
nude people running around while the scenery loads (or before their 
clothes).

2. They need better limits on "what" scenery loads, so you don't load 
shit that isn't visible, until needed (save some bandwidth there too).

3. They need something more like the mouselook in games, where you can 
"look" up, down, etc., when *not* in first person.

4. Get rid of left-click being the fracking menu. The only *game* that 
used this was EQ1, that I know of, and, unlike SL, you could get used to 
the way the menu worked and avoid accidentally left clicking yourself or 
other people, which would bring up an "inspect" window. Damned pain in 
the ass when trying to move around. And since SL is worse, its damn near 
impossible to adjust to it without screaming and ripping your hair out.

5. Better connectivity. Yeah, the Forerunner stargate (took up about 50 
of the prims I have on my 512m^2 property, is nice, and will be nicer 
once they have a script function for, "if I hit object, run script", but 
it can't tell you where any of the other gates "are" really. The search 
for places is like using a very bad forum search. You just desperately 
want to open a browser and fracking Google for the stuff you want, 
because finding it via the search is like entering "sex" in Google and 
expecting the first result to be, "How DNA determines...", instead of, 
"Free horse sucking videos!!!", or something.

6. Design system isn't that bad, but some of it could be improved. 
Mostly though, its that you can only "attach" an item to one part of the 
body at a time. It would be nice if you could make items that *let you* 
attach more items, like a belt, or the like.

7. Make alternate body types *actually* be alternate body types, not 
carnival masks. This *causes* about half the issues with #6. You get a 
gadget, which connects at the ear, so all of the sudden you have lost 
the fracking ear you have on... So, you attach it some place else, 
fiddle it into the right place, and now you don't have "that" slot to 
use for something else either. Bloody stupid.

I am sure I will find other irritations, but right now, its that I have 
the space for a large bloody house, but if I want to build a fairly big 
one, I will have to buy more land, and that means either paying "more" 
to SL per month, along with "land use fees", which the 512 I have now 
don't require. And, that is even if I can find enough land to trade/buy 
nearby, to make a bloody difference in the number of prims I have 
available.

And.. For some reason no one can figure out a) why people don't stay in 
the world, b) visit for RL stuff, like the Coke pavilions, etc., or c) 
spend huge amounts of cash to "buy" all the useless junk they need for 
their avatars, from the 80 billion vendors than apparently are the main 
inhabitants of entire sections of the world. lol

So nice an idea, so bad an execution, so dumb a set of specifications 
for how it should function, and so empty a place because *everything* 
costs money, even, in some cases, just passing through someone's 
property (which is ironic, since I would have thought someone like 
Disney could have made a virtual park, had the main teleport location 
free to enter, then had you pay an "entry fee" to get into the main 
section...) Seems perfectly sane to me, if I have the $300-400+ a month 
to "pay for" the account and land use costs to build something that 
big... (would probably need at least 4 "sims", each costing $100 a 
piece/month to "own").

-- 
void main () {

    if version = "Vista" {
      call slow_by_half();
      call DRM_everything();
    }
    call functional_code();
  }
  else
    call crash_windows();
}

<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
 
3D Content, and 3D Software at DAZ3D!</A>


Post a reply to this message

From: Darren New
Subject: Re: Help!
Date: 28 Apr 2008 23:16:32
Message: <48169310$1@news.povray.org>
Patrick Elliott wrote:
> So nice an idea, so bad an execution, so dumb a set of specifications 

I think that pretty much sums up my involvement. Along with "hey, if you 
want people to do serious scripting, let the scripts actually deal with 
errors and such." I can understand it's all asynchronous and distributed 
and such, but at least tell me when something breaks. And at least let 
someone tell me it's OK to put restrictions on what they can do while 
they're (say) playing a game.

I did a board game where you could cheat if you saw the other guy's side 
(think "battleship"), and I spent more time dealing with bugs in the 
engine and making sure you weren't cheating than I did on the game logic 
*or* the artwork.

I was thinking of doing M.U.L.E. or something, but not being able to 
have people follow rules just ruled that out, along with not being able 
to (say) know when an object creation failed, or being able to reset the 
board.

Altho flying around and seeing 300 stores with absolutely nobody 
anywhere in sight was kind of creepy. Huge monuments to dead military 
relatives and such, with nobody there to even look... Creepy.

Great business idea. Sucky execution. I understand they now let you at 
least import geometry from geometry editors, just like every other game 
engine written in the last 15 years. :-)

   -- Franklin Pomeray

-- 
   Darren New / San Diego, CA, USA (PST)
     "That's pretty. Where's that?"
          "It's the Age of Channelwood."
     "We should go there on vacation some time."


Post a reply to this message

From: Tim Attwood
Subject: Re: Help!
Date: 29 Apr 2008 05:52:51
Message: <4816eff3@news.povray.org>
You can uninstall SL, that's what I did.
No regrets.


Post a reply to this message

From: Darren New
Subject: Re: Help!
Date: 29 Apr 2008 12:37:04
Message: <48174eb0$1@news.povray.org>
Tim Attwood wrote:
> You can uninstall SL, that's what I did.
> No regrets. 

I just don't play it any more. Didn't see the point, beyond building 
stuff, as I already have ways of talking to people much easier than via 
SL. I was just pointing out the flaws I saw and expressing regret that 
such an excellent business plan was crippled by lack of participation, 
and speculating why that was.  Not sure why you would think I don't know 
I can stop using the program. :-)

-- 
   Darren New / San Diego, CA, USA (PST)
     "That's pretty. Where's that?"
          "It's the Age of Channelwood."
     "We should go there on vacation some time."


Post a reply to this message

From: St 
Subject: Re: Help!
Date: 29 Apr 2008 15:11:23
Message: <481772db@news.povray.org>
I tried the demo of Second Life some time ago and thought it was a good 
experience. I felt that I was 'there' in their presence - amongst all those 
other 'new' people trying the demo for the first time. Weird experience. 
I've been following it though. It's damn big business now. I had another 
look recently, and you can own a shop and sell real stuff an' all. Real 
Shops. So that's why I was looking again. To see what the advantage may be 
for my works business, and to be blunt, it's too much work. You need to be 
dedicated in a business way which would probably mean 24/7 in SL. And my 
paymaster general ain't into paying for that.

    ~Steve~


Post a reply to this message

From: Nicolas Alvarez
Subject: Re: Help!
Date: 29 Apr 2008 16:06:03
Message: <48177fab$1@news.povray.org>
http://img526.imageshack.us/my.php?image=wtftq1.gif

How f*cked up is THAT.


Post a reply to this message

From: Patrick Elliott
Subject: Re: Help!
Date: 29 Apr 2008 22:43:31
Message: <MPG.22818aa39dea67b398a14f@news.povray.org>
In article <48169310$1@news.povray.org>, dne### [at] sanrrcom says...
> Patrick Elliott wrote:
> > So nice an idea, so bad an execution, so dumb a set of specifications
 
> 
> I think that pretty much sums up my involvement. Along with "hey, if you
 
> want people to do serious scripting, let the scripts actually deal with
 
> errors and such." I can understand it's all asynchronous and distributed
 
> and such, but at least tell me when something breaks. And at least let 
> someone tell me it's OK to put restrictions on what they can do while 
> they're (say) playing a game.
> 
> I did a board game where you could cheat if you saw the other guy's side
 
> (think "battleship"), and I spent more time dealing with bugs in the 
> engine and making sure you weren't cheating than I did on the game logic
 
> *or* the artwork.
> 
> I was thinking of doing M.U.L.E. or something, but not being able to 
> have people follow rules just ruled that out, along with not being able
 
> to (say) know when an object creation failed, or being able to reset the
 
> board.
> 
Would have probably made a HUD for that if I was doing it, or secluded 
people so they couldn't "see" outside their spot, or.. Well, there are 
things you could do to fix it, but yeah. Definitely annoying.

> Altho flying around and seeing 300 stores with absolutely nobody 
> anywhere in sight was kind of creepy. Huge monuments to dead military 
> relatives and such, with nobody there to even look... Creepy.
> 
> Great business idea. Sucky execution. I understand they now let you at 
> least import geometry from geometry editors, just like every other game
 
> engine written in the last 15 years. :-)
> 
Yeah. Reading up on it, but its a pain, since you can get "some" editors 
that let you fiddle with the geometry in-world, but then you can't just 
pay a few right there and transfer the result "to" your inventory, you 
have to go to on outside URL, from the people that made the tool, then 
pay to "upload" the result to SL. Thought it would be a nice solution to 
something I considered doing, but... What a fracking pain.

Things are improving though, especially now that the client in open, but 
there are just some things that are damn stupid still, and no idea when 
they might be fixed.

-- 
void main () {

    if version = "Vista" {
      call slow_by_half();
      call DRM_everything();
    }
    call functional_code();
  }
  else
    call crash_windows();
}

<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
 
3D Content, and 3D Software at DAZ3D!</A>


Post a reply to this message

From: Patrick Elliott
Subject: Re: Help!
Date: 29 Apr 2008 22:48:49
Message: <MPG.22818bfe81f54b3898a150@news.povray.org>
In article <481772db@news.povray.org>, dot### [at] dotcom says...
> I tried the demo of Second Life some time ago and thought it was a good
 
> experience. I felt that I was 'there' in their presence - amongst all tho
se 
> other 'new' people trying the demo for the first time. Weird experience.
 
> I've been following it though. It's damn big business now. I had another
 
> look recently, and you can own a shop and sell real stuff an' all. Real
 
> Shops. So that's why I was looking again. To see what the advantage may b
e 
> for my works business, and to be blunt, it's too much work. You need to b
e 
> dedicated in a business way which would probably mean 24/7 in SL. And my
 
> paymaster general ain't into paying for that.
> 
>     ~Steve~
> 
lol Well, there are some people in the real world using it. One has a 
full cruise ship in SL. It takes up 3 connected sims and can link up to 
places like, "Visit Mexico", to let people act like they are on a real 
cruise. His "original" business is designing buildings and the like, so 
he uses the system to show people what they will look like when 
finished.

But, having to get an premium account to own land at all, getting barely 
enough to do much with when you do own it, etc., is just too high of a 
wall for people to cross imho, even if they fixed a lot of other issues.

Still exploring though, so its likely to be a while before I drop it, or 
give up the land I have. Just wish I could get more, without paying more 
than I do for a **full** world, like EQ2, so I could actually do 
something with it. :(


-- 
void main () {

    if version = "Vista" {
      call slow_by_half();
      call DRM_everything();
    }
    call functional_code();
  }
  else
    call crash_windows();
}

<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
 
3D Content, and 3D Software at DAZ3D!</A>


Post a reply to this message

From: Patrick Elliott
Subject: Re: Help!
Date: 29 Apr 2008 22:50:40
Message: <MPG.22818c6b16a0686998a151@news.povray.org>
In article <48177fab$1@news.povray.org>, 
nic### [at] gmailisthebestcom says...
> http://img526.imageshack.us/my.php?image=wtftq1.gif
> 
> How f*cked up is THAT.
> 
Fairly common now actually. Some stores actually use SL to "train" 
people in customer service, in a few cases. Such companies can afford 
it, which is imho the "biggest" issue for most anyone else trying to use 
it.

-- 
void main () {

    if version = "Vista" {
      call slow_by_half();
      call DRM_everything();
    }
    call functional_code();
  }
  else
    call crash_windows();
}

<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
 
3D Content, and 3D Software at DAZ3D!</A>


Post a reply to this message

From: Nicolas Alvarez
Subject: Re: Help!
Date: 29 Apr 2008 23:15:04
Message: <4817e438@news.povray.org>

> In article <48177fab$1@news.povray.org> Nicolas says...
>> http://img526.imageshack.us/my.php?image=wtftq1.gif
>>
>> How f*cked up is THAT.
>>
> Fairly common now actually. Some stores actually use SL to "train" 
> people in customer service, in a few cases. Such companies can afford 
> it, which is imho the "biggest" issue for most anyone else trying to use 
> it.

Btw I got that image from an email my dad forwarded me, asking if I knew 
what the hell SecondLife was :P


Post a reply to this message

Goto Latest 10 Messages Next 6 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.