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File: 77e7dc374e91595⋯.jpg (1.08 MB,1920x1080,16:9,Snapshot_715_shrunken.jpg)

 No.40968

The lazy lindies have made an announcement regarding new updates.

http://nwn.blogs.com/nwn/2017/08/second-life-updates-cloud-windlight-deploy.html

Windlight settings will now be inventory items and will have new varieties available to them, like custom textures for clouds, moons, and so forth, as confirmed by this PDF:

https://drive.google.com/file/d/0BzmjqEF4K5jVeXdHaTFpYVNaQ2c/view

They also talk about "Animesh", which implies animated mesh objects that are separate from the avatar - mesh objects will be able to be animated like avatars are. Which suggests a huge range of possibilities in the future. You can probably make a few of your own assumptions from that. Content creators can for instance, make much more lively NPCs. Otherwise, provided sims keep themselves updated, this could either improve performance or make it worse.

There's otherwise stuff about improving the SL infrastructure, and some new grid-wide game they're working on.

____________________________
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 No.40969

File: d8b0ff216655a25⋯.gif (1.15 MB,350x197,350:197,tumblr_inline_n8z0f2G7VV1q….gif)

I'm glad to see signs of life from the Lab, but this is LL. No feature ever drops without massive problems, if it's not outright broken and DOA.

Windlight as inventory was a feature promised way back in 2007 along with other features we never got like weather and volumetric clouds. I'll be happy to get it but...come on, it's 10 years late and Windlight will still be incomplete.

Custom sky textures will be great, but when will LL give us scripted Windlight? That will be something worth getting excited about.

Animesh could potentially be game changing. SL is basically a virtual world with no life in it. Static environments and ghoulish Chuck-E-Cheeze style prim animatronics with clumsy scripted animations. Actually being able to fill a sim with lifelike creatures and characters, not to mention animated environment details, would be next level for SL. We'll have to wait and see if LL can deliver it in a way that doesn't have us sounding like a disappointed Angry Joe.

As for the performance concerns, well /LL would have to REALLY fuck it up to make it a problem. You don't get much more basic than animated mesh. The real concern with sims will be the same issues that cause lag now. Too many huge textures, avatars hogging insane amounts of resources, and cramming too much of a sim into too small an area (like cramming building interiors into every actual building instead of using teleporters and skyboxes).

One interesting part was talking about changing their infrastructure in ways that might allow them to offer more flexible pricing. Could that translate to lower land costs? We'll have to wait and see.

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 No.40998

>>40969

If you checked the second link that I posted, you'll see that there are options for scripted windlights. This only works for those who have chosen to take part in the experience given, however. So, someone can enter a specific area and have the windlight be adjusted to that area, for example. Like the PDF says as well, this may not be everything that's final - so there could be more options for scripts later on. Having the option for adjusting windlights without needing experiences would be preferred.

If it's not going to be a thing, then maybe RLV can do something instead. RLV already had options to adjust windlight to begin with.

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 No.41008

>>40998

>If you checked the second link that I posted, you'll see that there are options for scripted windlights.

Fair enough, I didn't see that in the initial email or this post so I wasn't expecting it. If LL is delivering scripted windlight, fantastic. I'm even ok with it being tied to experiences. It's a lot easier to convinced someone to accept an Experience than it is to convince someone who doesn't use RLV to start using it just for your sim or house or whatever.

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 No.41012

>>41008

Sounds good. It'd just be nice to have a regular 'give a script permission to change your windlight settings' thing for LSL scripts. Kind of like how animations ask your permission to animate you before they do it, minus the automatic accept if you're sitting down on something. (wouldn't make sense for it to let you change windlight based on someone sitting down... that'd just invite more griefer potential.) Only automatically accept if it's your object and it's attached to you, basically. Like a HUD.

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 No.41016

Some more details on Animesh here, it's been known for awhile: http://blog.nalates.net/?s=Animesh&submit=Search

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 No.41017

>>41012

States it's part of the experience tools, so I think you would need premium to add them to scripts, and use them on your land?

Additionally, for HUDs RLV can already do that.

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 No.41018

>>41016

>Animesh will use the bento skeleton

I'm disappointed, but I suppose that's better than nothing. For some reason I was anticipating we could have things like mesh that's compatible with flexi or something. Though, maybe you could use the jiggle physics points on the skeleton to do some interesting things... maybe?

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 No.41024

>>41023

this tbh

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 No.41037

YouTube embed. Click thumbnail to play.

>>41023

>>41024

Probably never.

Someone unrelated to Linden Labs had made a demo of such a thing back in 2012 with a custom viewer, but we never had actually gotten an actual thing.

http://kathar.in/post/149846332570/lsl-ui

It's really disappointing, because we could have had this instead of having to click "X+" and "X-" on some ADJUST menu every damn second to properly adjust an avatar to actually cuddle or sex someone properly. So many other possibilities for this kind of thing as well.

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 No.41752

So, that grid-wide experience/game that the Lindens mentioned is now out.

https://community.secondlife.com/blogs/entry/2244-introducing-a-new-grid-wide-experience-tyrah-the-curse-of-the-magical-glytches/

Prepare for more terrible voice acting, if anyone bothers participating in these things.

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 No.41754

File: 44d11dd918a5a13⋯.png (238.08 KB,1024x1365,1024:1365,thomas.png)

>>41752

>watch the trailer

>the characters have the default idle animations

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 No.41755

>>41754

you say that like it's not the best ao

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 No.41760

>>41755

You know what "AO" stands for, right?

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 No.41764

File: a36c73dfe38db5d⋯.png (41.99 KB,345x345,1:1,40956002a8f9a1141b42b955dd….png)

>>41760

I know someone cam't take a joke.. You must be fun at parties!

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 No.41769

>>41764

pretending to be retarded etc. etc.

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 No.41828

>>41023

object based huds are work? whats wrong with them?

what I would rather see is stuff to make the world more immersive...

actual weather that doesn't suck! rendered by the engine rather than slow in game methods.

ability to make a surface into "water" or "sky"

the engine has such nice looking water but it is only able to be generated at one place really?

being able to make a surface parallax to look like a sky would be great too.. suppose this is the same engine that still can't figure out which alpha layer to put on top.

I would really like them to update the mesh shape of the system avatar ... why is it still so blocky ? it has to be possible to make it a smooth effectively "built in" mesh avatar ?

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 No.41831

>>41828

>object based huds are work? whats wrong with them?

They are a 3D object attached your camera, and all of their rendering detail is still there. Depending on how complex a HUD is, it's an unnecessary performance hitter and a waste of space.

Additionally, having the ability to make an interface for an object, rather than a simple dialog box can greatly improve things like adjusting poses in a poseball system, for example. No longer would you have to click X+ a billion times or whatever just to get a pose just right.

>actual weather that doesn't suck! rendered by the engine rather than slow in game methods.

Applying pessimism, it seems like an additional thing that would further lower framerates to the game, which SL doesn't need until they somehow optimize everything. Content creators are probably to be blamed for a lot of this.

>ability to make a surface into "water" or "sky"

With speculars and normals, you could probably pull decent looking water off if you're clever enough about it. A sky prim feels like it might have griefing potential, however, but you could perhaps make a literal skybox otherwise. Not a bad idea.

>being able to make a surface parallax to look like a sky would be great too

I wonder if this is going to be one of the features of the upcoming Windlight system? There's going to be custom clouds, moons, and suns otherwise.

>suppose this is the same engine that still can't figure out which alpha layer to put on top.

Hilariously, people have been selling this as a feature for some of their products, so it'd probably be difficult for LL to actually consider changing that.

>I would really like them to update the mesh shape of the system avatar ... why is it still so blocky ? it has to be possible to make it a smooth effectively "built in" mesh avatar ?

Again, existing products need to stay as they are. LL would of course be hesitant to change that sort of thing.

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 No.41832

>>41831

Though, following up with my mentions of alphas, they could probably add a new alpha mode where alphas just don't suck regarding alpha blending.

But we'd expect too much of LL in that regard.

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 No.42524

animesh is available on the beta grid http://wiki.secondlife.com/wiki/Animesh_User_Guide

>rez or upload mesh (must be less than 20k triangles and have modify perms)

>drop animation into object inventory

>use llStartObjectAnimation or llStopObjectAnimation

and for some reason it increases the LI of the mesh dramatically, ,mine went from 1 to 200...

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 No.42540

>>41832

>Though, following up with my mentions of alphas, they could probably add a new alpha mode where alphas just don't suck regarding alpha blending.

They did that years ago, it's called "masked".

If you're hoping for a version of blended alpha that doesn't have the blended alpha glitches you're going to be waiting a long time because it's not an SL issues, it's a 3D rendering issue. Videogames avoid using blended alpha except in specific circumstances where they can minimize issues because of the problems it has.

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 No.42541

>>42524

>and for some reason it increases the LI of the mesh dramatically, ,mine went from 1 to 200...

I wonder if this is a problem LL is going to solve, or this is how they're going to render a long awaited feature useless.

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 No.42546

>>42541

>>42540

From: http://wiki.secondlife.com/wiki/Animesh_User_Guide#Are_there_any_restrictions_on_animesh_content.3F

"Animesh objects in-world (ie, not attached to an avatar) will have a land impact that counts against the limits for the region they are in. Currently being animesh adds an additional 200 to the land impact of an object."

It's not something they're looking to solve, it's how they specifically chose for it to work.

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 No.42548

>>42546

>It's not something they're looking to solve, it's how they specifically chose for it to work.

Linden Lab: Snatching defeat from the jaws of victory since 2002!

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 No.42557

>>42546

>Guys we spent a lot of manpower adding this feature!

>But you can't use unless you have a goddamn full sim because we're morons

:)

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 No.42581

>>42546

"We want to solve the problem of scripty pets!"

"Let's add 200 land impact to potential pets!"

Seriously, those sculpt blob breedables take up a whole lot less than that.

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 No.42597

>Regarding the 200 land impact, that's not likely to be the final value, just an initial placeholder for Aditi testing. We will be revisiting all the cost/complexity controls based on performance results.

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 No.42633

>>42597

I assumed that to not be the case, but it concerns me if that's the direction they're going in. I can easily envision them finalizing it at 50 land impact or so.

Best case scenario, it only adds 5 land impact or less by it being animesh, plus whatever complexity the mesh has. Good thing it caps at 20,000 triangles for good reason.

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 No.42643

>>42524

>>42541

>>42546

>>42581

>>42597

>>42633

https://youtu.be/P9j5w-5nnZg?t=1010

>"200 isn't the final number, it's the number we're going to have for the test regions"

...lets hope so?

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 No.42680

Too bad you can't use physics shapes for animesh. That would allow for some creative uses of jiggle physics in "unrigged" animesh attachments.

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 No.42683

>>42680

I personally always wanted a mesh version of flexi for a while now. I mean, supposedly someone can just simulate the flexi but it'd still be costly nonetheless.

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 No.42838

>>42683

That's really the thing I want, yeah. And better collision meshes for avatars, while we're at it. And flexi that can interact with those collision meshes.

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 No.42840

You know what I want?

The ability to attach avatars to avatars.

I want some actual shoulder riding and holding to happen between two avatars to fulfill that size difference fetish.

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 No.44048

>>42840

Thats going to be a thing in like 2-3 months. Animesh

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 No.44049

>>42633

50,000 triangles now, and they are testing new limits and starting work on final cost testing.

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 No.44082

File: a6f762b9dde06e6⋯.png (115.16 KB,365x302,365:302,1344272595849.png)

do they have a release window for animesh yet?

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 No.44224

>>44048

No, I mean, attaching an avatar, like an actual player to another player.

I know you can attach animesh otherwise, yes.

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 No.44933

File: 87cd8b0918460a8⋯.jpg (12.13 KB,211x256,211:256,1280119055935.jpg)

As a sim owner, I want terraforming to be massively updated.

In it's current state, terraforming is one of the most mind numbing stupid chores of Second Life. It's like trying to flatten the bed sheets on your bed, but if you flatten one part, it messes up the rest of the bed. Not sure why something so clearly fucked up is left in to this day.

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 No.44953

>>44933

It's apparently better in Sansar.

Unfortunately Sansar is still missing a lot of SL tech though.

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 No.45267

>>44953

sansar is still being developed?

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 No.45362

>>45267

I hope not

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