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mesh_issues - [Some Mesh Items Vanish If I Cam In]

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Mesh Issues

General

So you have the latest viewer and still can't see mesh - what's the deal?

Well, it isn't necessarily automatic. Depending on your specific hardware, certain settings that need to be enabled for mesh, may be set off by default.

Go to PreferencesGraphics -> General; then enable Basic Shaders.

If this remains greyed out, then increase the level of Render Quality until Basic Shaders becomes enabled and can be checked.

Make sure you have a reasonable draw distance. If you have difficulty rendering mesh, lower it; if your draw distance is over 128, set it to 128, or less. (The optimal value for draw distance is entirely dependent on your own hardware; you will need to experiment to find what works best for you.)

In some cases, worn mesh attachments will not render properly still. Go to PreferencesGraphics -> Rendering and disable both of the Alpha Mask Rendering options.

There are also rare instances of glitches where mesh that you are wearing appears worn by another avatar (yes, it is bizarre!). In that case, try going to Preferences → Graphics → General, and enable Hardware Skinning.

In some cases, low-end graphics cards or very old graphics drivers may require you to turn hardware skinning off rather than on. Before doing this, please try updating your graphics drivers and review the other options on this page, as turning hardware skinning off may reduce your performance.

If you have Webroot SecureAnywhere Antivirus, see Webroot Issues. For other antivirus apps, see our Whitelisting Guide, and be sure to whitelist all parts of the viewer. This may need to be done from scratch each time you upgrade to a new version.

If mesh is simply slow to appear, but does appear eventually, that is not necessarily a problem with mesh itself; please work through this page: Slow Rezzing.

HTTP fetching may be overloading your router; please try the suggestions given here; if they do not help, revert the changes made then return to this page and continue.

If none of the above work - and make sure you try all of them first! - then in the top menu bar, open Advanced → Debug Settings, type in Mesh2MaxConcurrentRequests and gradually decrease (not increase) the value. (If Advanced is not visible on the top menu bar, press Ctrl-Alt-D.) If it does not help, try increasing the value from the default. Under no circumstances should you increase this beyond 64. Please see this comment on a related JIRA ticket for an explanation of the possible drawbacks of increasing this setting. Additionally, we recommend returning it to default once the mesh you're trying to see is visible.

Some Mesh Items Vanish If I Cam Out

In most cases, this is due to the mesh item being made low LOD so as to reduce its land impact. You should never try to resolve this by increasing LOD above the maximum allowed in Preferences → Graphics → General (4), as that would result in greatly increased memory use, usually leading to a significantly increased rate of crashing. Rather, the issue is inherent in how the mesh item was made. So you either live with it, or replace the item.

Some Mesh Items Vanish If I Cam In

The opposite effect of what was described above. This happens when mesh objects have far too many triangles in the high LOD models. The viewer is overloaded and cannot render anything else. To resolve this, you will need to remove some nearby items, preferably the ones that are too complex. You can try to determine which those are by editing each item, looking at the Object tab, and look at the mesh information on the right. Any mesh item – or group of mesh items – with an excessively high number of triangles is possibly causing your problem.

Spikes and Colored Shards Across Screen

This happens more frequently for those using ATI/AMD graphics and drivers, but has been seen occasionally with Nvidia graphics and drivers as well. Visit Graphics Glitches for ways to address this.

Pyramids / Triangles / Ducks

If you can see most mesh fine but a specific mesh item fails to render and/or displays a pyramid, triangle, or ducky when it's first worn or rezzed, then read on. This is caused by mesh that fails to load, and in many cases is a result of having too high a draw distance in the presence of a lot of complex mesh.

  • Reduce draw distance significantly, then relog. That often clears the problem.
  • If that doesn't help, reboot all your network hardware and then your computer.
  • (If the problem occurs only on selected regions, it could simply be a symptom of region lag–see this page for information. In this case, there may be nothing you can do about it.)

If this still doesn't help, then:

  • Back up your settings - see this page
  • Wipe your settings manually, as explained in this page
  • Log back in and see if the mesh renders correctly. If it does…
  • Restore your settings (see the backup page above), then check the mesh again.

Mesh Appears Splotchy, Blotchy, or Has Strange Patches of White, Black, or Other Colors

In Preferences → Graphics → General, make sure Basic Shaders and Hardware Skinning are enabled.

Mesh Bodies or Heads Look Broken / Have Parts Floating Next to Them

Modern mesh bodies and heads often use a lot of smaller pieces to make up the whole item, so parts can be hidden under clothing. Sometimes the rigging information for one or more of these pieces gets corrupted during download and stuck in the viewer's cache. Currently, the best way to fix this issue is to clear cache.

Please note: this only applies when parts look broken or incomplete. For mesh parts that look ok but that are simply floating in space, see Slow Rezzing.

OpenSim-Specific

If certain mesh objects are invisible on Firestorm 5.0.11 on OpenSim grids, set the debug setting FSEnforceStrictObjectCheck to False. To change that setting:

  1. Go to top menu, Advanced (Ctrl-Alt-D to enable Advanced, if it isn't), Show Debug Settings
  2. Type in FSEnforceStrictObjectCheck, set to False
  3. Close the DebugSettings window.


On OpenSim grids, mesh should never be uploaded using “Analyze”. Analyze should only be used on grids that support Havok.
On Firestorm 5.0.11, mesh uploaded with Analyze is likely to render invisible when FSEnforceStrictObjectCheck is set to true.
An in-depth discussion about this problem can be found here.


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fs_bake_fail - removed ref to SUN-99, which is inaccessible

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Dealing with Avatar Bake Fail

For bake fail issues on grids which do not have Server Side Appearance, please refer to this page.

The introduction of Server Side Appearance (SSA) has resulted in a significant reduction of problems concerned avatar bake fail (ie, skin or layered clothing failing to rez, your avatar remaining a cloud, etc). SSA completely changes how avatar textures are handled, and the new process is far less prone to errors introduced by connection or region problems.

Nonetheless, problems may occur and are largely due to network connection problems. This page addresses the known issues and offers solutions.

If you receive a message that the system has “Failed to find [name of any item] in the database” every time you try to wear or remove something, please see this page first Failed to find in database.

First Steps

  • In your inventory, find a different shape from the one you normally use, and wear it, replacing the one you have on. If that doesn't fix the issue, then do the same thing for your
    • system skin
    • system eyes
    • system hair base
    • If that doesn't work, read on.
  • If you have RLV enabled, in Preferences → Firestorm → Extras (top option), disable it and relog, then try the above step again.
  • Your inventory needs to be fully loaded before you will bake. Click on the Recent tab of the Inventory window. Make sure that the inventory count doesn't say “Fetched” or “Fetching”; if it does, your inventory is still loading. Let it finish. If it isn't moving, try typing random characters into the inventory search box.
    Should your inventory not fully load, please refer to this page for help on getting it to load.
    Once you have done that, try the first bullet point again.
  • Select a different outfit in your Outfits folder and select Replace Outfit.
  • Make sure that all of the 4 required system parts are worn:
    • Method 1: In your Inventory window, Inventory tab, Current Outfit folder, make sure the four required system parts all show as worn: shape, skin, eyes, hair base. If not, right-click them and wear them.
    • Method 2: Open the Appearance window (Avatar menu → Appearance), go to the Wearing tab, scroll to the bottom, and make sure that the last four items listed are your shape, skin, hair and eyes. If one of those items is missing, find it in inventory and wear it.
    • If you are unable to wear all 4 items, create a new folder in your inventory with the 4 basic items, plus system clothing if you wish (no attachments). Then right click the folder and select Replace Outfit.
  • If you are connected via cellphone, you will most likely see yourself and everyone grey. You need to have a decent internet connection. So if possible, switch to that, then see if you rez in normally.
  • Reboot your router/modem.
  • If none of the above helps, then continue reading.

Avatar Is Invisible

If you have more than one monitor, and run Firestorm on any but the primary, try moving the Firestorm window to the primary monitor.

If this doesn't help, continue with the next section.

Avatar Textures Remain Blurry

This also applies if you are a cloud.

The best way to fix this is not via the usual rebake (Ctrl-Alt-R), but instead by right clicking your avatar name tag and selecting Tex.Refresh:

  • Context menu: right click → Texture refresh
  • Pie menu: Right click → Appearance → Tex refresh.

This is generally the result of the viewer not loading or using all the bake data - which may be a sign of a connectivity problem. If it persists, try going to a different region, preferably a known low lag one like Hippo Hollow or Cyclops.

For more info, you can refer to this JIRA.

Avatar Textures Remain Grey

The first thing to try is a Tex.Refresh, as described above.

If this does not help, chances are very good that one of the textures on the (layered) clothing you' re wearing, is bad.

  • Remove all worn layered clothing, tattoos and alphas, then Tex.Refresh as described above.
  • If this results in a fully baked, naked avatar, start re-adding the clothing layers, one at a time. One will probably show entirely or partly grey. This will be the one with the corrupted texture(s), and needs replacing.
  • If you are still grey, or partly grey with no layered clothing worn, try a different avatar skin, see if that rezzes in correctly. If so, then the problem is with the avatar skin.

For more info, see this LL JIRA.

This issue can also occur if you are using a cellphone connection to access SL. This is currently under investigation by LL. For more, refer to this forum thead.

This issue can also occur if you are having DNS problems. The DNS problems usually occur in such a way that the only symptom you will see will be grey avatar textures and the problem can be intermittant. The workaround for this is to change your DNS to Google Public DNS.

Persistent Bakefail Not Fixed by Anything Above

Changed Clothing Doesn't Update for Others

If you find that a change of outfit can be seen by you, but not by others, then you most likely are affected by an issue which seems to be the result of using a certain other third party viewer. Only LL can fix this issue; you will need to file a support ticket with them.

firestorm_classes - [Firestorm Classes]

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²(

Firestorm Classes

These classes are based on our official Firestorm release and are conducted in text except when otherwise noted. There's no need to talk, but you may want to be able to hear. We also usually have help available to answer questions in text. This schedule is subject to change.

Note that it is best if you are on Firestorm for the classes.

Locations are indicated in the far right column as follows:

Class times and days change regularly. Classes may be held any day of the week, with start times from 8am to 7pm SLT. Nonetheless, if the class times are still inconvenient you may prefer to watch recorded versions of some of these classes on YouTube.

Unscheduled classes may also be held on an impromptu basis. If this happens, a notice will be sent in Firestorm Support English. secondlife:///app/group/3a1be8d4-01f3-bc1a-2703-442f0cc8f2dd/about

*All times SLT*

Thur 11 Jul 11 Am – Reporting Bugs, Requesting Features (TEXT ONLY)
Learn how to communicate effectively with our devs to make the changes to Firestorm you want or need.
FS
Fri 12 Jul 9 Am – Avatar Complexity and Graphics Presets (TEXT ONLY)
Learn how to boost performance with av complexity and improve usability with the presets.
FS
Sat 13 Jul 2 Am – Firestorm Skins (TEXT ONLY)
This class covers the differences among Firestorm's many skin options, including the Vintage Classic and Colorable User Interface skins.
FS
Sun 14 Jul 3 Pm – Animation Overrider (TEXT ONLY)
On Firestorm, you can save scripts and HUD space by running your AO animations through the viewer. Learn how to set up and get the most out of this feature.
FS
Mon 15 Jul 2 Pm – Basic Troubleshooting (TEXT ONLY)
An introduction to basic methods to start locating problems. Focused on Firestorm but some parts are non-viewer-specific.
FS
Tue 16 Jul 9 Am – Backing up Settings and Logs (TEXT ONLY)
This class covers how to save your settings and chat logs on your computer. Recommended to take this before the Clean Install class.
FS
Wed 17 Jul 2 Pm – Contact Sets (TEXT ONLY)
There is a cool feature called Contact Sets that lets you organize your Contact List. We'll cover how to set them up and use this epic feature.
FS
Thur 18 Jul 1 Pm – Introduction to Firestorm and the Wiki (TEXT ONLY)
This class gives you an overview of the Firestorm Viewer and of our greatest informational resource, our Wiki, including search tips.
FS
Fri 19 Jul 9 Am – Clean Install (TEXT ONLY)
Learn how to correctly and quickly perform this most fundamental and important of tasks. Recommended to take Settings Backup class first.
FS
Sat 20 Jul 2 Am – Menus 1 (TEXT ONLY)
We will be covering the menus on the top bar, from Avatar through Help.
FS
Sun 21 Jul 3 Pm – Menus 2 (TEXT ONLY)
We will cover the Advanced and Develop menus in the top bar.
FS
Mon 22 Jul 2 Pm – Odds & Ends 1 (TEXT ONLY)
This class covers some of Firestorm's handiest features, like Inventory, Radar, and some hard-to-find gems.
FS
Thur 23 Jul 1 Pm – Odds & Ends 2(TEXT ONLY)
Learn about fun and useful items like how to use Autocorrect, using the Command Line for a number of tools, and more.
FS
Fri 22 Jul 9 Am – Preferences Set 1 (TEXT ONLY)
We will cover some of the Firestorm preferences (General, Chat, Privacy), based on our current release.
FS
Sat 23 Jul 2 Am – Preferences Set 2 (TEXT ONLY)
We will cover some of the Firestorm preferences (Graphics, Network & Cache), based on our current release.
FS
Sun 24 Jul 3 Pm Preferences Set 3 (TEXT ONLY)
We will cover some of the Firestorm preferences (Move & View, Advanced, Firestorm), based on our current release.
FS
Mon 25 Jul 2 Pm – QuickPrefs Customization + Lag (TEXT ONLY)
Two mini-classes in one. One discusses the causes of lag in SL. The other explains how to customize your Quick Preferences.
FS
Tue 26 Jul 9 Am – Preferences Set 4 (TEXT ONLY)
We will cover some of the Firestorm preferences (Colors, Skins, Notifications, User Interface, Sounds and Media).
FS

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Preferences - Graphics

NOTE: Photographers can access and change many of the settings quickly and conveniently via the Phototools Window.

General

  • Preset in use: Shows the name of the graphics preset in use.
  • Quality and speed: Allows you to adjust the graphics quality (lower is faster). Many options are changed based on this setting.
    • Reload Defaults: The circular arrow to the right of the Quality and speed slider (above) will revert all graphics settings to default values. Use this if you have made changes that have a negative impact on the veiwer and cannot remember what you changed.
  • Fullscreen Mode (requires restart): Enable this if you want to run Firestorm in full screen mode, as opposed to windowed.
  • Shaders:
    • Transparent water: Allows water to look transparent instead of opaque. Enable this (if it isn't already) if you exeprience glowing water while wearing rigged mesh.
    • Bump mapping and shiny: Enables the rendering of shiny and bump mapped surfaces.
    • Local Lights: Globally enables/disables local lights.
    • Basic shaders: Allows rendering of high-quality water, basic lighting, and other graphical effects.
    • Atmospheric shaders: Enables advanced atmospheric and lighting.
    • Advanced Lighting Model: Check this to allow shadows and other features to be enabled. Note that enabling this can cause instability and performance issues; click here for known specifics. For more how shadows behave, see this SL wiki page.
    • Ambient occlusion: Checking this enables more realistic shadows; the stability and performance note above also applies here.
  • Shadows:

    Lets you choose what light sources cause shadows; this is available only if the Advanced Lighting Model option above is enabled.
    • none
    • sun/moon
    • sun/moon and projectors
  • Water Reflections: Allows water to reflect terrain, objects, and avatars.
  • Point Lighting: Affects the number of rendered light sources when Advanced Lighting Model (above) is disabled. A viewer restart is needed if this setting is changed.
  • Draw distance:

    Affects how far out from your viewpoint objects will be rendered in the scene.
  • Max particle count: Sets the maximum number of particles you are able to see on your screen at once.
  • Maximum complexity: Controls at what point a visually complex avatar is shown as a jellydoll. 1) Current defaults are:
    • Low: 35,000
    • Low-Mid: 100,000
    • Mid: 200,000
    • Mid-High: 250,000
    • High: 300,000
    • High-Ultra: 350,000
    • Ultra: 350,000
  • Max # of non-imposter avatars: Sets the number of avatars that will be fully rendered.
  • Post process quality: Determines the resolution with which glow is rendered. A lower setting will cause glow to look slightly pixelated.
  • Avatar Physics: Affects the detail of avatar physics. Set to 0 to disable avatar physics entirely.
  • Level of Detail (LOD) Distance Factors:

    • Objects & Sculpts LOD: Determines the amount of detail the viewer will use in rendering object shapes; a lower setting causes objects to appear more angular and polygonal.
      Setting this higher than 4 via Debug Settings is not recommended. Please see here for details on why high values are not recommended.
    • Flexiprims: Determines the amount of detail the viewer will use in rendering flexible object shapes.
    • Trees: Determines the amount of detail the viewer will use in rendering (Linden) tree shapes.
    • Avatars: Determines the amount of detail the viewer will use in rendering avatar shapes.
    • Terrain: Determines the amount of detail the viewer will use in rendering terrain.
    • Sky: Controls the detail with which windlight skies are rendered. Higher values mean better quality but lower performance.
  • Avatar Rendering:
    • Hardware skinning: This allows some aspects of avatar rendering to be handled by your graphics card to improve performance.
    • Avatar cloth: Allows the rendering of flexible cloth on avatar clothing, such as shirts and flared pants.
  • Terrain Detail: Choose the amount of terrain detail you would like to see. Setting this option to Low replaces the ground texture with a low-resolution ground texture.
    This option is not available (ie, it is greyed out) if Basic Shaders is enabled, in which case it is always set to High.
  • Presets: Three buttons which allow you to save, load or delete graphics settings presets.
    • To create a preset, set your graphics settings as you like. Click “Save” and give the preset a name.
    • To load a preset that you have created, click “Load” and choose the preset to load.
    • To delete one, click “Delete” and choose the preset to delete.
    • The presets can be accessed either from Preferences → Graphics → General or from the presets button in the upper right of the viewer, near the media and sound controls.

Hardware Settings

  • Anisotropic Filtering: Enables anisotropic filtering to improve texture quality. This setting may reduce your viewer's performance. For more information see this wikipedia page.
  • Enable OpenGL Vertex Buffer Objects: VBO on modern hardware gives a performance gain. However, older hardware often has poor implementation of VBOs and the viewer may become unstable when this is enabled. VBO is explained in depth here.
  • Enable Streamed VBOs: Allows the use of streamed VBO as well as static; only works if you have VBO enabled.
  • Enable Lossy Texture Compression: If this is enabled, texture compression will be enabled for rendering. This gives improved performance, and a smaller grapics memory footprint, at the cost of lower quality rendered textures. Textures are compressed by the video card before being stored into video memory. Given that compressed textures can often end up pixellated, it is not recommended that this be enabled unless you have little video memory. Ref: SL JIRA MAINT-708.
  • Enable support for HiDPI displays: (Mac OSX only; requires restart). This will generally give you a sharper display but a lower frame rate. this option is disabled by Default. Reference http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/6.1.1.525446
  • Antialiasing: Smoothes jagged edges. Renders a scene the number of multiple times that is actually shown and scales it down. Choose the level of antialiasing the viewer will use (requires restart). This setting has no effect when Advanced Lighting is enabled.
  • Gamma: Use the Windlight Sky Editor's Scene Gamma control on the Atmosphere/Sun tab instead of this; currently functional only if Atmospheric Shaders are disabled.
  • Viewer Texture Memory Buffer (MB): This is the amount of graphics memory the viewer will use. By default, it is set to the size of your graphics card's memory.
    • 32bit versions only. This setting is hard limited to a maximum of 512MB. Lowering this value may resolve certain texture corruption and performance issues, but under normal circumstances you should not need to alter this setting.
    • 64bit versions only. This setting is hard limited based on the VRAM available with your graphics card. It is recommended you increase the slider to use the maximum available to prevent texture thrashing.
      • GPU 1GB = up to 768MB
      • GPU 2GB+ = up to 1024MB
      • GPU 4GB+ = up to 2048MB
  • Fog Distance Ratio: Determines how far away Second Life's fog effect begins. Lower values = closer fog. Only used when you have Atmospheric Shaders disabled. If Atmospheric Shaders are enabled, this effect is handled by the Distance Multiplier control in the Advanced Sky Editor.

Rendering

World Updating

  • Freeze updates to World (pause everything): This suspends rendering. Useful for picture taking, if you wish to capture a specific scene that might otherwise change while you are preparing.

Texture Rendering

  • Use HTTP for receiving textures: Uses the HTTP protocol to fetch textures as opposed to the older UDP. Always on, as it is required for SL.
  • Restrict maximum texture resolution to 512px (64bit only; requires restart) (default on 32bit already).
  • Max Texture Quality Level: If you have a poor connection, you may wish to reduce the level of texture detail. This can be set to Normal, Minimal or None.
    Naturally, setting this to anything other than Normal will result in textures displaying poorly, or not at all. Do not change unless absolutely necessary - for example, if you have a very poor connection but need to be online, and don't care if you can see textures or not.

Alpha Mask Rendering

These options control when alpha masking should be used in an attempt to mitigate the well known alpha sorting issue, in which prims behind other prims may appear to flicker in front. The two options are:

  • Render alpha masks when “Advanced Lighting Model” is not enabled
  • Render alpha masks when “Advanced Lighting Model” is enabled

Miscellaneous Rendering

  • Render Glow: If enabled, shows the glow effect on any prims that have it.
    • Strength: Controls the intensity of the glow effect. The default is 2.
  • Show avatars that haven't finished loading: Equivalent to the debug setting RenderUnloadedAvatar.
    Note that this is not a solution to a bake fail, as it doesn't actually fix anything; it merely forces the viewer to display whatever it happens to have managed to load. It is recommended that this be always left disabled.
  • Limit Framerate: Yield some time to the local host if a threshold framerate is reached. The framerate limit is set with the slider to the right.
  • Show the Scene as Wireframe: Enables wireframe display of everything. Note that this setting does not persist after a relog.
  • Enable Attached Lights (Face Lights): Enable this if you wish to see the affects of lights worn by avatars.
  • Render Attached Particles: Enable to see particles generated by worn attachments.
  • Time to delay while pre-caching before showing world: Allows the world to start caching before it is shown, at login.
  • Quality of the shadows: Adjusts the quality of shadows. Note that increasing this will significantly impact rendering speed (FPS).
  • Scale of Terrain Texture Rendering (requires restart): Indicates the scale of terrain textures, with lower values being more compressed textures.

Depth of Field

Depth of field simulates real life blurring that occurs when things are not in focus. For example, if you are taking a photo of a person, then typically, things in the background will be blurred; the futher away, the more blurred. If you shift your focus to a tree behind the person, then the person will, in turn, become blurred.

For more information, refer here.

You can adjust the following settings to mimic RL camera effects.

  • Depth of Field: Enabling this causes out-of-focus objects to be blurred, depending on distance.
    • Enable while in edit mode: Normally, DoF disables when you edit something; if you enable this, DoF will remain active.
  • Camera F Number: Controls maximum screen radius from which to sample from, to avoid graphics card In real world terms this is the aperture setting for the lens and the lower the value the shorter the depth of field will be. The same applies to SL.
    The default value is 9.00
  • Camera Focal Length mm: This tells the viewer what Focal Length/Lens Length to simulate for the DOF effect. Higher numbers produce a narrower depth of field.
    The default is 50.0
  • Camera FOV degs.: This tells the viewer what FOV you would like to simulate for the DOF effect. Higher values will produce a more narrow depth of field.
    The default is 60.00
  • Camera Aspect ratio: This is supposed to be aspect ratio of the camera you're modelling. For example, a 35mm camera has an aspect ratio of 3:2 (1.5). Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.
    Apparently, this currently has no effect.
    The default is 1.50
  • DOF Focus Transition Time: This sets the time in seconds it take to the viewer to change focus from one object.
    The default is 0.50
  • DOF Rendering Quality: This determines the quality of the DOF Effect. For non-photography uses '.25' is good. For setting up shots '.50' or '.70' is very nice. For shooting quality images '1.00' is best. Note that High values will slow down your FPS.
    The default is 0.70
Note: Normally, focus will be where ever you set it by alt left-click. However, you can have the focus follow the mouse cursor, even without having a 3D mouse installed.
  1. Go to the top menu, World → Photo & Video → Cameratools→ 3D Mouse, and enable 3D Mouse. (This setting does not survive a relog if you do not have a 3D mouse installed.)
  2. Enable Depth of Field and set values as described above.
  3. To have the focus under the mouse cursor, toggle FlyCam mode on (Advanced → Shortcuts → Joystick Flycam, or Alt-Shift-F).
    Note that alt left-click will now move your avatar rather than change camera focus. So for photos, it is best to set up your shot the usual way, then go into flycam right before taking the picture, which you can do with Snapshot to Disk, Ctrl-`.


See this page for documentation on Firestorm 6.0.2 (56680) and earlier.
1)
Refer to this SL wiki page for information on avatar complexity and jellydolls.

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Height Adjustment

If you find that your feet are in the ground - or conversely that you are floating above the ground, you can adjust your height to get yourself back where you should be.

Hover Height adjustment:

  • Either: Right click your avatar, select Appearance, then Hover Height. A window opens. Use the slider to adjust your height above the ground, then close the window.
  • Or: go to Quick Prefs > Hover Height, and adjust the slider there.

  • Note: RLVa is able to control this setting. If you find the setting changing apparently on its own, and you use RLV, one of your attachments may be adjusting the setting. Go to the RLVa menu → Debug → Show Debug Messages, and enable that setting. You will now see lots of “owner say” messages starting with “@….” One of them will most likely be @adjustheight:-0.2345=force or similar. This will tell you what attachment is controlling the setting.

NOTE: There is an old hover setting in your shape. Right click yourself, select Appearance → Edit Shape. In the Body tab, scroll down to Hover. In general, it is best to leave this setting at 50 (the default value) since the setting has been deprecated. Values other than 50 sometimes cause erratic hover problems.

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Firestorm - Older Releases

Firestorm 6.0.2 (56680) Animesh Release

Firestorm 6.0.2 (56680) Animesh Release Notes

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Windows Setup.exe
MD5 Checksum: 8379a8f1c3718c559a49730bf19c1f03
Windows
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Windows Setup.exe
MD5 Checksum: 08a67070083a1399997db2aaa102d8df
Windows
32-bit Havok
32 and 64 SL only X Full Release Firestorm Release 6.0.2.56680 32 bit Windows setup.exe
MD5 Checksum: eeff3311b8de3ea5520f0b874c31f59f
Windows
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Windows setup.exe
MD5 Checksum: 9ddaac654820a5168c1f4bed4603fc6b

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Intel Mac.dmg
MD5 Checksum: bbaa09e46bc325c42ac854083c3ce634
Mac
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Intel Mac.dmg
MD5 Checksum: 5c152ac11982c01b25edcadef26e9366
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Linux.tar.bz2
MD5 Checksum: c11857b11dbb4a4accfc785529d63451
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Linux.tar.bz2
MD5 Checksum: 9e20172f32789f68671c0be8bcdd8315

Firestorm 5.1.7 (55786) Release

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full release Firestorm 5.1.7.55786 64 bit Windows Setup.exe
SHA1 Checksum: 4B1825A91EF9DBE52620D633FA247298BE287799
Windows
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.1.7.55786OS 64 bit Windows Setup.exe
SHA1 Checksum: 0CB57C547315978BAAA3B3CA8CB45F689821712E
Windows
32-bit Havok
32 and 64 SL only X Full release Firestorm 5.1.7.55786 32 bit Windows setup.exe
SHA1 Checksum: DD7E88AD355D44C9E4E442C8949178CFE3025A62
Windows
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.1.7.55786OS 32 bit Windows setup.exe
SHA1 Checksum: DCF353EB42D2865ED92A5516FEA551B88BF68AD2

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full release Firestorm 5.1.7.55786 64 bit Intel Mac.dmg
SHA1 Checksum: A7D4A742CC12875E9D54B11CCCEA345E79D9525D
Mac
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.1.7.55786OS 64 bit Intel Mac.dmg
SHA1 Checksum: 48B990D62A37C7731B35A90628CBD90E7F887461
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm 5.1.7.55786OS 64 bit Linux.tar.bz2
SHA1 Checksum: D4566FE18A3B06355216C0E3DCE484B04F5DB9C8
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.1.7.55786OS 32 bit Linux.tar.bz2
SHA1 Checksum: 224EF25880E235D37DF69FC3DB54BCD9B1B82CCF

Firestorm 5.0.11 (53634) Release

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full release Firestorm 5.0.11.53634 64 bit Windows Setup.exe
SHA1 Checksum: 5B746AA3006DCC2DB15EC8277251FC63B29D1BC1
Windows
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.0.11.53634OS 64 bit Windows Setup.exe
SHA1 Checksum: 92DD6CCE6117A9BEFAAFB244F5288A925C060E34
Windows
32-bit Havok
32 and 64 SL only X Full release Firestorm 5.0.11.53634 32 bit Windows setup.exe
SHA1 Checksum: BA62E1C0E5A5FA9C56D723EF92C8DAC0A8E7C215
Windows
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.0.11.53634OS 32 bit Windows setup.exe
SHA1 Checksum: 154FC28D554F8B972563B2E4ADB54A131C928D08

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full release Firestorm 5.0.11.53634 64 bit Intel Mac.dmg
SHA1 Checksum: 88FC025613BF9B908B44E8E073EABE8614CC7C62
Mac
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.0.11.53634OS 64 bit Intel Mac.dmg
SHA1 Checksum: F5626947FB6DE7432D85D1AE0426C831957B8089
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm 5.0.11.53634OS 64 bit Linux.tar.bz2
SHA1 Checksum: 9868458AB717A1B7EAA166AE4DA5AB76AA28F86C
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.0.11.53634OS 32 bit Linux.tar.bz2
SHA1 Checksum: 0336F33989F9A5238BDF5D66AC8722CF695E6F1A

firestorm_change_log_6.2.4.57588 - created

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Firestorm Release Notes 6.2.4.xxx FIXME


Firestorm 6.2.4.xxx Downloads can be found HERE


New Features And Improvements In This Release

This page shows all changes since the Firestorm 6.0.2.56680 Animesh Release.
If you are updating from an earlier version then 6.0.2, see HERE for previous release notes.FIXME

For a summary of all the major new features and improvements in this release, please
see Inara Pey's FIXMEFirestorm 6.2.4.xxx blog post.



Linden Lab New Features and Improvements


Too many to list them all here.
See the full change log FIXME for details.
Highlighted fixes are listed below.


Firestorm New Features and Improvements


  • Merge up to Linden Lab viewer FIXME code-base
    Firestorm 6.2.4.xxx is fully merged up to the FIXME Linden code-base, plus some cherry picked fixes from upstream.
    Ansariel Hiller


RLVa Fixes and Improvements


Firestorm 6.2.4 is using the RestrainedLove API: RLV v3.2.1 / RLVa v2.2.0.57583

Here are the full RLVa 2.2 Release Notes



Skinning And Translations


Translation updates and improvements
  • German - Ansariel Hiller
  • Polish - PanteraPolnocy Resident




For Builders And Scripters



Communications





Inventory, Appearance, Avatar



User Interface



Performance and Stability Improvements



Known Issues

FIXME

Firestorm JIRA Link Details Official viewer bug? 1) New on 6.2.4?
FIRE-22968Sim surrounds no longer showing with new update to firestorm BUG-225295 No
FIRE-22746 Alpha masking with mask cutoff of 1 shows white lines in it BUG-225039 No
FIRE-22776 Web-page does not scroll using mousescroll in internal viewer browser BUG-216094 No
FIRE-22212 Dragging a folder of no copy items into object contents does not remove the no copy items from inventory view till relog BUG-203011 No
FIRE-22230 Gestures containing the “BigSmile” or “Open Mouth” built-in animation take way too long to load BUG-139305 No
FIRE-19333 Legacy Profile 2nd Life Pic sometimes blurry and opens at 32×32 instead of full size N/A No
FIRE-18160 [CEF] Media volume control has no effect on media volume. Mac & Linux onlyBUG-11821 No
FIRE-17392 Counts of individual Roles are reported wrong in the Group info BUG-10804 No
FIRE-17101 Unable to see group members belonging to any group role in the Roles tab until you switch to the Members tab and back to Roles tab. BUG-10447 No
FIRE-16745 Standing up from Groundsit triggers walk/run BUG-10122 No
FIRE-15967 Avatar moved underground when adding accessories to worn items while in edit mode. While wearing deformer skeleton. BUG-8616 No
FIRE-15852 Some rigged mesh avatars are deformed on post-attachment fix viewers for self and all observers BUG-9010 No
FIRE-12520 Highlight transparent no longer highlights particles that use a texture containing alpha BUG-4731 No
FIRE-12496 On Materials enabled viewers, textures containing alpha display as full bright if basic shaders are disabled BUG-4709 No
FIRE-12213 Enabling Advanced Lighting Model in graphics preferences causes horizon to invert BUG-4430 No
FIRE-12072 Alpha masking is broken again on avatar clothing when ALM is enabled BUG-4357 No
FIRE-11929 Some prims have black moire-like patterns when ALM is enabled MAINT-3302 No
FIRE-11740 Mesh clothing with solid/sheer clothing combo pixelated
Mac only
MAINT-3238 No
FIRE-10883 Context Menu - The top of the right click menus are hidden No No
FIRE-10041 Rotating Objects flicker from a distance MAINT-2648 No
FIRE-7979 Changing from Ultra to Low with basic shaders disabled breaks much of the UI MAINT-3363 No

Change Log Since 6.0.2.56680 Animesh Release

1)
Only publicly viewable issues are given as links

downloads - old revision restored (2019/02/18 01:54)

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Firestorm Viewer Downloads For Second Life

OpenSIM versions of FS do not have Havok. That only matters if you're uploading mesh objects and need to specify the mesh physics properties, or if you need to manipulate the region navmesh for pathfinding. The terms of the Havok license prohibit its use anywhere but Second Life, so it's not present in OpenSim versions.


Firestorm Viewer is certified to be free of viruses and malware.

Current Release

Firestorm 6.0.2 (56680) Animesh Release

Firestorm 6.0.2 (56680) Animesh Release Notes

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Windows Setup.exe
MD5 Checksum: 8379a8f1c3718c559a49730bf19c1f03
Windows
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Windows Setup.exe
MD5 Checksum: 08a67070083a1399997db2aaa102d8df
Windows
32-bit Havok
32 and 64 SL only X Full Release Firestorm Release 6.0.2.56680 32 bit Windows setup.exe
MD5 Checksum: eeff3311b8de3ea5520f0b874c31f59f
Windows
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Windows setup.exe
MD5 Checksum: 9ddaac654820a5168c1f4bed4603fc6b

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Intel Mac.dmg
MD5 Checksum: bbaa09e46bc325c42ac854083c3ce634
Mac
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Intel Mac.dmg
MD5 Checksum: 5c152ac11982c01b25edcadef26e9366
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Linux.tar.bz2
MD5 Checksum: c11857b11dbb4a4accfc785529d63451
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Linux.tar.bz2
MD5 Checksum: 9e20172f32789f68671c0be8bcdd8315

More information about the 64-bit builds can be found here.

Supported Operating Systems

Windows

  • Windows 7 SP1, 8.1 and 10 32bit and 64bit are supported.
    Earlier versions of windows are not supported.
  • Firestorm 5.1.7 & 6.0.2 will NOT even install on Windows XP.
  • Firestorm 5.1.7 & 6.0.2 may install on Windows Vista but is likely to be very unstable.
  • Windows 10 - Firestorm 5.1.7 & 6.0.2 are compatible with Windows 10.
    However, if you are running Windows 10 on a system with an older Intel graphics card which does not support Windows 10 - Intel HD 2000, Intel HD 3000 or anything marked as “No” for Windows 10 on this list,
    you will only be able to run the 32bit versions of Firestorm 5.1.7 & 6.0.2, even if you have a 64bit version of Windows 10.
    Please see this page for detailed instructions if you are running Windows 10 on an older unsupported Intel card and have problems running Firestorm 5.1.7 or 6.0.2.

Mac

  • Mac 10.9 or later OS X versions are supported.
  • MacOS Mojave 10.14 will run Firestorm 5.1.7. viewer and newer.
  • Mac PPC is not supported.
  • Firestorm 5.1.7 & 6.0.1 viewers will NOT run on Mac 10.6, 10.7, 10.8, 10.9, or 10.10.

Linux

  • We use Debian to build our Linux viewer. Any actively maintained, up-to-date Debian-based distribution should be able to run Firestorm. However, due to the variety of distributions and SL's small Linux user-base, we cannot provide testing and support beyond those systems that our own team use. Feel free to submit details of your success and/or failure to any Firestorm team member or to the Firestorm Jira.
  • Some additional libraries and/or packages may be needed; they are listed on this page.
  • Certain older unsupported hardware may not be able to support Firestorm.

Additional Downloads to Fix Problems

Windows

  • SLURLs not working in your browser, or choose to open with a different viewer (Windows)

Additional Downloads to Enhance User Experience

Flash

Firestorm 6.0.2, 5.1.7, 5.0.11 Release

  • Windows - Download in Firefox or Chrome to play Flash media inside Second Life.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Opera & Chromium - PPAPI under Step 2.
    Install Flash.
  • Mac - Ensure that you have the most recent version of Flash for Safari installed. You an get this via the normal update process, or from Adobe.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Safari and Firefox – NPAPI under Step 2.
    Install Flash.
  • Linux - You need to have the pepperflash plugin installed, which can be satisfied by installing Google Chrome.

Quicktime

Firestorm 6.0.2, 5.1.7, 5.0.11

  • Windows - Quicktime does not need to be installed to play media on Firestorm 5.0.1 or later.
  • Mac - Quicktime to play streaming videos. (iTunes is not needed)

GStreamer

for Linux only

  • Info for download to play streaming videos. (Please read page for info on installing GStreamer for your particular distribution.)

Growl

  • Growl for Windows– As of November 2018 this site is dead. Users who already have Growl installed can continue to use it for the time being. Windows users may be able to download a copy from its github release page.
  • Mac– This site will lead you to the Mac App Store for downloading. Please note the reviews and the update status of Growl before purchasing; Firestorm cannot guarantee its functionality.
  • Linux: Growl is implicit in libnotify, which should come already installed in most distros. However, if you are on a 64-bit linux, you may need to install the 32-bit version of libnotify. For ubuntu and similar (like mint), run the following command:
    sudo apt-get install libnotify4:i386

DirectX Runtime

Windows only

  • DX runtime April 2011 to help increase performance and stability. For all versions of Windows. Please refer to this page.

Video Drivers

Mac drivers are included with OS upgrades. However, to determine what card you have, select “About this Mac” from the Apple menu, then click “More Info”. Under Hardware select Graphics/Displays.

If you are not sure what type of video card you have, use GPU-Z found (win only) here. For linux, in a console use:
lspci | grep VGA

Nvidia Video Driver

  • Latest driverLast checked 16/02/2019 - Windows: 418.91 (2019.2.13 ) - Linux: 410.93 (2019.1.3)

ATI Video Driver

  • Latest driverLast checked 16/02/2019 - Windows: Adrenalin 2019 Edition 19.1.1 (1/21/2019) - Linux: 18.50 (2/7/2019)

Intel Video Driver

Source code

fs_asset_blacklist.png - created

downloads_new

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Firestorm Viewer Downloads For Second Life

OpenSIM versions of FS do not have Havok. That only matters if you're uploading mesh objects and need to specify the mesh physics properties, or if you need to manipulate the region navmesh for pathfinding. The terms of the Havok license prohibit its use anywhere but Second Life, so it's not present in OpenSim versions.


Firestorm Viewer is certified to be free of viruses and malware.

Current Release For Second Life

Firestorm 6.2.4 (57588) Release

Firestorm 6.2.4 (57588) Release Notes

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit
64-bit only SL only X Full Release Firestorm Release 6.2.4.57588 64 bit Windows Setup.exe
MD5 Checksum: 232191D3F5AD16FDFD8953BE21A0E1B3
Windows
32-bit
32 and 64 SL only X Full Release Firestorm Release 6.2.4.57588 32 bit Windows setup.exe
MD5 Checksum: 4209BB41E0F80D6E081B3B616D1DEA85

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.2.4.57588 64 bit Intel Mac.dmg
MD5 Checksum: FAE7F7B66B3428622003B950AF2BAFD2
Mac
32-bit Havok
32 and 64 SL only X n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only Full Release Firestorm Release 6.2.4.57588 64 bit Linux.tar.bz2
Linux
32-bit Havok
32 and 64 SL only n/a n/a

More information about the 64-bit builds can be found here.

Supported Operating Systems

Windows

  • Windows 7 SP1, 8.1 and 10 32bit and 64bit are supported.
    Earlier versions of windows are not supported.
  • Firestorm 5.1.7 & 6.0.2 will NOT even install on Windows XP.
  • Firestorm 5.1.7 & 6.0.2 may install on Windows Vista but is likely to be very unstable.
  • Windows 10 - Firestorm 5.1.7 & 6.0.2 are compatible with Windows 10.
    However, if you are running Windows 10 on a system with an older Intel graphics card which does not support Windows 10 - Intel HD 2000, Intel HD 3000 or anything marked as “No” for Windows 10 on this list,
    you will only be able to run the 32bit versions of Firestorm 5.1.7 & 6.0.2, even if you have a 64bit version of Windows 10.
    Please see this page for detailed instructions if you are running Windows 10 on an older unsupported Intel card and have problems running Firestorm 5.1.7 or 6.0.2.

Mac

  • Mac 10.9 or later OS X versions are supported.
  • MacOS Mojave 10.14 will run Firestorm 5.1.7. viewer and newer.
  • Mac PPC is not supported.
  • Firestorm 5.1.7 & 6.0.1 viewers will NOT run on Mac 10.6, 10.7, 10.8, 10.9, or 10.10.

Linux

  • We use Debian to build our Linux viewer. Any actively maintained, up-to-date Debian-based distribution should be able to run Firestorm. However, due to the variety of distributions and SL's small Linux user-base, we cannot provide testing and support beyond those systems that our own team use. Feel free to submit details of your success and/or failure to any Firestorm team member or to the Firestorm Jira.
  • Some additional libraries and/or packages may be needed; they are listed on this page.
  • Certain older unsupported hardware may not be able to support Firestorm.

Additional Downloads to Fix Problems

Windows

  • SLURLs not working in your browser, or choose to open with a different viewer (Windows)

Additional Downloads to Enhance User Experience

Flash

Firestorm 6.0.2, 5.1.7, 5.0.11 Release

  • Windows - Download in Firefox or Chrome to play Flash media inside Second Life.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Opera & Chromium - PPAPI under Step 2.
    Install Flash.
  • Mac - Ensure that you have the most recent version of Flash for Safari installed. You an get this via the normal update process, or from Adobe.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Safari and Firefox – NPAPI under Step 2.
    Install Flash.
  • Linux - You need to have the pepperflash plugin installed, which can be satisfied by installing Google Chrome.

Quicktime

Firestorm 6.0.2, 5.1.7, 5.0.11

  • Windows - Quicktime does not need to be installed to play media on Firestorm 5.0.1 or later.
  • Mac - Quicktime to play streaming videos. (iTunes is not needed)

GStreamer

for Linux only

  • Info for download to play streaming videos. (Please read page for info on installing GStreamer for your particular distribution.)

Growl

  • Growl for Windows– As of November 2018 this site is dead. Users who already have Growl installed can continue to use it for the time being. Windows users may be able to download a copy from its github release page.
  • Mac– This site will lead you to the Mac App Store for downloading. Please note the reviews and the update status of Growl before purchasing; Firestorm cannot guarantee its functionality.
  • Linux: Growl is implicit in libnotify, which should come already installed in most distros. However, if you are on a 64-bit linux, you may need to install the 32-bit version of libnotify. For ubuntu and similar (like mint), run the following command:
    sudo apt-get install libnotify4:i386

DirectX Runtime

Windows only

  • DX runtime April 2011 to help increase performance and stability. For all versions of Windows. Please refer to this page.

Video Drivers

Mac drivers are included with OS upgrades. However, to determine what card you have, select “About this Mac” from the Apple menu, then click “More Info”. Under Hardware select Graphics/Displays.

If you are not sure what type of video card you have, use GPU-Z found (win only) here. For linux, in a console use:
lspci | grep VGA

Nvidia Video Driver

  • Latest driverLast checked 16/02/2019 - Windows: 418.91 (2019.2.13 ) - Linux: 410.93 (2019.1.3)

ATI Video Driver

  • Latest driverLast checked 16/02/2019 - Windows: Adrenalin 2019 Edition 19.1.1 (1/21/2019) - Linux: 18.50 (2/7/2019)

Intel Video Driver

Source code

preferences_move_tab

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Preferences - Move & View

NOTE: Photographers can access and change many of the camera settings quickly and conveniently via the Phototools Camera Window.

For a general introduction on how to move your avatar and control your view, refer to this page.

View

  • View angle: Affects the camera field of view.
  • Distance: Changes the distance that camera view follows your avatar.
  • Transition Time: How long it takes for the camera to adjust to quickly changed camera positions/angles.
  • Smoothing: Affects how smoothly the camera moves.
  • Disable camera constraints: Allows you to move your camera further away from your avatar. (Same as top menu bar→ Advanced → Disable camera constraints.)
  • Don't use the mouse wheel to control zoom level of the camera: By default, scrolling the mouse wheel results in the camera zooming in or out; enabling this option will disable that feature.
  • Automatically pose avatar during (select one or more):
    • Build/Edit: When selected, the camera automatically moves to center on the object you're editing.
    • Appearance: (set by default) When selected, the camera automatically zooms in on your avatar when you enter Appearance mode. It also automatically focuses as you select different Body Parts and Clothes tabs. Deselect this to leave the camera where it is.
      • Add Additional Lighting: If enabled, when you go into Appearance, you will have extra lighting to iluminate your avatar. (This option is not available if the one above is disabled.)
      • Show Visual Hints: Option to disable preview thumbnails (visual hints) when editing shape.
  • Clicking your avatar keeps camera position: When enabled, clicking on your avatar will focus the camera at the point that you click on your avatar.
  • Reset camera position after teleport (within a region): If enabled, the camera will revert to the default position after a TP within the region; when disabled, it will remain where it is, relative to your avatar.
  • Reset camera position on avatar movement: If you enable this, the camera will revert to its default position whenever you move your avatar; disable this to inhibit the camera reset. Useful when taking photos, if you need to move your avatar a bit without the camera moving from where you are pointing it.
  • Disable minimum camera zoom distance: Allows the camera to zoom as far in as you want, allowing you to see inside prims.
  • Turn avatar towards camera direction on reset view: If this is enabled (old default behavior), then when you hit Esc to reset your camera, the avatar will turn to face whatever direction your camera was pointing at when you pressed Esc; with this disabled, your avatar will not move, but instead the camera will rotate round behind it.
  • Allow the camera to move without constraints through prims: If enabled will not keep your camera view on the same side of a prim as your avatar. For example put your back against a wall, and you see the other side of the wall. When disabled, your point of view would be over your head, and you see inside.
  • Show the default camera controls minifloater always as opaque: If enabled, the camera conrols window will always be opaque.
  • Re-render temporary derendered objects after teleport: If enabled, temporarily derendered objects will remain derendered until you teleport; otherwise, they stay derendered until your relog, or a manually re-rendered via the asset blacklist window.

Mouselook

  • Enable Mouselook functionality: Enable this if you wish to use Mouselook.
    Mouselook can be entered either by scrolling forward with your mousewheel, or by using the 'M' key on your keyboard (which first equires enabling WASD for movement, in Preferences->General), or from top menu, Advanced → Shortcuts.
    • Show avatar in Mouselook: Will allow you to see yourself when in mouselook. Does not show the entire avatar, but looking down you would see your feet.
    • Show user interface in mouselook: Normally, in mouselook, user interface elements such as the inventory window, IM windows, etc, are hidden. If you enable this, they will remain on screen.
    • Don't close Conversations and Radar window when changing into Mouselook: By default, these windows close when you go into mouselook; enabel this if you prefer that they stay open.
    • Enable context menus in Mouselook: If you enable this, you will be able to open the pie/context menu using Alt Right click.
    • Leave Mouselook using the scroll wheel: If enabled, then you can exit mouselook by scrolling back with your mouse scrollwheel.
    • Show Mouselook Instructions: Will show the “press esc to exit mouselook” message while in mouselook.
    • Show Mouselook Crosshairs: when enabled, crosshairs are displayed in mouselook mode.
    • Enable combat features: Enables IFF (Identification Friend or Foe).
      • Draw target markers: Draws arrows pointing to friend/foe avatars.
      • Range: Max range for the above.
    • Mouselook mouse sensitivity slider: This affects how far your avatar turns in mouselook. Moving the slider to the right causes your avatar to turn farther When you move the mouse, with the same amount of mouse movement.

Movement

  • Arrow keys always move me: The arrow keys move your avatar around if you hit them while chatting in the main chatbar. Disable this if you prefer to use arrows keys to move back/foward in text you have typed, so you can edit it. NOTE: This only affects the main chatbar, at the bottom of the screen. It does not work in chat windows in the main Conversations window.
  • Pressing letter keys affects movement (i.e. WASD) instead of starting local chat: Enabel this if you wish to have the WAD keys move your avatar.
  • Use AZERTY keyboard layout: Enable this if you have an AZERTY keyboard; if your keyboard has a QWERTY layout, leave it disabled.
  • Tap-tap-hold to run: Allows you to double-tap and hold the up arrow key to run.
  • Fly/Land on holding up/down: Allows holding the PgUp or PgDown button to fly/land, respectively.
  • Enable crouch toggle mode: If this is enabled, pressing PgDown will put you into a crouch; you will remain that way till you press it again. Otherwise, you need to press and hold PgDown to stay in a crouch.
  • Disable waiting for pre-jump and landing animations: In effect, a fast jump. Same as the option in the top menu, Avatar→ Movement → Quickjump.
  • Allow avatars to walk backwards on your screen: If this is left off, your avatar will turn around to face the camera when you walk backward. This option affects only what you see, and does not work with scripted AOs, only the client AO (or no AO).
  • Turn avatar towards a selected object: Disable this option if you do not wish your avatar to turn to an object when you select or edit it.
  • Movement at region crossing:
    • Predict. Original behavior. This will cause the viewer to try to predict movement into the region ahead, using bogus movement until the session with the region ahead has been setup.
    • Stop. Experimental option. Does what its name implies. Movement at the region crossing will cease until the session with the region ahead is setup and data is received (such as a position update).
  • If built in LSL Bridge movelock is active…
    • Always re-lock position after region change: If you enabled the movelock function in top menu, Avatar → Movement → Move Lock (Ctrl-Alt-P), then this keeps the lock enabled if you teleport.
    • Lock and unlock position after stopping or starting movement: With this setting enabled, you will be able to move even if movelock is enabled; movelock will still prevent being pushed.
  • Single click on land: Clicking a spot on the ground can either do nothing, or cause you to walk to that spot.
  • Double click on land:

    Double clicking a spot on the ground can:

    • Do nothing
    • Cause you to walk to that spot
    • Teleport you to that spot. (See also the Firestorm Bridge.)

Teleports

  • Play sound effect when teleporting: Allows you to hear the teleport sound effect.
  • Always fly after teleporting: If enabled, your avatar will automatically fly when arriving at a new destination, after a teleport.
  • Always show the Teleport cancel button: This allows teleports to be cancelled once started. Note that cancelling a TP in progress may log you out.
  • Disable Teleport Beacons: Disables the red indicator arrows and the vertical beacons that sometimes are shown after a teleport. Thus if you do not land at the exact location you wanted to (due to teleport routing), you will not have the beacon to guide you to your intended destination.
  • Disable Teleport Screens: Disables the black teleport screen during all teleports.
  • Do not close the map when teleporting: Enable this is you want the map to stay open after a TP.
  • Keep 'Show Friends Only' enabled after teleporting: If this is off, then the Show Friends Only option (top menu, World→ Show Friends Only) will automatically disable after teleport. Handy in case you forgot that you enabled it, and then wonder why you can't see anyone.

Map & Minimap

Minimap Options

  • Enable Minimap Rotation: When enabled the minimap will rotate when your avatar turns.
  • Double click on Minimap: Select an action when you double click a point on the Minimap:
    • No Action
    • Open World Map
    • Teleport
  • Pick Scale: Controls the radius of the pick range on the minimap.

Note: Other options concerning minimap are found under PreferencesColors -> Minimap.

World Map Options

  • Filter duplicate landmarks on world map: If enabled, duplicate landmarks are filtered out of the Landmarks drop down menu on the world map.
  • Show additional region information on World Map: Displays avatar count and maturity level on the world map.
  • Show grid coordinates on the world map: Display regions' grid coordinates on the world map.
  • Enable double click teleports on the World map: Allow teleport to a location on the world map by double clicking.


See this page for documentation on Firestorm 5.0.11 (53634) and earlier.

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