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application_template_no_not_delete

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Support App: @@User name@@

Submitted: %G-%m-%d

General Information

User name: @@User name@@
URI: @@Your account URI@@
Skype: @@Skype handle@@
Email: @@Email (preferably one that does not reveal personal information)@@

About You

Why do you want to be on the support team?
@@Why do you want to be on the support team?@@

Would you be open to providing support in the following contexts:

  • In IM?
    @@In IM?@@
  • In person, at an in-world location?
    @@In person, at an in-world location?@@
  • On a website where users submit help tickets out-of-world? (Training provided if you need it.)
    @@On a website where users submit help tickets out-of-world? (Training provided if you need it.)@@
  • Teaching in-world classes?
    @@Teaching in-world classes?@@

Name three places in SL that 'wow' you.
@@Name three places in SL that 'wow' you.@@

What special interests do you have in SL (for example: building, designing clothes, photography)?
@@What special interests do you have in SL (for example: building, designing clothes, photography)?@@

What frustrates you most about Second Life?
@@What frustrates you most about Second Life?@@

What do you like most about Second Life?
@@What do you like most about Second Life?@@

What languages do you speak/write?
@@What languages do you speak/write?@@

What is your timezone?
@@What is your timezone?@@

How long have you been in SL (on any account)? (We don't need to know other account names.)
@@How long have you been in SL (on any account)? (We don't need to know other account names.)@@

How long have you been using Firestorm?
@@How long have you been using Firestorm?@@

Problem Solving

What's the first thing to do when someone asks a question?
@@What's the first thing to do when someone asks a question?@@

Depending on the issue the person is reporting, what are three questions you might ask them to find out more information and help you find an appropriate fix?
@@Depending on the issue the person is reporting, what are three questions you might ask them to find out more information and help you find an appropriate fix?@@

People Skills

What do you feel is the best way to handle each of the following types of challenging group members?

  • Someone (not a support team member) who answers a support question with bad advice or wrong information?
    @@Someone (not a support team member) who answers a support question with bad advice or wrong information?@@
  • Someone seeking help who responds to your followup questions and suggestions in an aggressive and defensive manner?
    @@Someone seeking help who responds to your followup questions and suggestions in an aggressive and defensive manner?@@
  • Someone seeking help who is polite but doesn't understand your suggestions?
    @@Someone seeking help who is polite but doesn't understand your suggestions?@@

Describe some things about Firestorm support group chats that work well or don't work well – either things personally involving you or things you have observed.
@@Describe some things about Firestorm support group chats that work well or don't work well – either things personally involving you or things you have observed.@@

Have you helped out in a Firestorm support group? What kinds of questions have you answered, or what kind of help have you given?
@@Have you helped out in a Firestorm support group? What kinds of questions have you answered, or what kind of help have you given?@@

How well do you respond to criticism?
@@How well do you respond to criticism?@@

Describe a time when you had to admit to one or more people that you were wrong about something. How did you feel while doing it? How did it work out? Would you be comfortable doing that in a public context?
@@Describe a time when you had to admit to one or more people that you were wrong about something. How did you feel while doing it? How did it work out? Would you be comfortable doing that in a public context?@@

Technical

Give an example of a problem where you might suggest that the user clear cache.
@@Give an example of a problem where you might suggest that the user clear cache.@@

Give an example of a problem where clearing cache would not help solve the problem.
@@Give an example of a problem where clearing cache would not help solve the problem.@@

Give an example of a problem where you might suggest that the user reinstall the viewer.
@@Give an example of a problem where you might suggest that the user reinstall the viewer.@@

Give an example of a problem where reinstalling would not help solve the problem.
@@Give an example of a problem where reinstalling would not help solve the problem.@@

If a user finds him/herself unable to walk or move, what would be the first thing you would suggest be checked?
@@If a user finds him/herself unable to walk or move, what would be the first thing you would suggest be checked?@@

How do you change your display name?
@@How do you change your display name?@@

Does high complexity cause region lag?
@@Does high complexity cause region lag?@@

What is the highest value LOD you should use in normal situations?
@@What is the highest value LOD you should use in normal situations?@@

What is the range of normal chat?
@@What is the range of normal chat?@@

If you cannot see an item you have rezzed out, how would you go about finding it?
@@If you cannot see an item you have rezzed out, how would you go about finding it?@@


floater_pathfinding_linksets

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Pathfinding Linksets

Per the Second Life Wiki, this floater displays information on all the linksets in the current region that the user has the ability to edit.

Filter by:

Filter by Name Enter text by which to filter the linkset list based on Name attribute.
Filter by Description Enter text by which to filter the linkset based on the Description attribute.
Filter by linkset use… Click to display only the linksets that match selected use.
Apply Click to apply the filters to the linkset list.
Clear Click to clear the filters and return the linkset list back to the original un-filtered contents.
  • Refresh list Click to refresh the linkset list from the server. Use after you add or delete a linkset inworld.
  • Select all Click to select all linksets in the list.
  • Select none Click to deselect all selected linksets in the list.
  • Show Beacon Select to display a beacon indicating the inworld location of each selected linkset.
    Use to locate hard-to-find or invisible linksets in the region.
  • Take Click to take the selected linkset(s) into your inventory.
  • Take Copy Click to take a copy of the selected linkset(s) into your inventory.
  • Teleport Me To It Teleports you to the selected linkset.
    Useful to find faraway linksets.
    Note this button is only enabled when you have selected one linkset.
  • Return Click to returns the selected linkset(s) to the owner's inventory.
  • Delete Click to delete the selected linkset(s) from the region.
  • Choose Linkset Use Change the linkset use attribute of the selected linkset(s).
  • Walkability Coefficients Enter individual walkability coefficients for each character type (A, B, C, D).
    Walkability coefficients range from 0% to 100% to determine the influence the effect the linkset has on a character's speed while the character is traversing across the linkset object.
    For example, a linkset with Walkability Coefficient of 50% for character type A will cause characters of type A to reduce their speed by half while the character is traversing the object.
  • Apply Changes Click to apply changes to the selected linkset(s) use type and/or walkability coefficients.

Notes

  • For linksets with use fields marked as “[restricted]”, only certain linkset use modes are available.
    This restriction is the result of the object not having modifiable permission enabled for the user.
  • For linksets with use fields marked as “[concave]”, the linkset use modes for Material Volume and Exclusion Volume are not available.
    This restriction is the result of the shape object not being convex. All pathfinding volumes **must* be convex.
  • The “[Terrain]” linkset is available to be viewed and edited by the estate managers only.
    Additionally, while the walkability coefficients for the “[Terrain]” linkset are modifiable by estate managers, the Linkset Use field of “[Terrain]” linkset is not modifiable by anyone and will always be “Walkable”.

fs_install_crash

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Crashing During Install or Startup

General

Firestorm Won't Start Up after a Recent Nvidia Update

Firestorm "Locks Up" on "Initializing VFS"

If you have Intel Graphics HD, Intel Graphics HD2500 and Intel Graphics HD4000, and are using the 64bit version of Firestorm 5.0.7 or later, on Windows 10, refer to this page.

If you don't have the above graphics and this occurs, chances are good that some part of cache is corrupt. Deleting it should solve the problem.

  • Locate your cache folder. You will probably need to do this manually, if you are unable to log in. Use a file manager (like Windows Explorer for Windows system, Dolphin, or some such) to locate the cache folder. In its default location, the cache folder is hidden on most OSs. To find it, you will need to show hidden folders. Default cache locations are:
    • Windows 7, 8.1, and 10: press [Win] + [R] and type %localappdata%, then look for the Firestorm folder. (This method avoids having to un-hide folders.)
    • Mac: ~/Library/Caches/Firestorm
    • linux: ~/.firestorm/cache or ~/.firestorm_x64/cache
  • Delete the cache folder you located.
  • Log back into SL, to a quiet region (try Hippo Hollow, Aich or Hatton). Allow your inventory and cache to repopulate fully.

Windows only: If the above doesn't work, then click the speaker icon in the system tray, then touch the volume slider, just enough to change the volume slightly. It may be that the Windows sound system has stalled; this should “give it a kick”.

If the above fails, then try doing a full wipe of all settings.

Startup Crash with "Must Supply a Comment for Control..."

This indicates that a debug setting (a control) is missing a comment. It is unclear which comment is missing, but the fix is to reinstall Firestorm using the Clean Install procedures.

Login Crash with a Private Pool Error

Ref. FIRE-12339

This is almost always caused by the MemoryPrivatePoolEnabled being set to TRUE. It should never be set to TRUE. But before you try to fix this, we could really use a copy of your crash logs to help us work on a fix. See here for steps to collect your crash logs, then attach those logs to FIRE-12339.

Then, do the following:

  • Make sure hidden files/folders are set to show - see here for steps.
  • Browse to your user_settings folder. This is located at -
    • Windows XP: C:\Documents and Settings\ [USERNAME] \Application Data\Firestorm\user_settings
    • Windows Vista, 7, or 8, 8.1, and 10: C:\Users\ [USERNAME] \AppData\Roaming\Firestorm\user_settings
    • Mac: User/Library/Application Support/Firestorm/user_settings
    • Linux: ~/.firestorm/user_settings
  • In the user_settings folder, find the file named “settings.xml”
  • Open settings.xml in a text editor - For Windows, Notepad++ is ideal for this
  • Search settings.xml for the term MemoryPrivatePoolEnabled
    You will see a block of text like so:
<key>MemoryPrivatePoolEnabled</key>
<map>
<key>Backup</key>
<boolean>0</boolean>
<key>Comment</key>
<string>Enable the private memory pool management</string>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<boolean>1</boolean>
</map>
  • Near the bottom there, change the “<boolean>1</boolean>” line just above </map> to “<boolean>0</boolean>”
  • Save changes to settings.xml and edit the text editor.
  • Login.
  • Profit.

Other Crash Situations

Issues outside of Firestorm can, and often do, result in viewer crashes….

  • Make sure your file system is not corrupt by running chkdsk or equivalent for your OS.
  • On Windows, ensure that your registry isn't messed up by running CCleaner or similar.
  • Reboot your PC and moder/router.
  • Ensure that video drivers are current, as well as your OS.
  • Do a Reinstall of Firestorm. Be sure to use a fresh download of the viewer; either clear your browser cache or use a different browser for the download.

By Operating System

Windows

  • If the installer does not run at all, try the following steps (this solution was described for Vista SP1; it has not been confirmed for other Windows versions):
    • Right click the installer .exe
    • Click Properties
    • On the bottom of the general tab is a message “This file came from another computer and might be blocked to help protect this computer”
    • Click Unblock
    • Installer should run.
  • You may have corrupt registry information; refer to this page. This is especially common for those rolling back from Win10 to an older version of Windows.
  • If you crash at startup with an error like: “failed to initialise properly code (0x0150002)”, or you get an error that the “side-by-side” configuration is incorrect, or“Firestorm failed to start because the application configuration was incorrect. Reinstalling the application may correct the problem”, please download this and install it, as your system is likely incompatible with the Visual Studio C++ 2005 SDK DLLs: AppFix.exe
  • Open the Firestorm install folder and search for any files named .config - delete any you find.
  • Note that some anti-virus software will result in errors during installation; more information is here.
  • If you are using an ATI (AMD) graphics card, then please refer here for known problems with these cards.
    For nVidia issues, plese refer to this page.
Windows 10

If you are using Windows 10, and have an Intel 2000/3000 or older graphics card, please refer to this page if you cannot start Firestorm without crashing.

Windows Vista or Windows 7

If you crash during login, then try setting Firestorm to XP compatibility:

  • Locate your desktop shortcut for Firestorm
  • Right click on the icon and select Properties
  • Select the Compatibility tab
  • Check the “Run this program in compatibility mode for:” and select Windows XP from the drop down
  • Click Apply.

If you get a User Account Control security popup, then please see this page.

linux

If you have just installed Firestorm on a linux system and it will not start, it is highly likely that you are missing some required libraries. You need to verify if this is the case.

You need to open Terminal and cd to the Firestorm install directory. If you are unsure how to locate it, use your linux file manager to find it first; it will help you locate the install directory. Useful shorcuts:

  • ~/ - is your home directory
  • ~/Desktop - is your desktop directory

so for example, from terminal, you would do something like this:

cd ~/Firestorm

Assuming that Firestorm is installed in the directory called Firestorm, in your home.

Once there, copy the following into Terminal:

LD_LIBRARY_PATH="./lib:${LD_LIBRARY_PATH}" ldd bin/do-not-directly-run-firestorm-bin | grep not\ found

This will spit out a list of libraries that are not found on your system. You will need to install these with your package manager.

Viewer wont start due to an error with libstdc++

On the odd occasion, some have reported an error like the one below:

bin/do-not-directly-run-firestorm-bin: /lib64/libstdc++.so.6: version `GLIBCXX_3.4.22' not found (required by bin/do-not-directly-run-firestorm-bin)

If you see this error, it means your distributions libstdc++ library isn't compatible (possibly due to age of the library).

If the viewer will not start because of this specific error, try downloading this library, and place it in the lib directory under the viewer install directory.

Note, this solution is to be considered a workaround. Ideally, you should consider investigating matters such as being up to date with operating system updates for your distribution etc.

For popular distributions such as Ubuntu, please ensure you are using a current distribution release. For Ubuntu systems (Ubuntu, Kubuntu etc), please visit https://wiki.ubuntu.com/Releases to check the status of your distribution. If you are using a distribution that is end of life, or, on the verge of being end of life, please consider updating to a current release.

server_attachment_issues

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Worn Attachments Not Visible to Others after TP

A problem that is frequently reported is that worn rigged mesh attachments will sometimes be invisible to others after you have teleported. This can generally be fixed by selecting top menu, Avatar → Avatar Health → Refresh Attachments. Should that fail, then you will need to relog.

In order to reduce the chance of this happening, you should ensure that all worn rigged mesh items are attached to a different body attachment point (make sure NOT to attach to HUD, or only you will see the item on yourself). Many creators leave item attachment points at the default, which is right hand. This can result in many attachments being stacked on this point, making the above described issue far more likely to occur. So when wearing an outfit, check each rigged mesh part, and if attached to right hand, reattach to a different spot, and one not in use by something else. (You only need to do this once with newly acquired clothing, as the newly selected attachment point is remembered.) Having done that, and as explained in the following section, detach the item after having done this, so that the change saves.

Changes to Attachments Revert after Crash

A somewhat common occurrence: changes you made to an attachments, either by manual editing, or by the use of an applier, will revert if you subsequently crash.

This is due to how SL works. Changes to attachments only save when you detach the item, or when you relog. So in order to avoid this situation, any time you make any change to an attachment (and this includes hiding/showing parts of a mesh body), detach the item, count to 10, then re-attach.

Worn Attachment Not Showing as Worn in Inventory

Attachments which are visibly seen as worn may not show as worn in inventory. As a result, attempting to detach them by right clicking the inventory item name is not possible.

Different solutions are suggested… please try these, one at a time, in the order given, until one fixes you.

  1. Right click the attachment on your avatar, and detach it via the pie menu.
  2. If the above fails, go to a low lag region, such as this one, log out there, then log in to last location. At that point try to detach, either the usual way, or as described above.
  3. Try the Replace Outfit procedure described below.

Bridge Doesn't Show as Worn

The problem is less easy when the attachment in question is the bridge. If for any reason you find yourself needing to replace a worn bridge and it is not showing as worn, then you will need to force it off. The suggested procedure is as follow:

  • Go to Preferences → Firestorm → General → Enable LSL-Client Bridge and uncheck it
  • Go to the “Worn Items” tab in inventory and detach any worn bridge - if possible
  • Right click your avatar, and from the pie menu select: Take Off → Detach → Torso → Bridge … if it is not greyed-out
  • Search Inventory for “client bridge” and delete them from inventory and trash
  • Log off
  • run the viewer again, but do not log in
  • Go back to Preferences → Firestorm → General and re-enable the bridge
  • Log into a place where rezzing is permitted, so the bridge can be created and worn

Attachments Detach Then Reattach on Login

If instead you find that when you log in, attachments are being detached and then reattached, sometimes several on the same spot, then try the following procedure:

  • Make a temporary folder somewhere you can find it easily
  • In that folder, put a copy of your skin, shape, hair/bald base and eyes - and perhaps a pants and top layer - no prims!
  • Right click the folder name and select Replace outfit. Not Wear, not Add, Replace. This step is VITAL
  • Now relog
  • Once you are logged back in, you can put your usual extras back on, hair included. And hope that it holds.

Scripted Attachments Stop Working after TP

If a scripted attachment (such as a HUD) stops working following a TP, this may be because the attachment has actually fallen off during TP. You may see it on your screen, but the server thinks it is detached, so the scripts won't run. Try the following:

  • Detach and reattach the item. It may help to relog before and/or after.
  • In addition, if the HUD attaches to the Center 2 HUD point, try changing it to a different HUD attachment point. Attachments may be less likely to “fall off” of other attachment points.

Note: this is related to this bug.

firestorm_troubleshooting_fr - [En rapport avec SL]

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Diagnostics et Solutions Rapides - Firestorm Viewer

Pour une information de base sur comment demander de l'aide, cliquer ici.
Cette page couvre les problèmes que vous pourriez rencontrer avec Firestorm; pour les questions sur la façon d'utiliser le viewer, voyez plutôt la page Questions et Réponses.
Les sujets sont ici organisés par problèmes directement en rapport avec le viewer, et par problèmes qui sont réellement liés à Second Life ou à des bugs.
Si vous ne trouviez pas l'aide nécessaire, alors contactez le support. La meilleure façon de contacter le support pour une assistance rapide sont les groupes dans Second Life. Autrement vous pouvez contacter n'importe quel membre de notre équipe de support. Nous ferons de notre mieux pour vous aider.
Si vous pensez avoir trouvé un véritable bug - ou si vous souhaitez soumettre une demande de paramètre - vous pouvez déposer un JIRA.

Introduction

Pour une introduction au diagnostic des pannes de base, référez-vous à cette page.

Tutoriels

Il existe des vidéos-tutoriels sur YouTube; visitez et ajoutez à vos favoris : Phoenix Viewer channel.

En rapport avec Firestorm

Problèmes de Crash/Connection

Search, Audio, Video and Voice

Autres

En rapport avec SL

General

Lag and Network

Matériel

Système d'Exploitation / Logiciel

Windows
Mac
linux

Other

server_attachment_issues_fr - [Worn Attachment Not Showing as Worn in Inventory]

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Problèmes d'Attachements liés aux Serveurs

Les Attachements Ne Sont Pas Visibles Pour Les Autres Après Une Téléportation

On nous rapporte parfois que les attachements en “rigged mesh” deviennent soudain invisibles poru les autres après une téléportation. Ce problème peut généralement être résolu en cliquant dans le menu Avatar > Avatar Health Refresh Attachments. Si cela ne fonctionne pas, vous devrez vous déco/reco.

Pour réduire ce genre d'incident, assurez-vous que tous les articles en “rigged mesh” que vous portez soient attachés sur des points différents (attention à ne PAS attacher à un point réservé aux HUDs, ou bien vous serez le ou la seul(e) à voir cet article sur votre avatar). De nombreux créateurs ne modifient pas le point d'attachement par défaut qui est la main droite. Cela a pour effet de voir tous les articles en “rigged mesh” s'attacher sur le même point d'attachement, et donc d'augmenter le risque d'avoir ce problème. Donc lorsque vous portez une tenue, vérifieé chaque article en “rigged mesh” et s'ils sont attachés à la main droite, rattachez-les sur un autre point de préférence inoccupé par un autre attachement. Une fois que ceci est fait, détachez l'article pour que le point d'attachement soit sauvegardé.

Les Modifications Faites Sur Les Attachements Sont Annulées Après Un Crash

Il s'agit d'un incident assez courant : les modifications que vous avez effectuées sur un attachement, que ce soit en mode édition ou par le biais d'un “applier”, se trouvent annulées si vous crashez.

La cause en est la façon dont SL fonctionne. Les modifications faites sur les attachements ne sont enregistrées qu'a)rès avoir détaché l'article, ou lorsque vous vous déconnectez. AFin d'éviter que cela ne se produise, détachez l'article et comptez jusqu'à 10 à chaque modification, puis rattachez l'article (ceci est également valable pour les modifications sur les parties masquées/visibles d'un corps en mesh).

Un Attachement porté Ne s'Affiche Pas Comme Etant Porté dans Votre Inventaire

Les attachements que vous voyez portés par votre avatar peuvent ne pas s'afficher comme portés dans votre inventaire. Vous ne pouvez donc pas les détacher par un clic droit dans votre inventaire.

Nous suggérons plusieurs solutions. Essayez-les l'une après l'autre dans l'ordre

Different solutions are suggested… please try these, one at a time, in the order given, until one fixes you.

  1. Right click the attachment on your avatar, and detach it via the pie menu.
  2. If the above fails, go to a low lag region, such as this one, log out there, then log in to last location. At that point try to detach, either the usual way, or as described above.
  3. Try the Replace Outfit procedure described below.

Bridge Doesn't Show as Worn

The problem is less easy when the attachment in question is the bridge. If for any reason you find yourself needing to replace a worn bridge and it is not showing as worn, then you will need to force it off. The suggested procedure is as follow:

  • Go to Preferences → Firestorm → General → Enable LSL-Client Bridge and uncheck it
  • Go to the “Worn Items” tab in inventory and detach any worn bridge - if possible
  • Right click your avatar, and from the pie menu select: Take Off → Detach → Torso → Bridge … if it is not greyed-out
  • Search Inventory for “client bridge” and delete them from inventory and trash
  • Log off
  • run the viewer again, but do not log in
  • Go back to Preferences → Firestorm → General and re-enable the bridge
  • Log into a place where rezzing is permitted, so the bridge can be created and worn

Attachments Detach Then Reattach on Login

If instead you find that when you log in, attachments are being detached and then reattached, sometimes several on the same spot, then try the following procedure:

  • Make a temporary folder somewhere you can find it easily
  • In that folder, put a copy of your skin, shape, hair/bald base and eyes - and perhaps a pants and top layer - no prims!
  • Right click the folder name and select Replace outfit. Not Wear, not Add, Replace. This step is VITAL
  • Now relog
  • Once you are logged back in, you can put your usual extras back on, hair included. And hope that it holds.

Scripted Attachments Stop Working after TP

If a scripted attachment (such as a HUD) stops working following a TP, this may be because the attachment has actually fallen off during TP. You may see it on your screen, but the server thinks it is detached, so the scripts won't run. Try the following:

  • Detach and reattach the item. It may help to relog before and/or after.
  • In addition, if the HUD attaches to the Center 2 HUD point, try changing it to a different HUD attachment point. Attachments may be less likely to “fall off” of other attachment points.

Note: this is related to this bug.

archive:profile_secondlife_tab_fs517 - created

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Profiles - 2nd Life Tab

Here is a sample of what you will see when looking at a profile:

  • Name: Self explanatory.
  • UUID Key: This is the avatar's Universally unique identifier, a key which uniquely identifies this avatar from all others.
  • Online status: will show whether the avatar si online or offline.
  • Profile picture: On you own profile, clicking this will open a texture picker window, allowing you to select a new profile picture. If the profile is that of someone else, clicking the picture will cause the full sized image to open.
  • Born: Shows Month, day year and exact age.
    Example:
    08/27/2006 (4 years 9 months old; 1745 days)
  • Account Info: Indicates Resident status, and whether payment information is registered with LL.
  • Partner: If the avatar is partnered, the partner's name will be shown here.
  • Groups: Shows the list of publicly visible groups to which the avatar belongs.
    • Plus sign: (Only on profiles of others.) Clicking this will allow you to invite the person to a group.
  • About: A brief summary written by the avatar to describe him/herself.
  • Give Item: You can drag and drop an item into this space to offer it to another person.
  • Find on Map (button): This will be greyed out if not on your friends list; otherwise, this will open a map showing the avatar's current location in-world, if online.
  • Offer Teleport (button): Sends a teleport offer to the avatar; if accepted, the avatar will be brought to your current location.
  • Add Friend (button): Sends a request to the avatar offering friendship. If accepted, this results in them being listed on your Friends list and their calling card being added to your Calling Cards inventory folder.
  • Pay (button): Allows you to send L$ directly to the avatar.
  • Instant Message (button): Opens an instant message window for direct one-on-one communication.
  • Block (button): Blocks the avatar from communicating with you. Equivalent to the “Mute” button in Phoenix viewer.
  • Gear (button): Clicking this gives a menu:
    • Share: Selecting this, an IM window opens, and inventory items may be given to he other avatar by dragging them into it.
    • Call: starts a Voice call with the other person.
    • Copy Name: Copies the avatar's name to the clipboard, for later pasting into a notecard or script or external document (paste with Ctrl-V).
    • Copy URI: Copies the URI for the avatar to the clipboard. This looks like:
      secondlife:///app/agent/989652fe-598c-4324-8712-1e8cede7cb97/about
    • Copy UUID: Similar to the above, but copies only the UUID; for example:
      989652fe-598c-4324-8712-1e8cede7cb97
    • Report: Select this if you wish to file an abuse report concerning the person whose profile you have open. This opens the Report Abuse window, with the avatar name already filed in.

Display Names

If you have a display name and wish to change it (or if you wish to set one for the first time), you will first need to have display anmes enabled in PreferencesGeneral: View Display Names. With that set, you will get a wrench icon on your profile, to the right of your user name. Click that to open the Change Display Name window.

archive:toolbox_features_tab_fs517 - created

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Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Advanced Lighting Model enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.
See this page for documentation on Firestorm 5.0.7 (52912) and earlier.

fs_bridge_issues_fr

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Problèmes avec le Bridge LSL de Firestorm

ATTENTION : Le bridge Firestorm ne se créera pas si vous êtes sur une parcelle où les scripts ne sont pas autorisés. Si c'est votre cas, allez sur une parcelle où les scripts sont autorisés et essayez de le créer manuellement :
Barre de Menus du Haut, Avatar→ Avatar Health → Recreate LSL Bridge.

Il existe quelques problèmes connus avec le bridge Firestorm

Les Options "Script Info" et "Movelock" Ne Fonctionnent Plus

  • Essayez les étapes suivantes dans l'ordre, jusqu'à résolution du problème :
  • Dans votre inventaire ouvrez le dossier “#Firestorm” puis le sous-dossier “#LSL Bridge”
  • Cliquez droit le “#Firestorm LSL Bridge v2.21” et sélectionnez “Edit”
  • Dans la fenêtre de modification allez dans l'onglet “Content”
  • Cliquez droit le “#Firestorm LSL Bridge v2.21” et sélectionnez “Open”
  • En bas à gauche de la fenêtre du script, cochez la case “Running”
  • Fermez le script et la fenêtre de moditication, puis déco/reco sur une parcelle où les scripts sont autorisés.
  • Vérifiez si les options “Script Info” et “MoveLock” sont maintenant disponibles.

Autres

  • Si vous vous connectez et que vous vous apercevez que vous portez un rocher, détachez-le et faites ceci:
    • Allez dans Préférences→ Firestorm → Extras et désactivez le bridge
    • Allez dans le menu Avancé dans la barre de menus du haut (Ctrl-Alt-D si vous ne le voyez pas) → Afficher les paramètres de débogage, dans la fenêtre des paramètres de débogage tapez ProtectBridgeFolder; cochez FALSE
    • ouvrez le dossier #Firestorm dans votre inventaire puis le sous-dossier #LSL Bridge
    • détachez le #Firestorm LSL bridge, et supprimez-le
    • dans la barre de recherche de votre inventaire tapez “#Firestorm LSL Bridge”. Si vous trouvez des copies du bridge supprimez-les toutes, y compris si ce sont des liens (link).
    • videz la corbeille
    • reconnectez-vous
    • réactivez ProtectBridgeFolder dans les paramètres de débogage (cochez TRUE)
    • réactivez le bridge dans Préférences → Firestorm → Général
    • créez un nouveau bridge : top menu bar→ Avatar→ Avatar Health > Recreate LSL Bridge
  • Si le bridge se crée à chaque fois que vous vous connectez ou que vous vous téléportez, c'est probablement votre connexion qui est en cause. Verifiez que votre bande-passante est correctement réglée (voir cette page - et suivez chaque étape avec précision.
    Si vous devez vous débarrasser de plusieurs bridges ou liens au bridge qui se sont accumulés parce qu'il ne cesse de se créer, suivez les étapes ci-dessus.
  • Si vos cheveux semblent tout à coup s'attacher ailleurs que sur votre tête, même après déco/reco, essayez ce qui a été expliqué ci-dessus.
  • Essayer de porter le bridge manuellement pendant sa création peut le “casser”. Si la création du bridge a commencé vous verrez un message dans le chat local, si la création est terminée vous en verrez un autre. Pendant cette période, n'essayez pas d'interagir avec le bridge, laissez-le terminer.
  • Si vous utilisez un autre viewer avant Firestorm, le bridge Firestorm enverra un message dans le caht local. Il devrait cependant reconnaître le viewer avec lequel vous êtes connecté et ne pas répéter le message. Si cela arrivait malgré tout, détachez-le simplement quand vous êtes sur un autre viewer.
  • Si vous portez un bridge d'une ancienne version de Firestorm, le bridge devrait normalement se détacher mais il ne se recréera pas. Pour en obtenir un nouveau, utilisez la barre de menus du haut, allez à Moi → Avatar Health → Recreate LSL Bridge. Normalement tous les autres bridges plus anciens devraient être automatiquement éliminés à la création du nouveau.

toolbox_features_tab_new - [Projectors]

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Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Animated Mesh

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Advanced Lighting Model enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

archive:toolbox_general_tab_more_fs517

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Toolbox Window - Edit/Build Mode - General Tab

Edit Window - General Tab

This page covers the General tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, most of the fields will be greyed out, as not applicable. Similarly, in Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

The first portion of this tab contains basic information about the object:

  • Name: This will hold the name of the object. The name is limited to 63 characters.
  • Description: An optional description of the objects, maximum 127 characters.
  • Creator: Name of the avatar who created this object. This can never be changed.
  • Owner: Shows the name of the current owner of the object. If the objected is group owned (see below), this will show the group that owns it.
  • Last Owner: Name of the avatar that owned the object when it was previously rezzed in-world. In other words, if you buy an object, rez it out, take it, then re-rez it, this will show your name.
  • Group: The name of the group to which the object is set. 1)
    • Share: If you enable this, you are granting other group members the ability to manipulate the object: move, rotate, etc.
    • Deed: If you click this, the object will be deeded (donated) to the group it is set to. 2)
  • Click to: Here you can set the action that will occur when the object is left clicked. By default, this is Touch, but it can be any one of: Touch, Sit on, Buy, Pay, Open, Zoom. 3)
  • For Sale: Click this if you wish to set the object for sale. The other fields in this section then become applicable.
    Note that this describes the new Firestorm behavior incorporating seller protection; if you wish to revert to the older method, enable Preferences→ Firestorm → Build 2→ Use old “Set Object For Sale” behavior.)
    • Drop Down: Here you select exactly what you are selling: a copy of the object (only possible if the object is copyable for you), the contents of the object (rather than the object itself), or the original object (the owner will need to take it once bought).
    • Price: Specify the price of the item.
    • Apply: when you are happy with your choices, click this button and they will be applied. This gives you protection in that the item is not actually set for sale until this button is pressed, preventing others from perhaps purchasing a valuable item for the default 10L while you are still making changes.
  • Copy Keys: This copies the UUID(s) of the object to your clipboard. Clicking the button will copy the UUID of the root. Press and hold Shift while clicking to copy the UUIDs of all prims; this is a list of comma-separated UUIDs.
  • Show in Search: If you enable this, the object will be listed in SL search, and thus help others find it.
  • Permissions Permissions in SL are a somewhat complex topic. You are directed to the SL wiki on permissions for details.
    • Anyone:
      • Move: if this is enabled, anyone will be able to move the object.
      • Copy: if enable, anyone will be able to copy the object. This essentially makes it free to all. They can right click it and select Take Copy.
    • Next Owner: this sets the permissions the next owner of the object will have 4)
      • Modify: If enabled, the next owner will be able to modify the object.
      • Copy: If enabled, the next owner will be able to copy the object.
      • Transfer: If enabled, the next owner will be able to resell or give the object away.

And finally, the current pathfinding attributes are dissplayed at the bottom. These can only be changed via the Pathfinding Linksets window (top menu→ Build → Pathfinding → Linksets)).

If you are making an object for resale, then never set the next owner permissions on the object in your inventory; instead, rez it out, set the permissions on the rezzed object, then take it back into your inventory. This because next owner permissions do not take effect until the object is actually rezzed out. This is known, and is a server-side effect. For more information, see the section on the “slam bit” on this page.
1)
If you are renting land, the parcel may be set such that objects can only be rezzed by members of a specific group. In that case, you will need to activate that group (or take advantage of Preferences→ Firestorm → Extras→ Always rez objects under the land group if possible) before you rez an object. This will rez it with the correct group set. Also, on some parcels, objects which are not set to a given group are auto-returned after a specified period of time.
If you click the group name, you will be shown the group profile; if you click the wrench icon, you will get a selection box, from which you can pick another group.
2)
Some objects on group-owned land must be deeded in order to function, such as radios and TVs. But in most cases this is not needed; use with caution as reclaiming a deeded object can be problematic, depending on your group role.
Deeding, however, has the advantage that it imposes role restrictions set by the group owner; share alone does not. Nonetheless, do not deed objects unless you have to.
3)
The Pay option requires that a script be present in the object to handle the money event.
4)
Note that objects must be either copyable or transferrable; you cannot disable both. However there are ways to effectively make an object both no copy and no transfer, but they are beyond the scope of this text.

toolbox_general_tab_more_new - created

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Toolbox Window - Edit/Build Mode - General Tab

Edit Window - General Tab

This page covers the General tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, most of the fields will be greyed out, as not applicable. Similarly, in Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

The first portion of this tab contains basic information about the object:

  • Name: This will hold the name of the object. The name is limited to 63 characters.
  • Description: An optional description of the objects, maximum 127 characters.
  • Creator: Name of the avatar who created this object. This can never be changed.
  • Owner: Shows the name of the current owner of the object. If the objected is group owned (see below), this will show the group that owns it.
  • Last Owner: Name of the avatar that owned the object when it was previously rezzed in-world. In other words, if you buy an object, rez it out, take it, then re-rez it, this will show your name.
  • Group: The name of the group to which the object is set. 1)
    • Share: If you enable this, you are granting other group members the ability to manipulate the object: move, rotate, etc.
    • Deed: If you click this, the object will be deeded (donated) to the group it is set to. 2)
  • Click to: Here you can set the action that will occur when the object is left clicked. By default, this is Touch, but it can be any one of: Touch, Sit on, Buy, Pay, Open, Zoom, None. 3)
  • For Sale: Click this if you wish to set the object for sale. The other fields in this section then become applicable.
    Note that this describes the new Firestorm behavior incorporating seller protection; if you wish to revert to the older method, enable Preferences→ Firestorm → Build 2→ Use old “Set Object For Sale” behavior.)
    • Drop Down: Here you select exactly what you are selling: a copy of the object (only possible if the object is copyable for you), the contents of the object (rather than the object itself), or the original object (the owner will need to take it once bought).
    • Price: Specify the price of the item.
    • Apply: when you are happy with your choices, click this button and they will be applied. This gives you protection in that the item is not actually set for sale until this button is pressed, preventing others from perhaps purchasing a valuable item for the default 10L while you are still making changes.
  • Copy Keys: This copies the UUID(s) of the object to your clipboard. Clicking the button will copy the UUID of the root. Press and hold Shift while clicking to copy the UUIDs of all prims; this is a list of comma-separated UUIDs.
  • Show in Search: If you enable this, the object will be listed in SL search, and thus help others find it.
  • Permissions Permissions in SL are a somewhat complex topic. You are directed to the SL wiki on permissions for details.
    • Anyone:
      • Move: if this is enabled, anyone will be able to move the object.
      • Copy: if enable, anyone will be able to copy the object. This essentially makes it free to all. They can right click it and select Take Copy.
    • Next Owner: this sets the permissions the next owner of the object will have 4)
      • Modify: If enabled, the next owner will be able to modify the object.
      • Copy: If enabled, the next owner will be able to copy the object.
      • Transfer: If enabled, the next owner will be able to resell or give the object away.

And finally, the current pathfinding attributes are dissplayed at the bottom. These can only be changed via the Pathfinding Linksets window (top menu→ Build → Pathfinding → Linksets)).

If you are making an object for resale, then never set the next owner permissions on the object in your inventory; instead, rez it out, set the permissions on the rezzed object, then take it back into your inventory. This because next owner permissions do not take effect until the object is actually rezzed out. This is known, and is a server-side effect. For more information, see the section on the “slam bit” on this page.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
If you are renting land, the parcel may be set such that objects can only be rezzed by members of a specific group. In that case, you will need to activate that group (or take advantage of Preferences→ Firestorm → Extras→ Always rez objects under the land group if possible) before you rez an object. This will rez it with the correct group set. Also, on some parcels, objects which are not set to a given group are auto-returned after a specified period of time.
If you click the group name, you will be shown the group profile; if you click the wrench icon, you will get a selection box, from which you can pick another group.
2)
Some objects on group-owned land must be deeded in order to function, such as radios and TVs. But in most cases this is not needed; use with caution as reclaiming a deeded object can be problematic, depending on your group role.
Deeding, however, has the advantage that it imposes role restrictions set by the group owner; share alone does not. Nonetheless, do not deed objects unless you have to.
3)
The Pay option requires that a script be present in the object to handle the money event.
4)
Note that objects must be either copyable or transferrable; you cannot disable both. However there are ways to effectively make an object both no copy and no transfer, but they are beyond the scope of this text.

archive:preferences_firestorm_tab_fs517 - created

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Preferences - Firestorm

Extras Tab

  • Allow Remote Scripted Viewer Controls (aka RLVa or RestrainedLove API): Enables RLVa (Requires restart).
    Documentation on RLV is available here and here.
  • Always rez objects under the land group if possible: Many regions are set to only let objects be rezzed by group. When creating an object, the viewer will attempt to set the group of the object if the avatar is in the same group as set for the land. Note: This is not always possible due to circumstances beyond the viewer's control.
  • Create particle effects when scripts communicate: If this is enabled, when a script “chats”, the object containing the script will appear to generate swirling particles. Disable this option to turn that effect off.
  • Deactivate tracking beacon when reaching the targetted avatar (⇐ 3m): Normally, a tracking becon (such as one set via map will vanish once get get within 3m of it; with this disabled, the beacon will remain visible until clicked.
  • Disable Login Progress Screens: Disables the black login progress screen.
  • Disable Logout Progress Screens: Disables the black logout progress screen.
  • Enable progressive draw distance stepping: Enables PDD; the slider allows you to adjust the time in seconds between each draw distance increment.
  • Enable LSL-Client Bridge:

    Enables the Firestorm bridge. See this page for more on what the bridge is and what it does.
  • Flight Assist drop-down: The bridge can offer flight assist functionality, if this is enabled. Note that you should not wear any other scripted flight assist if you turn this on, as they will conflict. (Requires the bridge to be enabled.)
    Flight speed can be boosted; you can select by how much.
    Note that the SL flight height limit is now 5000m; below this, a flight assist is not required.

Protection Tab

  • Block left-click sitting on objects: Some objects are set such that a left click will result in sitting on them rather than touching; enable this if you want to avoid accidentally sitting on such objects. But note that this will prevent all left-click sitting; you will need to explicitly right click and select sit from the menu.
  • Allow scripts to show map UI (llMapDestination): Certain teleport systems open the map for teleporting when clicked. Enable this if you wish to allow this feature.
    If you find the world map unexpectedly opening for you at some locations, and re-opening if you shut it, disable this setting temporarily, until you leave that location.
  • Revoke Permissions: Removes an object's permission to animate or control your input. If this is not done, the object retains permission to animate your avatar indefinitely1):
    • Never (original behaviour): Objects will retain permission to always animate your avatar.
    • Revoke on SIT: Revokes permission when you sit on the object.
    • Revoke on STAND: Revokes permission when you stand up from sitting on the object.
    • Revoke on SIT and STAND: Revokes permission when you either sit or stand.
  • Texture Lag Protection:
    • Automatically hide large objects with high texture area: Enabling this will cause objects with large texture area to not be rendered. This can be used to combat griefing done via specific objects.
    • Threshold: Sets the threshold area to use; prims over this value will not be rendered. This may cause some normal objects to not display either.
  • Enable Spam Protection: These items allow you to protect yourself against various forms of spam, such as might be used in griefing attacks:
    • Max lines in a single message: this is the limit where the spam protection will start blocking messages from that source. ie. anything over this number of lines will be clocked.
    • Max events from same source: indicates the maximum number of events that can be recieved from a single source in 2 seconds before the source is blocked.
    • Sound play requests multiplier:
    • Sound preload requests multiplier:
    • Unblock all spam sources: will unblock anything that was blocked by the spam protection.
  • Confirm before paying. Threshold: Shows a confirmation dialog before paying sums over this value. To always show a confirmation, set the value to 0 (zero).

Avatar Tab

  • Amount that Avatar's head follows Mouse: Set both these sliders to zero if you do not want your avatar's head following the mouse cursor for unfocused mouse movement. They do not affect whether your head moves to look at something your camera is focused on.
    • Vertical range that avatar's head follows mouse: Controls how far or how little your head moves up and down to follow the movement of your mouse cursor.
    • Horizontal range that avatar's head follows mouse: Controls how far or how little your head moves left and right to follow the movement of your mouse cursor.
    • Disable random avatar eye movements: As the title suggests.
  • Selection beam particle effects:
    • Beam updates/sec: Controls how many particles the stream uses
    • Scale: Width of beam particle effect
  • Enable selection beam: Disable/enable the display of the particle beam
  • Send selection data to chat: (Formerly called SL Particle Chat). If enabled, selection start/stop information, and global position of an object being selected (edited) are sent on chat channel 9000.
  • LSL-Client Bridge external protocol integration:2)
    • Allow OpenCollar protocol to enable or disable the built in AO
    • Allow LockMeister protocol to enable or disable the built in AO

Windlight Tab

  • Automatically change environment to use region/parcel settings: If enabled, your WL settings will change if you TP into a region that has windlight region-level windlight settings. This is the same as top menu bar→ World → Environment Editor → Environment Settings→ Always use parcel/region settings.
  • Crossfade region environment sky presets changes made from quick prefs: Dynamically transitions sky settings.
  • Crossfade region environment water presets changes made from quick prefs: Dynamically changes water settings.

Firestorm WL Share

  • Use Firestorm Parcel Windlight sharing: Enables parcel level windlight sharing.
    • Auto apply WL settings from friend's land: If enabled the viewer will automatically see the windlight settings (no prompt) on a friends land if set.
    • Auto apply WL settings from my groups' land: If enabled the viewer will automatically see the windlight settings (no prompt) on group land if they are set.
    • Auto apply WL settings from any parcel: If enabled the viewer will automatically see the windlight settings (no prompt)on all parcels with it set by the owner.
    • Crossfade region environment changes for Parcel WL: Allows for dynamic changes between WL settings when a region with WL settings has parcels with their own, different, settings.
  • Crossfading duration: You can indicate how long the above crossfade transition effect should last.
  • Cloud Texture: You can select a different texture to be used to create Windlight clouds. Select from the drop down list. A relog is mostly likely required after changing.

Please refer to this page for more information on using Windlight with Firestorm.

Build 1 Tab

NOTE: For a video tutorial on setting custom default prim parameters, see here.

Default Object Size

Allows you to change parameters of your prim when it is first rezzed.

  • x/y/z Size: Sets the size, in meters, of the prim.

Settings

Default settings to use for newly created objects.

  • Phantom
  • Physical
  • Temporary
  • Material: Lets you choose the default material

Texture

Set default texture parameters for newly created objects.

  • Texture: Select the default texture to apply to newly created prims. Click to open the texture picker window.
  • Color: Click to open the color picker window, to select a default color.
  • Alpha: default transparency value.
  • Glow: Default value for glow.
  • Full Bright: whether full bright should be on by default or not.
  • Shiny: A drop down from which you can select the default shiny value.

Item Embedding

It is possible to automatically include an item into newly created prims.

  • Embed an item into new prims: Enable this to embed items.
    Then drag the desired item (for example, a landmark) into the space marked Drop an inventory item here. Once dropped, the space below will show the name of the item.

Default Creation Permissions Opens a window which allows you to select permissions to be applied, by default, to newly created items of different types. (Same as top menu, Build → Options → Set Default Permissions.))

Pivot Point

Allows you to change the pivot point of an object.

  • Show axis arrow on root prim position: Moves the axis from the center of the object to the center of the root.
  • Values are percent: When enabled the values are percentages.

Script Editor Font

  • Name of the font used in the LSL script editor
    • Monospace
    • Scripting
  • Size of the font used in the LSL script editor
    • Monospace
    • Scripting
    • Small
    • Medium
    • Large

LSL Preprocessor

  • Enable LSL Preprocessor: Enables the functionality offered by the LSL Preprocessor. This has a few additional options, if enabled:

Build 2 Tab

  • Enable highlighting of selected prims: Shows the yellow highlight on prims you select. Deselecting this can increase viewer performance when several prims are selected.
  • Highlight boundary of currently selected parcel: When editing an object, this will outline the containing parcel.
    • Show boundary up to maximum build height: When this is enabled, the highlight will be extended up to the max build height (currently 4096m).
  • Limit Select distance: Enable this is you wish to limit the distance at which you may select (edit) objects. To the right, you can specify the maximum distance, if this option is enabled.
  • Limit drag distance: If enabled, you won't be able to move objects over a distance greater than the limit set to the right. Disable to remove limits.
  • Constrain rotations to multiples of: Manual rotations will always “snap” to this number of degrees - when “snap to grid” is disabled.
  • Show unlink confirmation dialog if linkset has minimum: When unlinking a linkset, you will be asked for confirmation if there are this many, or more, linked items.
  • Use old “Set Object For Sale” behavior: Uses the old style for setting objects for sale. The new behavior safeguards against an object being purchased for the default 10L$ while you are setting the correct price. You click “For sale”, specify the price, then click Apply.
  • Save scripts edited from inventory as Mono: Allows you to set that scripts edited in inventory, will compile with Mono rather than LSL2.
  • Save textures from inventory to disk as PNG instead of TGA by default: Changes the default image save format, to save you having to change it manually.
  • Use Ctrl+mouse to grab and manipulate objects: If this is enabled, pressing Control while left clicking an object, will allow you to move it in-world.
  • Allow click-drag or click-scale (together with caps lock) of a texture face in build mode: If this is enabled, you will be able to click and drag - or scale- textures on a prim face. To do this, you need to be in Edit mode on the prim, enable Select Texture then click the prim face that you wish to modify.
  • Preview animations on own avatar during upload: If enabled, animations will be played in preview on your avatar when uploading them.

Uploads

This tab shows default Inventory folders for various types of uploads. In order to change a default upload folder, right click the desired folder in your Inventory window, and select Use as default for, then pick the upload type.

Reset default folders button resets all upload folders to default destinations.


See this page for documentation on Firestorm 5.0.11 (53634) and earlier.
1)
If you have either of the SIT options enabled, then sitting on a scripted item will result in a script error being generated as the script will not be able to animate you.
2)
See this page for more information.

preferences_firestorm_tab_new - [Protection Tab]

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Preferences - Firestorm

Extras Tab

  • Allow Remote Scripted Viewer Controls (aka RLVa or RestrainedLove API): Enables RLVa (Requires restart).
    Documentation on RLV is available here and here.
  • Always rez objects under the land group if possible: Many regions are set to only let objects be rezzed by group. When creating an object, the viewer will attempt to set the group of the object if the avatar is in the same group as set for the land. Note: This is not always possible due to circumstances beyond the viewer's control.
  • Create particle effects when scripts communicate: If this is enabled, when a script “chats”, the object containing the script will appear to generate swirling particles. Disable this option to turn that effect off.
  • Deactivate tracking beacon when reaching the targetted avatar (⇐ 3m): Normally, a tracking becon (such as one set via map will vanish once get get within 3m of it; with this disabled, the beacon will remain visible until clicked.
  • Disable Login Progress Screens: Disables the black login progress screen.
  • Disable Logout Progress Screens: Disables the black logout progress screen.
  • Enable progressive draw distance stepping: Enables PDD; the slider allows you to adjust the time in seconds between each draw distance increment.
  • Enable LSL-Client Bridge:

    Enables the Firestorm bridge. See this page for more on what the bridge is and what it does.
  • Flight Assist drop-down: The bridge can offer flight assist functionality, if this is enabled. Note that you should not wear any other scripted flight assist if you turn this on, as they will conflict. (Requires the bridge to be enabled.)
    Flight speed can be boosted; you can select by how much.
    Note that the SL flight height limit is now 5000m; below this, a flight assist is not required.

Protection Tab

  • Block left-click sitting on objects: Some objects are set such that a left click will result in sitting on them rather than touching; enable this if you want to avoid accidentally sitting on such objects. But note that this will prevent all left-click sitting; you will need to explicitly right click and select sit from the menu.
  • Allow scripts to show map UI (llMapDestination): Certain teleport systems open the map for teleporting when clicked. Enable this if you wish to allow this feature.
    If you find the world map unexpectedly opening for you at some locations, and re-opening if you shut it, disable this setting temporarily, until you leave that location.
  • Revoke Permissions: Removes an object's permission to animate or control your input. If this is not done, the object retains permission to animate your avatar indefinitely1):
    • Never (original behaviour): Objects will retain permission to always animate your avatar.
    • Revoke on SIT: Revokes permission when you sit on the object.
    • Revoke on STAND: Revokes permission when you stand up from sitting on the object.
    • Revoke on SIT and STAND: Revokes permission when you either sit or stand.
  • Texture Lag Protection:
    • Automatically hide large objects with high texture area: Enabling this will cause objects with large texture area to not be rendered. This can be used to combat griefing done via specific objects.
    • Threshold: Sets the threshold area to use; prims over this value will not be rendered. This may cause some normal objects to not display either.
  • Enable Spam Protection: These items allow you to protect yourself against various forms of spam, such as might be used in griefing attacks:
    • Enable Spam Protection even for objects owned by you
    • Max lines in a single message: this is the limit where the spam protection will start blocking messages from that source. ie. anything over this number of lines will be clocked.
    • Max events from same source: indicates the maximum number of events that can be recieved from a single source in 2 seconds before the source is blocked.
    • Sound play requests multiplier:
    • Sound preload requests multiplier:
    • Unblock all spam sources: will unblock anything that was blocked by the spam protection.
  • Confirm before paying. Threshold: Shows a confirmation dialog before paying sums over this value. To always show a confirmation, set the value to 0 (zero).

Avatar Tab

  • Amount that Avatar's head follows Mouse: Set both these sliders to zero if you do not want your avatar's head following the mouse cursor for unfocused mouse movement. They do not affect whether your head moves to look at something your camera is focused on.
    • Vertical range that avatar's head follows mouse: Controls how far or how little your head moves up and down to follow the movement of your mouse cursor.
    • Horizontal range that avatar's head follows mouse: Controls how far or how little your head moves left and right to follow the movement of your mouse cursor.
    • Disable random avatar eye movements: As the title suggests.
  • Selection beam particle effects:
    • Beam updates/sec: Controls how many particles the stream uses
    • Scale: Width of beam particle effect
  • Enable selection beam: Disable/enable the display of the particle beam
  • Send selection data to chat: (Formerly called SL Particle Chat). If enabled, selection start/stop information, and global position of an object being selected (edited) are sent on chat channel 9000.
  • LSL-Client Bridge external protocol integration:2)
    • Allow OpenCollar protocol to enable or disable the built in AO
    • Allow LockMeister protocol to enable or disable the built in AO

Windlight Tab

  • Automatically change environment to use region/parcel settings: If enabled, your WL settings will change if you TP into a region that has windlight region-level windlight settings. This is the same as top menu bar→ World → Environment Editor → Environment Settings→ Always use parcel/region settings.
  • Crossfade region environment sky presets changes made from quick prefs: Dynamically transitions sky settings.
  • Crossfade region environment water presets changes made from quick prefs: Dynamically changes water settings.

Firestorm WL Share

  • Use Firestorm Parcel Windlight sharing: Enables parcel level windlight sharing.
    • Auto apply WL settings from friend's land: If enabled the viewer will automatically see the windlight settings (no prompt) on a friends land if set.
    • Auto apply WL settings from my groups' land: If enabled the viewer will automatically see the windlight settings (no prompt) on group land if they are set.
    • Auto apply WL settings from any parcel: If enabled the viewer will automatically see the windlight settings (no prompt)on all parcels with it set by the owner.
    • Crossfade region environment changes for Parcel WL: Allows for dynamic changes between WL settings when a region with WL settings has parcels with their own, different, settings.
  • Crossfading duration: You can indicate how long the above crossfade transition effect should last.
  • Cloud Texture: You can select a different texture to be used to create Windlight clouds. Select from the drop down list. A relog is mostly likely required after changing.

Please refer to this page for more information on using Windlight with Firestorm.

Build 1 Tab

NOTE: For a video tutorial on setting custom default prim parameters, see here.

Default Object Size

Allows you to change parameters of your prim when it is first rezzed.

  • x/y/z Size: Sets the size, in meters, of the prim.

Settings

Default settings to use for newly created objects.

  • Phantom
  • Physical
  • Temporary
  • Material: Lets you choose the default material

Texture

Set default texture parameters for newly created objects.

  • Texture: Select the default texture to apply to newly created prims. Click to open the texture picker window.
  • Color: Click to open the color picker window, to select a default color.
  • Alpha: default transparency value.
  • Glow: Default value for glow.
  • Full Bright: whether full bright should be on by default or not.
  • Shiny: A drop down from which you can select the default shiny value.

Item Embedding

It is possible to automatically include an item into newly created prims.

  • Embed an item into new prims: Enable this to embed items.
    Then drag the desired item (for example, a landmark) into the space marked Drop an inventory item here. Once dropped, the space below will show the name of the item.

Default Creation Permissions Opens a window which allows you to select permissions to be applied, by default, to newly created items of different types. (Same as top menu, Build → Options → Set Default Permissions.))

Pivot Point

Allows you to change the pivot point of an object.

  • Show axis arrow on root prim position: Moves the axis from the center of the object to the center of the root.
  • Values are percent: When enabled the values are percentages.

Script Editor Font

  • Name of the font used in the LSL script editor
    • Monospace
    • Scripting
  • Size of the font used in the LSL script editor
    • Monospace
    • Scripting
    • Small
    • Medium
    • Large

LSL Preprocessor

  • Enable LSL Preprocessor: Enables the functionality offered by the LSL Preprocessor. This has a few additional options, if enabled:

Build 2 Tab

  • Enable highlighting of selected prims: Shows the yellow highlight on prims you select. Deselecting this can increase viewer performance when several prims are selected.
  • Highlight boundary of currently selected parcel: When editing an object, this will outline the containing parcel.
    • Show boundary up to maximum build height: When this is enabled, the highlight will be extended up to the max build height (currently 4096m).
  • Limit Select distance: Enable this is you wish to limit the distance at which you may select (edit) objects. To the right, you can specify the maximum distance, if this option is enabled.
  • Limit drag distance: If enabled, you won't be able to move objects over a distance greater than the limit set to the right. Disable to remove limits.
  • Constrain rotations to multiples of: Manual rotations will always “snap” to this number of degrees - when “snap to grid” is disabled.
  • Show unlink confirmation dialog if linkset has minimum: When unlinking a linkset, you will be asked for confirmation if there are this many, or more, linked items.
  • Use old “Set Object For Sale” behavior: Uses the old style for setting objects for sale. The new behavior safeguards against an object being purchased for the default 10L$ while you are setting the correct price. You click “For sale”, specify the price, then click Apply.
  • Save scripts edited from inventory as Mono: Allows you to set that scripts edited in inventory, will compile with Mono rather than LSL2.
  • Save textures from inventory to disk as PNG instead of TGA by default: Changes the default image save format, to save you having to change it manually.
  • Use Ctrl+mouse to grab and manipulate objects: If this is enabled, pressing Control while left clicking an object, will allow you to move it in-world.
  • Allow click-drag or click-scale (together with caps lock) of a texture face in build mode: If this is enabled, you will be able to click and drag - or scale- textures on a prim face. To do this, you need to be in Edit mode on the prim, enable Select Texture then click the prim face that you wish to modify.
  • Preview animations on own avatar during upload: If enabled, animations will be played in preview on your avatar when uploading them.

Uploads

This tab shows default Inventory folders for various types of uploads. In order to change a default upload folder, right click the desired folder in your Inventory window, and select Use as default for, then pick the upload type.

Reset default folders button resets all upload folders to default destinations.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
If you have either of the SIT options enabled, then sitting on a scripted item will result in a script error being generated as the script will not be able to animate you.
2)
See this page for more information.

firestorm_classes - [Firestorm Classes]

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Firestorm Classes

These classes are based on our official Firestorm release and are conducted in voice and 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*

TBA 1pm – Contact Sets
There is a cool feature called Contact Sets that lets you organize your contact list. We will cover how to set them up and use this epic feature.
FS
TBA 10am – Introduction to Firestorm and the Wiki
This class gives you an overview of the Firestorm Viewer and of our greatest informational resource, our Wiki, including search tips.
FS
Thurs 15 Nov 1pm – 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
TBA 1pm – Menus 1
We will be covering the menus on the top bar, from Avatar through Help.
FS
TBA 2pm – Menus 2
We will cover the Advanced and Develop menus in the top bar.
FS
TBA 11am – Odds & Ends 1
This class covers some of Firestorm's handiest features, like Inventory, Radar, and some hard-to-find gems.
FS
Mon 19 Nov 1pm – 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
TBA 1pm – Preferences Set 1 (
We will cover some of the Firestorm preferences (General, Chat, Privacy), based on our current release.
FS
TBA 9am – Preferences Set 2
We will cover some of the Firestorm preferences (Graphics, Network & Cache), based on our current release.
FS
Thurs 22 Nov 1pm – Preferences Set 3(TEXT ONLY)
We will cover some of the Firestorm preferences (Move & View, Advanced, Firestorm), based on our current release.
FS
TBA 1pm – QuickPrefs Customization + Lag
Two mini-classes in one. One discusses the causes of lag in SL. The other explains how to customize your Quick Preferences.
FS
TBA 1pm – Preferences Set 4
We will cover some of the Firestorm preferences (Colors, Skins, Notifications, User Interface, Sounds and Media).
FS
Mon 26 Nov 1pm – 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
TBA 3pm – Avatar Complexity and Graphics Presets
Learn how to boost performance with av complexity and improve usability with the presets.
FS
TBA 1pm – Firestorm Skins
This class covers the differences among Firestorm's many skin options, including the Vintage Classic and Colorable User Interface skins.
FS
TBA 11am – Animation Overrider
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
Thurs 29 Nov 1pm – Basic Troubleshooting (TEXT ONLY)
An introduction to basic methods to start locating problems. Focused on Firestorm but some parts are non-viewer-specific.
FS
TBA 1pm – Backing up Settings and Logs
This class covers how to save your settings and chat logs on your computer. Recommended to take this before the Clean Install class.
FS

archive:map_fs517 - created

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Mini-map

Mini-map

The mini-map gives you an overview of the region in which you are located. It shows the region and people and objects in it.

You can use your mouse scroll wheel to zoom in and out. Press and hold shift, then left click to pan the view around. If you click and drag the lower right corner, you can resize it.

The mouse cursor is a small cross hair, superimposed on a circle. The color, opacity and size of this circle can be changed, in PreferenceColors -> Minimap→ Pick Radius.

The mini map contains color coded symbols, as follows:

  • Yellow dot in the center: That's you!
  • Cone of light: This comes from the yellow dot; it shows which direction you're facing and your field of vision.
  • Yellow dots: Yellow dots represent nearby friends.
  • Grey dots: Grey dots represents residents that you have blocked/muted.
  • Blue dots: Blue dots represents Linden residents.
  • Green dots: Green dots represent other Residents of Second Life

NOTE: the colors of these dots may be changed in Preferences → Colors -> Minimap.

Avatar dots change shape depending on their height relative to yours:

  • Round dot: An avatar at about the same height as your camera viewpoint; for example, if you're standing next to them.
  • ^ - An avatar above your camera position. They may be flying, or in a very high building.
  • v - An avatar below your camera position. This may also show if the avatar is over 1,000m.
  • ǂ - Height over 1020m and that does not have a viewer object representation, usually meaning out of draw distance.
  • Dark gray blocks: These are objects owned by others.
  • Cyan blocks: These are objects you own in the area.
  • Fuchsia blocks: These are objects deeded to (owned by) a group you're in.
  • Pale Orange blocks: Scripted objects.
  • Dark orange: Temp on rez objects.
  • Red blocks: Physical objects.
  • Tiled dark blue: These are areas beyond your vision. You can see them by moving closer, or increase your draw distance in the Graphics tab of the Preferences window.
  • Red areas: The Mini-Map turns red if the Region is offline or your viewer has lost its connection.

Some of the above are not enabled by default. Right click the mini map, and enable as desired in the Show sub-menu.

If you mouse over an avatar symbol, you will get a hover tip showing the avatar's name and distance from you. Clicking the orange (i) allows you to view their profile.

Right clicking on the map opens a menu:

  • Zoom Close/Medium/Far/Default: A quick way to change the map zoom level.
  • Show: Shows a list of what you want to show on the minimap.
  • Rotate Map: Enabling this makes the map rotate, keeping your field of view directed upward. Otherwise, the map will be oriented North, and your field of view will change on the map as you move and turn.
  • Auto Center: If enabled, the minimap will keep your avatar at the cenetr of the window.
  • Chat Distance Ring: If enabled, draws rings showing your change range limit (20m) and shout range limit (100m).
  • Place Profile: Opens the place profile window, showing infomation about the parcel.
  • World Map: Opens the world map for the region.

If you right click on an avatar, the menu will have more options:

  • Profile: Opens the person's profile. (Versions after 3.2.2 only.)
  • Cam: Allows you to cam on the avatar - assuming parcel privacy allows it. (Parcel privacy is set in About LandOptions)
  • Mark: Allows you to color the specific avatar's dot differently.
  • More options:
    • Add Friend: Offers friendship.
    • Add to Set: adds the person to a contact set.
    • Remove Friend: Remove the person from your friends list (if they are a friend).
    • IM: Start an IM conversation
    • Call: Initiates a voice call
    • Map: Shows the eprson on the world map, if they have granted you map rights.
    • Share: Allows you to share inventory items with the person.
    • Pay: Opens a pay window, so you can pay L$.
    • Offer teleport: Sends a teleport invite.
    • Request teleport: Sends a message asking that the person send you a teleport.
    • Teleport To: Directly teleport to the person.
    • Invite to Group: Allows you to send a group invitation.
    • Get Script Info: Gets information on the running scripts the person is wearing.
    • Block/Unblock: Blocks (mutes) the person - or reverses this.
    • Report: Opens the Abuse Report window.
    • Derender: Temporarily Derenders the person.
    • Derender + Blacklist: Permanent derender.
  • Start Tracking: Enables tracking avatars by drawing a beacon.
  • Stop Tracking: If you have a red beacon active, this will clear it.

map_new - created

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Mini-map

Mini-map

The mini-map gives you an overview of the region in which you are located. It shows the region and people and objects in it.

You can use your mouse scroll wheel to zoom in and out. Press and hold shift, then left click to pan the view around. If you click and drag the lower right corner, you can resize it.

The mouse cursor is a small cross hair, superimposed on a circle. The color, opacity and size of this circle can be changed, in PreferenceColors -> Minimap→ Pick Radius.

The mini map contains color coded symbols, as follows:

  • Yellow dot in the center: That's you!
  • Cone of light: This comes from the yellow dot; it shows which direction you're facing and your field of vision.
  • Yellow dots: Yellow dots represent nearby friends.
  • Grey dots: Grey dots represents residents that you have blocked/muted.
  • Blue dots: Blue dots represents Linden residents.
  • Green dots: Green dots represent other Residents of Second Life

NOTE: the colors of these dots may be changed in Preferences → Colors -> Minimap.

Avatar dots change shape depending on their height relative to yours:

  • Round dot: An avatar at about the same height as your camera viewpoint; for example, if you're standing next to them.
  • ^ - An avatar above your camera position. They may be flying, or in a very high building.
  • v - An avatar below your camera position. This may also show if the avatar is over 1,000m.
  • ǂ - Height over 1020m and that does not have a viewer object representation, usually meaning out of draw distance.
  • Dark gray blocks: These are objects owned by others.
  • Cyan blocks: These are objects you own in the area.
  • Fuchsia blocks: These are objects deeded to (owned by) a group you're in.
  • Pale Orange blocks: Scripted objects.
  • Dark orange: Temp on rez objects.
  • Red blocks: Physical objects.
  • Tiled dark blue: These are areas beyond your vision. You can see them by moving closer, or increase your draw distance in the Graphics tab of the Preferences window.
  • Red areas: The Mini-Map turns red if the Region is offline or your viewer has lost its connection.

Some of the above are not enabled by default. Right click the mini map, and enable as desired in the Show sub-menu.

If you mouse over an avatar symbol, you will get a hover tip showing the avatar's name and distance from you. Clicking the orange (i) allows you to view their profile.

Right clicking on the map opens a menu:

  • Zoom Close/Medium/Far/Default: A quick way to change the map zoom level.
  • Show: Shows a list of what you want to show on the minimap.
  • Rotate Map: Enabling this makes the map rotate, keeping your field of view directed upward. Otherwise, the map will be oriented North, and your field of view will change on the map as you move and turn.
  • Auto Center: If enabled, the minimap will keep your avatar at the center of the window.
  • Chat Distance Ring: If enabled, draws chat limit rings:
    • Show Whisper Distance Ring (10m, blue)
    • Show Chat Distance Ring (20m, yellow)
    • Show Shout Distance Ring (100m, red)
  • Place Profile: Opens the place profile window, showing information about the parcel.
  • World Map: Opens the world map for the region.

If you right click on an avatar, the menu will have more options:

  • Profile: Opens the person's profile. (Versions after 3.2.2 only.)
  • Cam: Allows you to cam on the avatar - assuming parcel privacy allows it. (Parcel privacy is set in About LandOptions)
  • Mark: Allows you to color the specific avatar's dot differently.
  • More options:
    • Add Friend: Offers friendship.
    • Add to Set: adds the person to a contact set.
    • Remove Friend: Remove the person from your friends list (if they are a friend).
    • IM: Start an IM conversation
    • Call: Initiates a voice call
    • Map: Shows the person on the world map, if they have granted you map rights.
    • Share: Allows you to share inventory items with the person.
    • Pay: Opens a pay window, so you can pay L$.
    • Offer teleport: Sends a teleport invite.
    • Request teleport: Sends a message asking that the person send you a teleport.
    • Teleport To: Directly teleport to the person.
    • Invite to Group: Allows you to send a group invitation.
    • Get Script Info: Gets information on the running scripts the person is wearing.
    • Block/Unblock: Blocks (mutes) the person - or reverses this.
    • Report: Opens the Abuse Report window.
    • Derender: Temporarily Derenders the person.
    • Derender + Blacklist: Permanent derender.
  • Start Tracking: Enables tracking avatars by drawing a beacon.
  • Stop Tracking: If you have a red beacon active, this will clear it.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

profile_secondlife_tab_new - [Profiles - 2nd Life Tab]

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Profiles - 2nd Life Tab

Here is a sample of what you will see when looking at a profile:

  • Name: Self explanatory.
  • UUID Key: This is the avatar's Universally unique identifier, a key which uniquely identifies this avatar from all others.
  • Online status: will show whether the avatar is online or offline.
  • Profile picture: On your own profile, clicking this will open a texture picker window, allowing you to select a new profile picture. If the profile is that of someone else, clicking the picture will cause the full sized image to open.
  • Born: Shows Month, day year and exact age.
    Example:
    08/27/2006 (4 years 9 months old; 1745 days)
  • Account Info: Indicates Resident status, and whether payment information is registered with LL.
  • Partner: If the avatar is partnered, the partner's name will be shown here.
  • Groups: Shows the list of publicly visible groups to which the avatar belongs.
    • Plus sign: (Only on profiles of others.) Clicking this will allow you to invite the person to a group.
  • About: A brief summary written by the avatar to describe him/herself.
  • Give Item: You can drag and drop an item into this space to offer it to another person.
  • Find on Map (button): This will be greyed out if not on your friends list; otherwise, this will open a map showing the avatar's current location in-world, if online.
  • Offer Teleport (button): Sends a teleport offer to the avatar; if accepted, the avatar will be brought to your current location.
  • Add Friend (button): Sends a request to the avatar offering friendship. If accepted, this results in them being listed on your Friends list and their calling card being added to your Calling Cards inventory folder.
  • Pay (button): Allows you to send L$ directly to the avatar.
  • Instant Message (button): Opens an instant message window for direct one-on-one communication.
  • Block (button): Blocks the avatar from communicating with you. Equivalent to the “Mute” button in Phoenix viewer.
  • Gear (button): Clicking this gives a menu:
    • Share: Selecting this, an IM window opens, and inventory items may be given to he other avatar by dragging them into it.
    • Call: starts a Voice call with the other person.
    • Add to Contact Set: opens the Add to Contact Set window when viewing another's profile.
    • Copy Name: Copies the avatar's name to the clipboard, for later pasting into a notecard or script or external document (paste with Ctrl-V).
    • Copy URI: Copies the URI for the avatar to the clipboard. This looks like:
      secondlife:///app/agent/989652fe-598c-4324-8712-1e8cede7cb97/about
    • Copy UUID: Similar to the above, but copies only the UUID; for example:
      989652fe-598c-4324-8712-1e8cede7cb97
    • Report: Select this if you wish to file an abuse report concerning the person whose profile you have open. This opens the Report Abuse window, with the avatar name already filed in.

Display Names

If you have a display name and wish to change it (or if you wish to set one for the first time), you will first need to have display anmes enabled in PreferencesGeneral: View Display Names. With that set, you will get a wrench icon on your profile, to the right of your user name. Click that to open the Change Display Name window.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

fs_601_animesh_prerelease - [Preferences]

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Firestorm Beta 6.0.1. Animesh Prerelease

Changed Wiki Pages

The pages below have been updated to reflect some of the changes since Firestorm 5.1.7. Please do not bookmark them, as they will disappear once 6.0.1 goes to public release.

Other

Preferences

Sources of information

Second Life Release Viewer version 6.0.0.520636
Release Notes for v6.0.0 (520636) - Second Life Viewer Released on October 18, 2018. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/6.0.0.520636

Second Life Release Viewer version 6.0.0.518949
Release Notes for v6.0.0 (518949) - Second Life Viewer Released on August 24, 2018. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/6.0.0.518949

Animesh is a new feature developed by Linden Lab that allows non-avatar objects to play animations like avatars do today.
Animesh is Here! Blog Posting

See the Animesh User Guide for details on how to get started with animesh.

You can discuss it with other interested residents at the Animesh Forum.

You can also join the Content Creation User Group most Thursdays for public meetings.

Animesh Testing Content available for free (obtain the update 2018-9-21) Raptor and Aditya - rez and wander; Teddy - attachment
Animesh Adult http://maps.secondlife.com/secondlife/Animesh%20Adult/125/132/23
Animesh1 http://maps.secondlife.com/secondlife/Animesh1/125/131/23
Animesh2 http://maps.secondlife.com/secondlife/Animesh2/93/76/23
Animesh3 http://maps.secondlife.com/secondlife/Animesh3/145/165/23
Animesh4 http://maps.secondlife.com/secondlife/Animesh4/99/128/23
Animesh5 http://maps.secondlife.com/secondlife/Animesh5/116/126/23

Other changes and updates

FMOD Studio 1.10.09

KDU updated to v7.10.5.

Voice Update: Vivox Version 4.9.0002.30313 (Mac and Windows)
Voice Opensim not updated 4.6.0017.22050 (Mac and Windows)
Linux uses native voice files Version: Vivox 3.2.0002.10426

JIRA Bug Fixes

  • FIRE-5273 - Object set for sale automatically changes option Click To to Buy object - problem for no modify objects
  • FIRE-12802 - FIRE-11689 needs fixing for Vintage/Latency skins.
  • FIRE-22710 - Multi-Object Touch failure from Area Search.
  • FIRE-22744 - Toolbar Button Web Browser change to https://duckduckgo.com/
  • FIRE-22805 - inventory count missing
  • FIRE-22823 - Linux Space Navigator (libndofdev) regression
  • FIRE-22869 - Setting start & end hue to the same value in beam creation tool freezes the viewer
  • FIRE-22885 - OpenSim Syntax Highlight missing for AGENT LIST EXCLUDENPC
  • FIRE-22887 - Snapshots no longer logged to nearby chat [since FIRE-22853?]]
  • FIRE-22954 - Make each chat range ring in the minimap optional
  • FIRE-22977 - Inspect objects floater - incorrect sort order
  • FIRE-23047 - When LARGE font size is selected in Script Editor preferences, line numbers above 999 lose their last digit in the script window
  • FIRE-23075 - Wrong HTTP error handling in downloadGridstatusComplete()
  • FIRE-11276 - [BUG-3540]] [MAINT-2984]] llfile.cpp and llxfer.cpp cannot rename files across devices
  • FIRE-21669 - Unable to Move Transcript files
  • FIRE-22905 - floater_edit_sky_preset - wrong decimal places and wrong (old) tooltip
  • FIRE-23063 - python error in run_build_test.py
  • FIRE-23125 - FS not receiving meta data from IC v2 OGG
  • FIRE-23127 - FSEnableLogThrottle debug switch doesn't disable throttling
  • FIRE-23169 - [BUG-225696]] [SL-9975]] latest developer FS looses all offline inventory offers from scripted objects
  • FIRE-23053 - Physics shape for analysed physics is not correctly handled for thin meshes

JIRA Improvements

  • FIRE-5782 - [PATCH]] As a multitasker, I would like my experience to not be put on hold while I pick a file to upload or save destination - Multi-threaded filepickers
  • FIRE-17460 - Add Whisper Chat Ring to Minimap
  • FIRE-21421 - FTBFS on Debian 9
  • FIRE-22136 - [PATCH]] Improved Notification Colors for Starlight / Starlight CUI Skin
  • FIRE-22742 - Installer picks Dansk as default Language (again)
  • FIRE-22851 - Saving multiple textures to PC
  • FIRE-22853 - Snapshots to disk inherit previous filename
  • FIRE-22866 - [PATCH]] Add UNIXTIME macro to lsl preprocessor, allows easy automatic versioning
  • FIRE-22916 - Temporary ban dialog missing information on permanent ban
  • FIRE-21172 - Show AO sets sorted by name rather than UUID
  • FIRE-23254 - libndofdev for Linux needs updating to 0.9

JIRA New Features

  • FIRE-19933 - Windows keyboard Menu Key should open context menu in text entries
  • FIRE-21622 - Fly Fast
  • FIRE-22732 - Add the ability to change the color of the area search beacon.
  • FIRE-22810 - Please See if you can get auto-replace to work in notecards - needed feature for disabled residents like myself who have trouble typing for long periods of time due to fine and gross motor issues because it's great for chat!
  • FIRE-23148 - [BUG-225664]] Option for no left click on transparent objects

JIRA Translations

JIRA Tasks

Aditi / Beta Grid

If you haven't logged into the Aditi Grid recently, you will likely need to contact LL Support to gain access as well as have your inventory synced. Please review this page carefully http://wiki.secondlife.com/wiki/Aditi. Also ensure you have this viewer setting enabled in Preferences - Advanced - Allow login to other grids.

archive:snapshot_fs517 - created

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Snapshots

Main Window

Snapshot Window

If you wish to take in-world snapshots, click the Snapshot button on the bottom button bar, or from the top menu bar, Avatar → Snapshot. 1) The Snapshot window gives options which allow you to control where to save, how large the image should be, and several others. They are explained below.

On the right is the snapshot preview area. This shows what part of your view will be included in the snapshot. Click Refresh, upper left, to refresh the preview.

If you click the « to the right of Refresh, the snapshot window changes orientation, becoming vertical with a smaller preview window. Click the » to revert to the default layout. This page describes the default, but the same principles apply to the vertical layout.

To the left of snapshot preview area, there are several options:

  • Capture section: you may select what you wish to take a snapshot of:
    • Colors or Depth: Colors speaks for itself. Depth creates a grey-scale image where objects close by are dark, while those further away are light. Such an image can be combined with the Color image in image postwork.
    • Interface: If enabled, this will include the viewer interface in the picture.
      • L$ Balance: Whether to include your on-screen L$ balance in the snapshot.
    • HUDs: If enabled, any HUDs you might be wearing will be included in the picture.
  • Freeze Frame: If you click this, the entire scene will freeze (except particles) allowing you to capture that perfect moment, and then spend time in getting exactly the right camera angle. Uncheck this to disable the “freeze”.
  • Auto-Refresh: If enabled, the preview window will be updated every time you move the camera. Causes noticeable client lag while enabled.
  • Filter: Allows you to apply some interesting effects to the image. If you are interested in the technical details behind filters, refer to this SL wiki page.

The buttons below allow you to select where the image should be saved.

Save to Disk

Snapshot to Disk

Select the size of the snapshot from the drop-down. You can do the entire current window, or chose from several pre-defined sizes, or use a custom size, which you can type in below. 2)

Below, select the image format. You can select one of: PNG, JPG or BMP. If you select JPG, you will also be able to select the quality. Lower quality results in smaller file sizes.

Click Save to save the image to your hard drive. Click the down arrow to change to Save As if you want to select a folder for the image, and/or change the name of it. Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) returns to the main window.

Save to Inventory

Snapshot to Inventory

As above, you can select the size of the image to save to inventory. Note that sizes are constrained to square images, and powers of 2 (ie, 32×32, 64×64, 128×128, etc).

Click Save to upload the image to your inventory. Note that this will cost L$10, which you must have on your account. Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) returns to the Main window.


Upload to Profile

Upload to Profile

This saves the snapshot to your web profile feed.

Again, you may specify the image size. Furthermore, you can also type in a caption for the image, and indicate whether the in-world location should be included once the image is posted.

Click Post to upload the image to your profile, or Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) to return to the main snapshot window.

Upload to Facebook

Upload to Facebook

Clicking this will open a new window with multiple tabs. The active tab will initially be the second, Photo, where you will see a small preview of the snapshot, and where you can type in a comment to include with the picture.

If you have not yet connected your Facebook account, click on the Status tab, then the Connect button. More info on connecting to Facebook can be found on this SL wiki page.

From the Status tab, you can also make text-only posts to Facebook. Simply type in the What's on your mind? field, then click Post.

The Check In tab allows you to post your current SL location to Facebook, including some text about it.

Friends will show your FB friends.

If you wish to disconnect from your FB account, go to the Status tab, and click the Disconnect button. To remove SL sharing from Facebook, go to the App Center, find the Firestorm application, mouse over the app, then click the “X” on the upper right of the field. Click Remove.


Upload to Twitter

Upload to Twitter

Click this will open a new window, with two tabs, the first of which, Compose, will be active.

If you have not yet connected to your Twitter account, click on the Account tab, then click the Connect button. You will need to authorize Firestorm to post to your Twitter feed. More info in this SL wiki page.

Once the account is connected, you can write tweets on the Compose tab. Just above the text area, on the right, you are shown how many characters remain available for your tweet. The #SecondLife hash tag is supplied, but you can erase that if you like. You may opt to include your SL location, and/or a photo. Doing so reduces the number of available characters for the tweet itself.

Below, you can select the size of the image to include (if you have opted to), and where to apply any image filters to it. a small preview is shown under this.

Click Tweet to post to your Twitter feed, Cancel if you have changed your mind.



Upload to Flickr

Upload to Flickr

Clicking this button opens a new window for Flickr upload, with two tabs.

If you have not yet connected to your Flickr account, will will need to do so before you can post pictures. So click on the Account Tab, then Connect to authorize Firestorm to post to your Flickr feed. Further details on this SL wiki page.

Once you have connected to your Flickr account, click on the Photo tab. As with other snapshot windows, you have a small preview, and can set the image size, and apply various types of image filter.

Below the preview, you can specify a title for the image, and give a description. Optionally, you can include the SL location, and supply tags for the image.

Lastly, you should select the appropriate rating for the image. Please be sure to do this or you may find your account being “frozen” till you correct any incorrectly rated images.

Click Upload to post the image to your Flickr feed.




Send via Email

Send via Email

Here, you can send pictures from SL directly to someone via email.

In the Message area, supply the name of the person you're sending to, the name of the sender (your SL user name is filled in, but you can change this), a subject line, and a message.

In the Settings tab, you can change the size of the image to be sent, and also select the image quality. (Images will be in JPG format.)

The Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) will return to the main window.

1)
NOTE: You can also take quick snapshots by pressing Ctrl-` - this just asks for a location in which to save the picture, bypassing this window entirely.
2)
Note that giving a value which is larger that your actual screen resolution is not recommended; in some instances, this will result in artifacts appearing on the image.
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