Midnight Mania

Midnight Mania comes to Unique Needs! But with something more!
I have teamed up with Blue Blood to coordinate some Midnight Mania and Lucky Board goodies!


Blue Blood is offering the Shedevil gown in 9 colors. Currently the red is in the midnight mania. The other 8 colors are in her lucky boards.


I have placed matching jewelry out in my shop. Red in the Midnight Mania and the other 8 colors in lucky boards.

Here is a more detailed look at the jewelry:

There are teleport/landmark givers in both locations so you can start at either location.
Available at Unique Needs!
and
Available at Blue Blood

Noble Feature request

Please consider supporting the feature proposed by AJ DaSilva in the public jira feature request described below in the note I am posting on behalf of Talvin Muircastle:
——————–

Several individuals and groups in Second Life are working on scripts that make it easier for people with disabilities to use this immersive environment. However, Linden Scripting Language has some inherent limitations that the scripters, and those who use the scripts, must somehow overcome.

One of these is that LSL cannot easily change the direction that your avatar is facing–your “rotation”. This was possible at one time, but it is no longer available.

Why is this important?

Someone who is Blind or Visually Impaired can check to see which way they are facing, but if they wish to face a particular direction, they must guess at how long to hold down the arrow keys. It is possible to set a “target” rotation that will notify you when you reach a particular facing, but it is still very easy to overshoot. So, the “simple” act of turning to face a doorway or to face someone with whom you are speaking may not be so simple for them.

Someone with motor impairment that affects fine motor control may likewise have difficulty turning. Imagine directing your avatar’s facing by saying “Turn left” or “Turn right” instead of using your keyboard. This is just one example of how someone with motor impairment might use Second Life, of course.

Facing a specific direction in a smooth and realistic manner could be difficult in either case. If you know that Joe Avatar is at 47 degrees from your position, you could issue a command to “face 47 degrees”, and your avatar would be “looking” at him. This makes social interaction smoother and more realistic, as well as making travel and interaction with objects in-world easier.

The desire to have Avatar Rotation returned to LSL is not limited to the Disability Community. Others have already begun this effort.

http://jira.secondlife.com/browse/SVC-56

If you log in to this site with your SL Username and Password, you can vote for this issue. Voting does not compel Linden Lab to address our concerns in the way that we desire! However, they did create this site because they want user input. They do pay attention to these votes, and they tend to focus on those issues that receive the highest number of votes.

Please, consider adding your vote.

Thank you,
Talvin Muircastle

Regarding LL destroying content as a matter of policy

Ref:
http://jira.secondlife.com/browse/VWR-13868
http://jira.secondlife.com/browse/VWR-14049 (watch that youtube video. It is remarkable)

Dear Mr. Klingdon,

Your developers have elected to destroy most of the content in Second Life and the backlash is beginning. This is likely to become ugly and you are the one who is going to look like you have no authority over your software developers.

Last time I checked it was customers that create the requirements not people whose salary is paid by the customers.

In this case your coders are calling most of Second Life griefers because of our art and builds.

You should be embarrassed and your software development team needs to be reconfigured as professional corporate software engineers that code to requirements and do not make decisions outside of what is the best way to write code to meet requirements on a hard delivery schedule.

As it stands your company has done nothing in the last year except to add crippleware code to the viewer and servers. Whatever happened to advancing the technology?

I hope you decide to take control of your software developers and put them on a track that forces them to find ways to code so Second Life can be better than it is with every release instead of the nonsense of your developers that can only code limits instead of more efficient code that renders more with less latency.

As for frame rates? Second Life frame rates are a joke because they are limited to 45 FPS maximum. You need to give up on frame rates as an excuse. If we cared about frame rates that much we would have never built Second Life into what it is.

Frame rate has zero to do with scaling the system to one million concurrency.

And make no mistake it is we who built Second Life not you nor your coders. You people need to get a clue as to who is the people responsible for the success of Second Life because it is us that built it despite the constant obstacles your coders put in our way.

Regards,

Ann Otoole

Re: [sldev] Rendering Limits

Ann Otoole

Thursday, June 18, 2009 11:18:01 AM
To:Soft ; Harleen Gretzky
Cc:sldev
Soft,

It is your opinion you are expressing as to what is overkill.

Which is why we need Linden Lab to be converted to a standard corporation where software developers are relegated to coding to customer requirements and do not make any decisions whatsoever.

You are going to experience a severe backlash over your decision to destroy most of second life.

That being said as long as you do not disable the customer’s ability to opverride your unqualified decision that was not based on customer requyirements then it is all good. Because everyone is just going to up rendermaxnodesize to get the viewer back to where it was operating perfectly well.

Also you should be embarrassed for categorizing as and calling most of the content creators and artists in Second Life griefers.

We made this world. You would not even have this job if SL did not look good because of our work.

We pay your salary.

From: Soft
To: Harleen Gretzky
Cc: sldev
Sent: Thursday, June 18, 2009 10:45:30 AM
Subject: Re: [sldev] Rendering Limits

I’ll attach the diff. It addresses cases where baddies were creating
attachments tuned to lag out viewers with wild vertex counts. With the
necklace for VWR-13868, view it in wireframe mode or turn on
render->info displays->sculpt to see why it’s a really unusual asset:
at the typical resolution and view distance, it’s going to have like
30 faces per pixel. It’s literally got more polygons than both teams
in a typical console basketball game.

If anyone is really attached to affected assets and wants to
contribute an alternative patch, it might be possible to do something
like dropping LOD on sculpts and tori when a set is wildly expensive.
I think more time didn’t go into that because the few non-griefer
assets we were given were overkill for a space the size of a room, let
alone as an attachment. There are many more tasks requiring graphics
dev time, which affect more resis.

On Wed, Jun 17, 2009 at 9:02 AM, Harleen
Gretzky wrote:
> Can you elaborate on what the new rendering limits are?
>
>
> On Wed, Jun 17, 2009 at 9:35 AM, Kent Quirk (Q Linden)
> wrote:
>>
>> rendering limits where we never had them before

Rocker Pumps!

Available at Unique Needs!

Deadly Spirits Necklaces

Fangs capped with skulls addorn these silver chain necklaces that have a glass vial in which spirits are eternally trapped. Below the vial is an bladed ankh.

The versions with the suffix AS have an animated spirit vial. If you watch you will see the contorted face of the spirit skull slide by as it twists and turns endlessly unable to escape. In addition the glow will slowly pulsate.

Comes in Red Skulls, Chrome Skulls, and Bone skulls with either white or bloody fangs for men and women. Fat packs are available at a steep discount.

Now available at Unique Needs!