Search found 231 matches
- Sun Dec 29, 2013 3:03 pm
- Forum: Merchants
- Topic: Allowing export
- Replies: 13
- Views: 8600
Re: Allowing export
(Submitted the previous reply prematurely) Scripts are the one thing that cannot easily be copied, which puts us scripting people in a very different situation to other creators and at much greater risk. I personally am VERY uncomfortable about allowing complex scripts for export. I am not much of a...
- Sun Dec 29, 2013 2:55 pm
- Forum: Merchants
- Topic: Allowing export
- Replies: 13
- Views: 8600
Re: Allowing export
Is it possible to enable just the runtime portion to be exported, the bit that gives other objects functionality (which is really the bit that concerns those buying scripting tools), without exposing the really clever stuff that helps us non-scripters? I think this is the best approach, at least fo...
- Sun Dec 29, 2013 11:15 am
- Forum: Merchants
- Topic: Allowing export
- Replies: 13
- Views: 8600
Allowing export
I'd like to allow export of my items (mostly scripts), but I'm a bit confused by how it's all supposed to work. Some questions: 1. It seems fair to have different prices for export and non-export versions, and I know some merchants are doing this. Do I need to list the same items twice with differen...
- Fri Dec 27, 2013 11:59 pm
- Forum: General Content Creation
- Topic: Second Inventory/Stored Inventory
- Replies: 32
- Views: 29591
Re: Second Inventory/Stored Inventory
If you have content you can legally export from Second Life then do so ASAP and get it into Kitely without delay, rezz it in a world and Export World to get an OAR file backup of that content. That way your backup won't be dependent on Second Life, Second Inventory, Kitely, or any other organizatio...
- Fri Dec 27, 2013 6:32 pm
- Forum: General Content Creation
- Topic: Second Inventory/Stored Inventory
- Replies: 32
- Views: 29591
Re: Second Inventory/Stored Inventory
Thanks, Oren. It's working here now.Oren Hurvitz wrote:I emailed the creator of Second Inventory and he fixed the problem. The website is still down, but the program is working now.
To be honest, I'd long assumed it was abandonware. It's good to know it's not completely unsupported.
- Fri Dec 27, 2013 6:12 pm
- Forum: Worlds Support
- Topic: Pursued by a ghostlike wig
- Replies: 17
- Views: 11007
Re: Pursued by a ghostlike wig
That's some strange hair, Dot.
- Fri Dec 27, 2013 11:44 am
- Forum: Worlds Support
- Topic: Pursued by a ghostlike wig
- Replies: 17
- Views: 11007
Re: Pursued by a ghostlike wig
A long shot, but perhaps worth a try ...
Assuming you have copy perms, you could make a copy of the hair by rezzing it and taking it back into inventory (thus making sure it's a new asset), check that it looks OK, then delete the old hair and empty trash.
Assuming you have copy perms, you could make a copy of the hair by rezzing it and taking it back into inventory (thus making sure it's a new asset), check that it looks OK, then delete the old hair and empty trash.
- Fri Dec 27, 2013 12:18 am
- Forum: General Content Creation
- Topic: Second Inventory/Stored Inventory
- Replies: 32
- Views: 29591
Re: Second Inventory/Stored Inventory
Let's hope they get this sorted out - SI is a very useful tool, and better in some ways than the various TPV export/import functions.
- Thu Dec 26, 2013 11:34 pm
- Forum: Worlds Support
- Topic: Pursued by a ghostlike wig
- Replies: 17
- Views: 11007
Re: Pursued by a ghostlike wig
I've seen this problem too, a few weeks ago, and also with the Devokan sim and Dot's hair on my HUD. I was in an IM with Dot at the time, but I think she was in a different region. I forget how I cleared it - possibly by detaching my AO HUD - but it went away without having to clear cache.
- Mon Dec 23, 2013 12:56 am
- Forum: Scripting
- Topic: door script
- Replies: 9
- Views: 10009
Re: door script
Thanks, Barnard.