CCS Black MarketHey all, been a bit since we've had much to say on this front as we're mostly waiting on API 3.0 to take over for 2.5 as soon as we finish up the encryption for CCS 1.0.5

But regardless of that, the following adjustment must be made to all weapons which use stealing mechanics. The simple facts are your weapons shouldn't be stealing racials from scripted objects that are not a player or CCS meter.

The suggested method is to place the following code into your detected target state.

if(llGetAgentSize(llDetectedKey(0)) != ZERO_VECTOR) { //place damage string in these brackets }

This is a very simple string which says "is that an avatar? then do [stuff], if not an avatar, do not do [stuff]".

Overall just because the API doesn't immediately hand you a solution to something doesn't mean there isn't a very simple application of LSL which can do it for you.

Please implement this into all weaponry that uses stealing mechanics and update your product bases as soon as possible.

Thank you for your time and support of the CCS Community.
Gamma Wave Games NewsHey all, been awhile since I did any news so I thought I'd do a few updates to let people know where things stand.

First of all Melanie has CCS 1.0.5 just about fully encrypted, we should have a testing prototype done soon and the next and hopefully final beta should be issued to the beta group within the week barring any major problems.

Secondly, through the process of encryption there has been a lot of script level refinement. CCS should drop to around 1k script memory in total for script and HUD at final release. Which is about 20 times less script memory than CCS 1.0.4 currently uses. Also a lot of how CCS functions has been streamlined and improved, this should help with performance in high volume situations.

In CoLA related news, Chaoss has informed me that they do not wish to invest the time that the CoLA rebuild would take them. They have given me all the resources they've authored in the time we've been working together so I have the resources but the CoLA rebuild is pretty much all on me now so a lot of my time has been taken up with working in 3DSMax and creating new 2D resources for the build in Substance Designer 3. Regardless of the bad news, the rebuild will still be done, its just going to take me a bit of time to do it all myself. Unlike many in the Second Life RP development arena, I can back up everything I do with a certain amount of skill in all the required areas of development (though I do not claim to be an expert at any of them, which is why I like to work with people more talented than I am if I can), just doing this rebuild in mesh alone means its going to take more time...I won't claim to be half as skilled as Chaoss in regards to 3D asset creation for Second Life, but I have no intention to let this bump in the road stop me either. If someone wishes to help they're welcome to contact me, but as I've already committed a fair amount of money behind Chaoss on this rebuild I'm afraid I don't have the money to properly hire on any extra help, and I'd feel a little wrong asking people to do this kind of work for free.....its not exactly simple stuff after all. And it is a lot of the reason why my grid time has dropped severely, I'm having to kick everything up a notch to get up to speed to deliver on what I've promised and SL and 3DSMax don't play very nicely running at the same time. (One of these days I'll get a second computer when I can afford it.)

Regardless of that we all know SL is in a bit of a weird place right now. Despite Rod Humble's optimistic interviews about the state of the grid, you don't have to be a rocket scientist or a psychic to realize that all is not well with Linden Labs at this time. I am hoping for the best but I'm not going to be surprised if we see some major turnovers at Linden Labs soon, or some majorly problematic changes that make the grid we currently know into something a little different. Regardless of that....should the worst scenario come to pass...we do have Avination and Melanie behind us should we need to find a lifeboat in the scenario that the good ship "Second Life" actually scuttles itself and sinks. So...don't worry too much, even though I'm not all that thrilled with the thought of the Second Life having run itself into the ground and I hope that it does not...we do have appropriate back up for our community should it happen to do so...and if we need to use that option...we will. For now though...we're kind of holding our breath along with everyone else that has a vested interest in the health of the Second Life grid...and hoping that everything works out all right.

Please don't take this as any kind of declaration of no confidence in Linden Lab. I have a lot of confidence in Linden Lab and I like a lot of the people that still work there (though admittedly, there are quite a few people that no longer work there that I think probably still should). And I believe that they have a lot of good minds behind the project still and they will find a solution to the issues they are facing. Just like any good company does. All I'm saying is we will have options should the worst come to pass.

In closing, I have been doing a lot of external work as well on a project that probably won't be grid based, but is designed as another path for me to take should everything go banana shaped....I gotta have a hobby after all right? This has always been my dream and I'm not going to let go of it just because things are getting complicated.

So overall, chins up and lets have fun. One way or the other, we will continue to support our community and our users and deliver the best options we can for you all.
CCS NetworkOkay folks there was a big sigh this weekend as a I implemented a REALLY QUICK hotfix that was designed to stop tank and DPS classes from having the same level of intelligence based bonus to healing as healers and casters. There was a bit of a problem there.

Unfortunately a lot of people aren't too happy with that except the people that realized it was actually an error.

So I took the last couple days to try to work out a server side fix to address this situation more functionally than my quick hotfix did. At this time due to real life concerns I am not getting a lot of input from Melanie or Maldoror and cannot at this time push a LSL based fix for this issue until Melanie completes the encryption pass for the 1.0.5 meter. Which we hopefully will have a new beta for soon.

So for the technical details, heres how things stand now.

All skills are affected by intelligence. Some skills will only have their base value payload affected by intelligence whereas the DOT/HOT/SECONDARY effect will not affected by it, so a DOT will do an initial large int modified hit, then the "tick" on the DOT will only do the base per tick. Secondary effects added to skills via string encoding are not affected by intFactor, unfortunately at this time there is no way to pass that to the meter please keep this in mind.

This means that now all skills are affected by intelligence and all races/classes have various STR/INT based advantages which are all mostly the same from race to race other than the Cyborg race which gets a minor efficiency improvement based on their racial creation premise of being slightly more efficient at everything.
INT AND STR MOD BY ARCHETYPE:
DPS
STR 1.75
INT 0.75
TANK
STR 1.25
INT 0.50
CASTER
STR 0.50
INT 1.75
HEALER
STR 0.75
INT 1.50

CYBORG
HEALER(S)
STR 0.75
INT 1.75
TANK
STR 1.50
INT 0.75
DPS
STR 2.00
INT 1.00

And for the super geeky:
mysql> update skillsDamage set intFactor = 1;
Query OK, 130 rows affected (0.01 sec)
Rows matched: 171 Changed: 130 Warnings: 0

mysql> update skillsHealing set intFactor = 1;
Query OK, 0 rows affected (0.00 sec)
Rows matched: 57 Changed: 0 Warnings: 0

mysql> update skillsSupport set intFactor = 1;
Query OK, 90 rows affected (0.01 sec)
Rows matched: 90 Changed: 90 Warnings: 0


The above means the intFactor for all skills in all categories was set to 1. Basically all skills are affected by intelligence.

update players set respec=1 where respec=0;

That last bit there means that all players that had no respec available, now have 1. So if you didn't have a respec, you have one to work with, if you had one or two respec's banked you still have those respec's banked.

Hopefully this helps with the balance issues and doesn't make intelligence a wasted stat for DPS and TANK archetypes.

Happy Tax Day, I guess.

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