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la diva
Dabei seit: 17.07.2001
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21.02.2006 09:28 |
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la diva
Dabei seit: 17.07.2001
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21.02.2006 09:32 |
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la diva
Dabei seit: 17.07.2001
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dvd serien cover
http://www.albertspage.it/copertine/copertine_DvD.htm
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http://www.slinfo.de/phpbb/viewtopic.php...days=&postorder
User Interface
* Ctrl+F - Find
* öffnet das Suchen-Fenster
* Ctrl+G - Gestures
* öffnet das Gesten-Fenster
* Ctrl+H - Chat History
* öffnet die gehörten Mitteilungen der Bewohner oder Objekte. Hier können auch Sofortnachrichten (IM) angezeigt werden.
* Ctrl+I - Inventory
* öffnet das Inventar
* Ctrl+L - Link (selected objects in edit)
* verbindet markierte Primitive oder Primitivgruppen. Das zuletzt markierte Prim, oder das Eltern-Prim der zuletzt markierten Gruppe, wird zum Eltern-Prim an dem die anderen als "Kinder" hängen.
* Ctrl+M - World Map
* öffnet die Weltkarte
* Ctrl+P - Preferences
* Öffnet das Einstellungen-Menue im Spiel
* Ctrl+R - Run Mode
* Schaltet das "Rennen" ein oder aus. (Effekt: schnellere Fortbewegung auf dem Boden und u.U. eine andere Bewegungsanimation. Man kann ggf. Unebenheiten nicht mehr so einfach überwinden.)
* Ctrl+T - Instant Message
* Öffnet ein Fenster für Sofortnachrichten, die nur dem/den Empfängern angezeigt werden. Eine Einstellung unter "Preferences" ermöglicht es IM´s auch per Mail zugeschickt zu bekommen.
* Ctrl+U - Upload Image
* Öffnet ein Fenster in dem Dateien von lokalen Medien zu den SL-Servern übertragen werden (Kosten 10 L$). Nach Auswahl wird eine Vorschau unter Annahme des einstellbaren "Zwecks" (zB. Bild oder Kleidung) angezeigt.
* Ctrl+Z - Undo (once while in edit - chat window off)
* Nimmt den zuletzt gemachten Arbeitsschritt zurück. Im Chat schließt es das Chatfenster.
Edit
* Ctrl+1 - Focus
* Ermöglicht die Auswahl vom Objekten zur Bearbeitung
* Ctrl+2 - Move
* Ermöglicht die Bewegung von Objekten
* Ctrl+3 - Edit
* öffnet das Fenster zum Verändern der Eigenschaften von Objekten
* Ctrl+4 - Create
* öffnet das Fenster zum Platzieren neuer Objekte
* Ctrl+5 - Land
* Ermöglicht es das Land zu bearbeiten (nur für Landbesitzer mit entsprechenden Rechten).
Debug
* Ctrl+Alt+D - Open/Close Debug menu (some systems require Ctrl-Shift-Alt-D)
* Ergänzt die Menüleiste um zwei zusätzliche Einträge: "Client" und "Server". Hier sind Menueoptionen für die Fehlersuche und für technische Informationen zu finden.
* Ctrl+Alt+M - Mouse Moves Sun (requires Debug menu on)
* Man kann mit der Maus die Sonne bewegen falls der "Debug"-Modus aktiviert ist. (nur auf dem Rechner des jeweiligen Benutzers)
* Ctrl+Alt+T - Highlight Transparent
*
* Ctrl+Shift+N - Force Sunset (requires Debug menu on)
* Erzwingt einen Sonnenuntergang (nur auf dem Rechner des jeweiligen Benutzers)
* Ctrl+Shift+1 - Sim Stats (you will need to turn off the minimap to view the full stats page)
* Zeigt Statistiken/Daten zum aktuellen Simulator ("Insel" oder "Parzelle" im Hauptgebiet) an.
Ctrl+Shift+2
* Ctrl+Shift+3 - Texture Console (textures for the currently selected object will be highlighted in yellow)
* Texturenanzeige (Texturen des aktuell ausgewählten Objektes werden mit Gelb markiert)
Ctrl+Shift+4
Ctrl+Shift+5
Rendering
* Ctrl+Alt+Shift+1 - Toggle rendering of normal objects
* Schaltet die 3D-Darstellung normaler Objekte an/aus
* Ctrl+Alt+Shift+2 - Toggle rendering of objects with alpha textures
* Schaltet die 3D-Darstellung von Objekte mit Alpha Texturen (Transparenz in der Textur) an/aus
* Ctrl+Alt+Shift+3 - Toggle rendering of trees
* Schaltet die 3D-Darstellung von Bäumen an/aus
* Ctrl+Alt+Shift+4 - Toggle rendering of avatars - attatched prim objects will still be visible
* Schaltet die 3D-Darstellung von Avataren an/aus (Sichtbar getragene Objekte bleiben davon unberührt)
* Ctrl+Alt+Shift+5 - Toggle rendering of ground textures
* Schaltet die 3D-Darstellung von Bodentexturen an/aus
* Ctrl+Alt+Shift+6 - Toggle rendering of sky textures
* Schaltet die 3D-Darstellung von Himmelstexturen an/aus
* Ctrl+Alt+Shift+7 - Toggle rendering of water
* Schaltet die 3D-Darstellung von Wasser an/aus
Ctrl+Alt+Shift+8
Ctrl+Alt+Shift+9
Ctrl+Alt+Shift+0
* Ctrl+Alt+Shift+- - Toggle clouds/fog at elevation on/off.
* Schaltet die Darstellung vom Wolken/Nebel in größerer Höhe an/aus
* Ctrl+Alt+Shift+= - Toggle particle effects on/off.
* Schaltet die Darstellung von Partikeleffekten an/aus
* Ctrl+Alt+Shift+\ - Toggle rendering of bump mapped textures
* Schaltet die Darstellung von Texturen mit Strukturen an/aus
* Ctrl+Alt+1 - Toggle dispaly of the UI (e.g. windows, menus, etc.)
* Schaltet die Darstellung des Benutzerkonsole (User Interface) an/aus
Ctrl+Alt+2
Ctrl+Alt+3
Ctrl+Alt+4
* Ctrl+Alt+5 - Toggle hardware lighting
* Schaltet die Hardware-Lichtberechnung an/aus
Ctrl+Alt+6
Ctrl+Alt+7
Ctrl+Alt+8
Building
* Ctrl+Shift+A - Start/Stop Movie to Disk
* Beginnt/stoppt die Speicherung des Bildschirms als Film
* Ctrl+L - Link (selected objects in edit)
* Verbindet markierte Objekte (Primitive) miteinander
* Ctrl+Shift+L - Unlink (selected objects in edit)
* Hebt die Verbindung des/der markierten Prims auf
* Ctrl+Shift+M - Toggle display of mini map
* Anzeige der Mini-Karte an/aus
* Ctrl+Shift+S - Snapshot
* Aufruf des Bildschirmfotomenues
* Shift and Drag Copy object in edit
* Kopiert ein Objekt und lässt diese Kopie an der Stelle zurück, an der das Orginalobjekt war! (Shift/Umschalten gedrückt halten während man über die Koordinatenpfeile das Orginal bewegt.)
* Zoom Camera To zoom in and out, and to rotate the camera around an object or avatar, hold down the Alt key and left-click-hold on the object or avatar, then move the mouse up and down to zoom, and left and right to rotate around in a circle.
* Um die Kamera an ein Objekt heranzubewegen hält man die ALT-Taste und die linke Maustaste gedrückt. Mit Mausbewegungen auf der horizontalen Achse dreht sich nun die Kamera um das Objekt. Bei Bewegungen nach vorne und hinten ändert sich der Abstand der Kamera zum Objekt.
* Orbit CameraTo orbit around an object or avatar in all directions, hold down Ctrl+Alt and left-click-hold on the object or avatar and move the mouse.
* Wird zur ALT-Taste auch CTRL/STRG gedrückt kann mittels bewegungen nach vorne und hinten auch vertikal um das Objekt rotiert werden.
* Pan CameraHold down Ctrl+Alt+Shift and left-click-hold on an object or avatar, and move the mouse. This will move the camera directly horizontal and vertical, no rotation.
* Werden ALT, CTRL und Shift zugleich gerückt bewegt sich die Kamera auf einer Ebene nach oben/unten oder Rechts/links. Es findet keine Rotation statt.
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24.02.2006 13:35 |
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la diva
Dabei seit: 17.07.2001
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19.08.2006 07:54 |
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la diva
Dabei seit: 17.07.2001
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TG: Was the scale of the success surprising?
BCS: We felt it was an incredible game and as more and more people were exposed to it in development everyone raved about it. I don’t think at the time I thought it would become recognized as one of the best PC games of all time, that it would turn out to be probably Sid’s best game ever, or that it would live on through multiple revisions, perhaps forever. So in those terms the success was surprising.
TG: What was the most important thing you learned in the development of Civ?
BCS: The development of the original Civilization game was the penultimate success of the design by playing process. Sid produced a playable prototype that contained most of the core features of the game. Once he got me involved playtesting it, we would test and review it every day. Then he would redesign and recode, and new version would be sitting on my chair when I got in the next morning. I would play it all morning making notes about what I thought was working and what was not, and we would meet when he got in and start again. Day by day the game took shape. Eventually it was accepted as a real project by the company and we got artists and other people involved. The essence of what makes Civilization great is that it was created by a very small team testing, adjusting, and retesting day after day. We have essentially adopted the same process at Ensemble Studios for the entire Age of Empires series.
TG: No game before Civ had that kind of scale. How important is the "epicness" in the appeal of Civ?
BCS: I have remarked before that being assigned to work with Sid as his assistant designer was like going to a game design university. I believe one of his principles of game development is to choose a big topic, perhaps an epic topic. I don’t know if he came up with that before or after making Civilization. I don’t believe that big and epic are necessary conditions for success, but they can be very helpful, especially for games based on history. The rise of civilization covers a lot of material and from that it was fairly easy to pull out parts with which to build a game. The narrower the topic, the less there is to borrow. Big epic topics generally come with a story that can be easily turned into a simple vision. Great games put the player in the position of the hero and guiding a civilization from the Stone Age to the Space Age was big, interesting, and heroic.
TG: Sid’s games before Civ were real time (flight sims, RRT, Covert Action) and he’s moved in real time since. Could Civ work in real time?
BCS: Yes and no. It has been done to some extent already, but the real-time games play quite differently. To me examples of Civilization converted to real time are Empire Earth and Rise of Nations. They are both strategy games that play through the rise of civilization (so maybe yes), but there are some big differences in real-time gameplay (so maybe no). In Civilization you play at your own pace, do lots of economic micromanagement, and combat is perhaps a minor part of play; real-time play is hair-on-fire frantic, much less economic, and really focused on combat. Where Civilization IV takes 6-12 hours to complete a game, the typical RTS game takes one hour or less to complete. The big epic topic is the same but the gameplay is dramatically different.
The key difference between turn-based and real-time comes in the number and pace of gameplay decisions. In turn-based play you have all the time you want to make your decisions and you don’t advance the turn until you have completed all you wish to make. In real-time you have a very limited time to make decisions so you must continually rank them in priority. You deal with the most pressing decisions first and let the remainder slide if you can’t get to them. In turn-based you see the results of the other player actions and can ponder them for as long as you like before taking your turn. In real-time game conditions are constantly changing. You have little time to ponder your response.
Some anecdotes from the experience of making the original Civilization:
1.I believe I was the second person ever to play the original Civilization, after Sid of course, and I liked the concept immediately. As I recall, Sid gave me the first playable prototype in May, 1990, on a 5 ¼” floppy disc, which I believe I still have somewhere. Many of the elements of the final game were there. We had used the same iterative process of design by playing when making both Railroad Tycoon and Covert Action.
2.Before Civilization appeared on my radar, Sid asked me to list 10 things about the game Empire that I would change or add if I could. This was part of his research on making Civilization. As I recall, the big influences on him at the time were the experience of making Railroad Tycoon, Sim City, Empire, and perhaps Populous. As we neared completion I remember him commenting that he didn’t know what he would do next because Civilization incorporated every good idea he had on making a game. I left the company about 9 months later after working with him on an American Civil War game that was never completed.
3.It seemed like a struggle at the time to get the company management on board with Civilization. They didn’t seem to get it. They wanted more flight sims.
4.I wrote the original big manual that included a lot of historical material on the rise of civilization. I had to choose some illustrations and one I chose was Michelangelo’s statue of David. The artist assigned to sketch the historic objects was a woman and she questioned why I had chosen a naked man. I had been doing a lot reading for the game and manual and just thought it was a breakthrough piece of art. I didn’t consider anyone would be offended by it or if there was any gender bias in my selection. She didn’t raise either issue with me, but just her query made me think about the choice, which wasn’t changed.
5.The original Civilization was made in a relatively short period of time. I remember writing most of the blurbs for the technologies in the Civilopedia and feeling embarrassed that we ran out of technology. In the original game you could do research on future unnamed projects. There just wasn’t time to invent new stuff and consider what game implications they might have.
6.I was incredibly impressed by Sid’s creativity. For the early months of development at least, all of the art in the prototype was Sid’s work. He would whip out Paint or some art program, create a new object, and it would go right into the game. Remember these were the days of 16 color graphics (and we were very glad to have the bounty of 16). As another example of his creativity, when he started toying with the morale of the people in cities I thought it was very clever to invent the entertainer specialist and have him look like Elvis.
7.I remember Sid being remarkably private about the development of the game for the longest time. For many months I was pretty much the only person that was playing it and discussing it with him. People would come into my office to watch and question me, and I believe he was constantly being pressed to pass it out to others, but he kept it tight. If he explained why to me then, I don’t recall the answer. Today I feel that getting many people involved is a good thing for the design by playing process. A few years ago Sid complemented me during a speech he was giving by saying I was fun to work with because I had the ability to always see the glass as half full, not half empty. That ability is perhaps a requisite for a game developer. Maybe it is just imagination.
8.Al Roireau was head of playtest on Civilization and he had strong opinions on game design that occasionally clashed with those of the game teams. As we started getting real artists assigned to Civilization, somebody created a head of Al Roireau that was used as a temporary fill-in for all of the opposing kings on diplomacy screens. So for months of playtesting Al’s head was constantly popping up. He took it well.
9.At the time we were working on Civilization the company had a bonus plan paid for projects based on sales and meeting milestones. I believe that because Sid was not an employee and the VP of development’s bonus was tied to projects Sid was not working on, it was very hard for us to get artists and other assets as the game started moving to full production. I remember many meetings when I reported we could not meet the production schedule without help. The game shipped late at least partially because other projects were given a higher priority. I thought it was nuts to hold back on what everyone in development agreed was going to be a big hit. I was really incensed when our bonuses were shaved considerably because we slipped, which I thought was management’s decision.
10.During the three-four years that I worked with Sid as his assistant designer, one of the playtesters started calling us the A team. I don’t think I ever commented on that or acknowledged it, but I came to be very proud of it. Working with Sid, especially on Railroad Tycoon and Civilization, was a fantastic opportunity for which I will always be grateful. That experience led to other wonderful opportunities for me. I have tried to pass on what I learned to my colleagues at Ensemble Studios.
11.There is certainly some Civilization in the Age of Empires series. The vision for the original Age of Empires game was something like the historical and economic aspects of Civilization merged with the game play of Warcraft and Command & Conquer.
shacknews.com/docs/press/102306_civ_chronicles.x
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01.11.2006 18:17 |
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la diva
Dabei seit: 17.07.2001
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15.01.2007 05:57 |
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la diva
Dabei seit: 17.07.2001
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20.04.2007 23:54 |
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la diva
Dabei seit: 17.07.2001
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http://torgen-am-morgen.blogspot.com/
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wtf is this?
http://uncyclopedia.org/wiki/Ununcyclopedia
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das rätsel des universums
http://www.breakfornews.com/forum/viewtopic.php?p=22707
dali archiv
http://www.fotos.org/galeria/showgallery.php/cat/520/page/13
!!! the art wolf
http://www.theartwolf.com/services/wallpapers_es.htm
kunstlinks
http://www.artrenewal.org/asp/database/c...er&fromform=yes
http://www.artrenewal.org/articles/2003/...rs/masters1.asp
http://www.safran-arts.com/42day/art/art4jul/art0705.html
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An Open Letter to Linden Lab
http://www.slapt.me/wiki/index.php/An_Op...r_to_Linden_Lab
no comment
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...weiter geht es - hier ?
OSGRiD
...vielleicht 'das nächste große Ding' und/oder die Fortsetzung von dem, was SecondLife einst gestartet hat (?) >>>
http://www.osgrid.org/elgg/
Die User hosten Ihre eigenen Inseln usw. usf.
Natürlich - massig technische Probleme - aber wer weiß - vielleicht in 2-3 Jahren dann das wirkliche virtuelle Imperium im Netz, in viellen Bereichen dann individuell und user-controlled, wer weiß sowas schon?
http://www.osgrid.org/forums/viewforum.php?f=3
Deutsches How-To >>>
http://www.ralf-haifisch.biz/Opensim%20HowTo.shtml
Auch dort wird es nicht ohne Zensur/Beschränkungen abgehen aber wenigstens entstehen da dann keine irrsinnigen Kosten
für die User dann sich Drangsal und Gängelung bieten lassen muß?
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Andere virtuelle Welten, bereits kommerzieller ausgerichtet,
welche Secondlife bereits ein wenig mehr Konkurrenz machen (bei geringeren Servermieten)
'openlifegrid' beheimatet in Neihu, Taipei, Taiwan
scheint 'secondlife' geradezu 1:1 abzukupfern:
a virtual world pioneered and created by users
und wird dann wohl irgendwann dieselben Stationen
wie z.B. Kommerz und Anpassung (plus Ar*chkriechereien) gegenüber allen (Aussen)instanzen durchlaufen?
http://openlifegrid.com/
Zum Datum dieses Postings statet die Site:
--- Openlife now has over 50,000 registered users and over 62,000 Avatars.---
45%-US-User, 10%-UK-User, 7% aus Deutschland , 5% France
Bilder aus dem openlifegrid auf FLICKR >>>
http://www.flickr.com/search/?q=openlife...arched=&x=0&y=0
und
'legendcity' hat seinen Sitz in (Maricopa) Phoenix, Arizona , USA
http://www.legendcityonline.com/home.php
deren Forum >> http://www.gamerssoul.com/forums/
__________________ thread.php?postid=123456#post123456
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16.05.2007 14:14 |
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la diva
Dabei seit: 17.07.2001
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zitate, aphorismen
http://www.dreifaltigkeit-altdorf.de/zitate.htm
das dudel ich gerade
http://www.piazza-forum.de/thread.php?po...9868#post279868
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Im November 2008 sind knapp 2000 Sims ( = 125 bis 500 server ) verschwunden aus Secondlife:
http://secondlife.com/whatis/economy_stats.php
und
http://forums.secondlife.com/showthread....04&page=6&pp=15
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...und mal ein wenig Trivia...
...von der Renommier-Deutschen der SL Businesswelt
http://www.zeit.de/2007/02/Portraet-SL-Chung
Ailin Gräf ist Lehrerin und die erste Dollarmillionärin in der virtuellen Welt von »Second Life«.
Inzwischen beschäftigt sie 30 Mitarbeiter in China.
http://images.google.de/images?q=Ailin%2...-8&oe=utf-8&rls
Second Life's Anshe Chung
The unreal real estate tycoon of Second Life
http://www.smh.com.au/ftimages/2006/11/27/1164476124926.html
...tja, sieht irgendwie anders aus , soll aber auch Ailin sein:
http://metaverse08.com/en/talk2007.php?id=47
...und nochmal eine Ailin:
http://www.teknikhaber.com/haberoku.php?id=2961
...machen wir mal weiter:
http://en.wikipedia.org/wiki/Anshe_Chung
unter
Business
...
Chung currently owns hundreds of servers' worth of land, most of which are sold or rented to other users as a part of her 'Dreamland' areas.
...
In February 2006 Ailin Graef legally incorporated "Anshe Chung Studios, Ltd." in Hubei, China with her husband and business partner, Guntram Graef, who goes by the pseudonym "Guni Greenstein" in Second Life.
Profil Guntram Gräf: http://www.dld-conference.com/2007/01/guntram-graf.php
Guntram Gräf is ... CEO of ANSHE CHUNG Studios Ltd., a company specializing in developing immersive 3D environments for applications ranging from education to business conferencing and product prototyping. He is the husband of Anshe Chung (Ailin Gräf), who has become the first online personality to achieve a net worth exceeding one million US dollars from profits entirely earned inside a virtual world, Linden Lab's famous SecondLife.
Guntram studied Computer Science at the University of Karlsruhe from 1992 to 1998.
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...tja, da wird in allen möglichen SL-Foren über
die fehlgegangene 10linden.com mit den China-Sweatshop-Programmierern Geschichte gebrabbelt (hat nix gebracht, nur gekostet)
und
die fehlgegangene 60.000 US$ / USD Bankenlizenz (hat nix gebracht, nur gekostet)
und
irgendwelche Dinger im Zusammenhang mit dem slexchange- jetzt xstreet-marktplatz
und
darüber, dass im November in der Hauptsache 'grandfathered Sims' zuhauf verscherbelt wurden (anscheinend hat ACS viele viele Openspaces angekauft, die jetzt erst wieder in normale Sims zurückverwandelt werden müssen, da Openspaces ja jetzt teure Homesteads werden und und und *würg*...)
http://secondthoughts.typepad.com/second...rland.html#more
unter:
ANSHE CHUNG, UNION ORGANIZER
Zitat: |
[2008/11/06 20:08] Anshe Chung: And the tier madness hurt us very bad in Dreamland, very.
...
We just had converted 80 sims to open spaces and started renting them when it happened.
This is why I decided to even sell off some 195$ grandfather tier sims: 20-40
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I talked to Lindens and they all told me they have no plans for doing any change to the GF sims. But you know they can suddenly have some new idea and DO change things ...
... So my guess is that all is possible from suddenly GF ends to GF goes on forever ...
I never asked them about OS because I never thought it possible they would do something like this ... |
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tja, super, nett, klasse und so oder so...
...aber den wahren Hammer haut dann Herr Prokofy Nava (second thoughts blogger) heraus:
Few realize that Anshe
(who is really Guni Green...stein using that Avatar,
as well as other persons who remain in the shadows;
the Asian woman introduced as the German Guni's wife
is only one such person)
:clap:
__________________ thread.php?postid=123456#post123456
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10.12.2007 14:07 |
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la diva
Dabei seit: 17.07.2001
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27.02.2008 04:27 |
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la diva
Dabei seit: 17.07.2001
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20.05.2008 08:40 |
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la diva
Dabei seit: 17.07.2001
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Zitat: |
promi zeug
http://www.gossipgirls.com/
http://community.livejournal.com/ohnotheydidnt/
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jazz zeug
Blue Note - das Jazzforum
http://forum.rollingstone.de/forumdisplay.php?f=105
"Mampf-Jazz"
http://www.jazzpages.com/forum/showthread.php?t=2994
zitat
ich glaube, was Du wirklich brauchst, ist Dein eigener Blog! Deine Ausfuehrungen sind ebenso kenntnis- wie geistreich, absolut glaubwuerdig, sehr entschieden und ziemlich ueberempfindlich gegenueber allem, was nicht Deiner Vorstellung von Jazz entspricht. Leider auch etwas stur. Das noetige Mass an Mitteilungsfreude hast Du jedenfalls. Bestimmt finden sich Gleichgesinnte oder engagierte Diskussionspartner, die sich daran abarbeiten moechten. Kann ja durchaus ein Gewinn sein. Und wenn man keine Lust mehr hat, schaltet man den Computer einfach ab.
Ansonsten befinden wir uns hier in einer Argumentationsschleife. "Es ist schon alles gesagt, bloss nicht von allen." (auch von Karl Valentin) Immer und immer wieder die gleichen Argumente, man geht immer mehr auf immer spitzfindigere Einzelheiten ein, man geht nicht ueber Los, man zieht keine 2000 Dollar ein, man begibt sich direkt in den Tempel des Wahren Jazz und dreht sich dort nur noch im Kreis um sich selbst und beurteilt das bunte Treiben um einen herum aus dieser Warte, mit der Gewissheit von dort aus den besten Ueberblick zu haben und so schon das richtige Urteil faellen zu koennen. Meinetwegen, wir alle haben unsere eigene Pespektive und es waere ja Selbstverleugnung, wenn wir die nicht ernst nehmen wuerden. Ich goenne Dir das ja, aber persoenlich finde ich gelegentliche Perspektiv-wechsel gut. |
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hans gibt uns autotune-nachhilfe
wie die wurst gemacht wird:
http://www.youtube.com/watch?v=LHaAzvdavao
ab 1:15 - was im klartext zum vergleichen!!!
http://www.youtube.com/watch?v=q6LQCOja1zI .. korrektur
http://www.youtube.com/watch?v=JEJeu7MKxmk .. effekt
man kann aber auch was intelligentes damit
http://www.youtube.com/watch?v=zxGKlrS9SxE
http://www.youtube.com/watch?v=9xX6OwNk8sk .. die billige
http://www.youtube.com/watch?v=8zeLKMHxbN8 .. und die pro
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12.09.2008 23:08 |
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la diva
Dabei seit: 17.07.2001
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04.05.2009 23:52 |
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la diva
Dabei seit: 17.07.2001
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29.08.2009 08:57 |
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la diva
Dabei seit: 17.07.2001
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09.11.2009 21:43 |
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la diva
Dabei seit: 17.07.2001
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We spoke a while back about your concerns over whether the Profile Picks Rewards System is in compliance with Linden Lab's policies, and I said I'd get back to you before we took any action on the issue. Thanks for being proactive about this. I really appreciated your concern for the overall health of Second Life and your interest in being a part of the long-term success of the platform.
Yesterday, I published further clarifications that reiterate link-farming and machine-based rank inflation programs are violations of our policy. In this previous statement, we made it clear that any attempt to unfairly increase Search ranking, regardless of how it is achieved, is a violation of our Search policies (see also). Our enforcement on this issue will be stepped up over the next month, including changes in the algorithm for Picks ranking and taking action against accounts that engage in search-gaming activities.
What this means for you specifically is that we will no longer allow the PPRS system to be sold on XStreetSL, and we need you to disable the system in order to keep your Second Life account active.
We will take no action against the accounts of your former customers, however, these Residents may begin to notice that their rank may change in Search due to changes in Picks weighting.
We recognize this impacts your business, and we'd like to work with you on a reasonable timeline and transition plan. Your entrepreneurial spirit is admirable, and I hope to see you continue to evolve as a successful business person in Second Life.
Let's meet as soon as possible to work out a plan. Colossus Linden will also join us so that he can answer any XStreetSL questions you may have. Our next available time to talk with you is Mon, Jan 11 at noon PDT. Would that work for you? If not, please propose some alternate times.
Thanks for your understanding. I look forward to talking with you. Liana Linden
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with deep regret and also lots of concerns I received your message
about the future of my PPRS system. Let me assure you that of course I
will comply to all requests made. However I would like to discuss and
clarify certain aspects. Due to timezone differences I can not attend
the suggested live conversation on January 11th and would therefore
suggest that we discuss the next steps via email.
Please allow me to give you a short overview about the PPRS as it is today:
- 500 different places use the PPRS system, among those many major
labels in SL like Sintimacy, Alessandra, Earth & Sky, Indyra
Originals, Alyssa Bijoux, Skandalou's, Right!, MyFashion, Luxus,
Jaqueline Beamount just to name a few
- each day, we have approximately 10.000 payments to unique, active residents
- among the users of the system are many new users, whose retention
rate PPRS increases, as well as long-time active community members
- within the past 30 days we had 34.000 unique residents receiving payments
As you can see, PPRS is one of the largest community projects in SL.
The user base is in active dialogue with each other and with the
place-owners, and users of the system get encouraged to explore Second
Life and visit new places. The participating merchants report of
increased sales due to new residents finding their venues. Even
without the effect on Search placement,PPRS is an important marketing
tool for content creators.
Regarding the procedure I have several questions:
1) I would like to discuss the option of a transitional period in
order to shut the system gracefully down and avoid trouble with both
the place-owners usingPPRS and - more important - the payment
recipients. I need time to inform the users of the impending changes
and phase the system out. Please let me know your intendedtimeframe,
and I would hope for a constructive and open-spirited discussion on
the phasing out timeframe.
2) I need a guarantee from Linden Lab against claims of damage and
retaliation from users. The system has been sold well over 1000
timesinworld and on XStreet SL . Apart of that, there is also already
booked and paid for ad impressions on the associated HUD. Potential
claims of damage can't be fulfilled by me. I also fear that despite
complying to your requests, angry users might file abuse reports
against me. I need a guarantee from Linden Lab that those abuse
reports will NOT lead to me getting banned fromSL.
3) As the major profile pick management system, I have a good overview
about the competing systems in SL. Can I expect that all competing
systems will have to terminate their services as well? What about
online-services like slbiz2life.com which allow you to book profile
picks without the need of an inworld system? Can Linden Lab guarantee
that those services will shut down as well? What about groups offering
raffles whose sole purpose is pick farming? Can I rightfully expect
that all businesses will be treated the same and that it is not just
my business that has to suffer while "smaller fish" are able to
continue their business unharmed?
4) Finally I want to mention that I have spent not only a significant
amount of development work into the system, but also have committed to
long term obligations for example for server hosting, which will have
to be paid by me even after PPRS has to be shut down. I would like to
discuss potential ways to adapt/change PPRS in a way that it still
complies with any new regulations you want to implement. We have the
joint goal to enhance the Search experience for the users and are open
to cooperate in any way. We could even imagine a way that Linden Lab
incorporates parts of our proven and reliable system as integral part
of the Search functionality. We haveacquired quite a lot of knowledge
about the usage of the SL -Search in the past and about resident
expectations (and especially problems and obstacles new users face)
that a knowledge and technology transfer will be beneficial to Linden
Lab. We are open to every sensible cooperation offer.
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17.02.2010 09:09 |
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