nyuuzyou/wikis huggingface dataset:
Heterocera Route 3

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Return to main : Heterocera_Network
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== Route 3 (North Heterocera Inland Link) ==
click image for larger version
=== Route 3/Route 2 Southern Junction, Emmelia === 
The two routes merge here in a T junction adjacent to the viaduct spanning the ravine.
=== Route 3 Lower Bank, Lunaris === 
The road ascends a steep bank here rises with the terrain, excellent spot for sledging if it would only snow !
=== Route 3 Upper Bank, Lunaris === 
A second rise requires a large stone embankment in order to prevent subsidence of the hillside below the woodland above.
=== Route 3 Hilltop Woodlands, Moma & Tridens === 
The high hill crest at Moma, as well as offering panoramic views of the surrounding area and not-so-distant coast, retains some natural woodland across its border with Tridens. The park also contains small lakes and a pagoda summerhouse in which weary travellers may take a breather. There is a rezzing area here too.
=== Route 3 Oriental Bridge, Tridens === 
The red oriental bridge at Tridens gracefully mimics its surrounding oriental architecture as does its twin down the ravine in Togata. From the bridge, the road heads due north across undulating terrain towards Woolybear Junction.
=== Route 3 Main Road === 
The main road along Route 3 begins at the Woolybear intersection and continues to Tussock where the SLRR intersects. This Road is 4.3km long. Below is a list of features you can find along the way.
=== Route 3 Polkadot Park, Polkadot ===
Small stone pathway leads to sunken garden beyond. A place for rest and contemplation.
=== Route 3 Roundabout, Riddings === 
The Roundabout at Riddings provides access to the link road to the Southwest leading to Congrua or a continuation of the main road to Tussock to the East.
=== Route 3 Intersection, Riddings === 
This intersection provides access to sims to the South ending at Nitida. This intersection is also a Rezz Zone.
=== Route 3 Intersection, Cisseps === 
This intersection provides access to sims to the North ending at Turnip. This intersection is also a Rezz Zone and has a small public square and fountain.
=== Route 3 Factory, Muslin === 
This intersection includes the Coach and Carriage Company Factory and a Rezz Zone.
=== Route 3 Rezz Zone, Herald === 
Rezz Zone along the Road.
=== Route 3 Community Hall, Pavonia === 
There is a Community Hall in Pavonia with a Rezz Zone next Door.
=== Route 3 Catch the train, Tussock === 
Park your vehicle and catch a train here.
=== Route 3 Riddings to Congrua connection, Morrison === 
This Road is 840m long with a Rezz Zone along the Road.
=== Route 3 Riddings to Nitida connection, Astylus === 
This Road is 1.5km with a Rezz Zone along the Road at Astylus.
=== Route 3 Riddings to Nitida connection, Muralis === 
Muralis contains a few little parks, the largest of these contains a creek for your enjoyment.
=== Route 3 Riddings to Nitida connection, Nitida === 
Nitida is currently the end of this road and hosts a Rezz Zone.
=== Route 3 Cisseps to Turnip connection, Orache === 
A Rezz Zone along the road.
Heterocera Route 5

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Return to main : Heterocera_Network
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== Route 5 : Coastal Byway ==
click image for larger version
=== Route 5 Public Rez Zones ===
=== Xanthorhoe Train Station ===
=== Denrolimus ===
=== Lasiocampa ===
=== Myron ===
=== Cisthene ===
=== Ufeus ===
=== Mocis ===
=== Route 5 Public Boating Areas ===
=== Public Launch area in Xanthorhoe ===
=== Sailing and Surfing Launch area, Scotopteryx ===
High Altitude Rezzer

*Click Here To see my page and more of my scripts
Create something pretty to put this script in and to sit on. 
Place the script inside along with the object which you wish to rez.
Sit on your beautiful creation and then touch it to ascend to the height you set below where it
will rez your object. Stand up
walk around, enjoy. When you want to return to where you started then just sit on it, delete your rezzed object and touch again.
//High Altitude Rezzer
//Creator: Jesse Barnett
integer target_height = 4090;//Set the elevation you want to go to here. Maximum you can rez objects is 4096.
float zSpeed = 500.0;
vector x;
vector w;
list grnd;
vector ground;
vector rez_obj_offset = <0.0, 0.0, -0.5>;
//Adjust this as necessary for postion of 
//rezzed object in relation to vehicle. (no more then 10.0 in any axis)
default{
 on_rez(integer start_param) {
 llResetScript();
 }
 state_entry(){
 grnd = [];
 grnd += llGetPos();
 ground = llList2Vector(grnd, 0);
 vector pos = llGetPos();
 llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, FALSE); 
 if(pos.z >= (target_height - 5)){
 state descend;
 }
 llSetText("Sit and touch to ascend", <0,0,0>,1.0);
 }
 touch_start(integer total_number){
 llSetStatus(STATUS_PHYSICS, TRUE);
 x = llGetPos();
 x.z = target_height;
 llTarget(x,50);
 }
 not_at_target(){
 llApplyImpulse(llGetMass()*<0,0,zSpeed>,FALSE); 
 }
 at_target(integer ascend, vector target, vector cPos){
 llTargetRemove(ascend);
 llMoveToTarget(target,1); 
 llSetTimerEvent(5.0);
 }
 timer(){
 vector pos = llGetPos();
 if(pos.z >= (target_height - 1)){
 llStopMoveToTarget();
 llApplyImpulse(-llGetMass()*llGetVel(),FALSE); 
 llSetStatus(STATUS_PHYSICS, FALSE);
 llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), llGetPos() + rez_obj_offset, ZERO_VECTOR, ZERO_ROTATION, 42);
 state descend;
 }
 }
}
state descend{
 state_entry() {
 vector pos = llGetPos();
 llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, FALSE); 
 if(pos.z <= (ground.z + 5)){
 state default;
 }
 llSetText("Sit and touch to descend", <0,0,0>,1.0);
 }
 touch_start(integer total_number){
 llSetStatus(STATUS_PHYSICS, TRUE);
 w = llGetPos();
 w.z = ground.z;
 llTarget(w,50);
 }
 not_at_target(){
 llApplyImpulse(llGetMass()*<0,0,-500>,FALSE); 
 }
 at_target(integer descend, vector target2, vector Pos){
 llTargetRemove(descend);
 llMoveToTarget(target2,1); 
 llSetTimerEvent(5.0);
 }
 timer(){
 vector pos = llGetPos();
 if(pos.z <= (ground.z + 1)){
 llStopMoveToTarget();
 llApplyImpulse(-llGetMass()*llGetVel(),FALSE); 
 llSetStatus(STATUS_PHYSICS, FALSE);
 llSetPos(ground);
 state default;
 }
 }
}
Hinterland-Iberia Microcontinents

They are two close microcontinents (see Microcontinent, in contact only at a corner. They can be found at Coordinates 578-581/1272-1276, inside Grid Sector E12, North - West Ocean. Since they are very close, they can be analysed together. They have a common temporary name, A070, given by the team that created List Of Microcontinents And Sim Clusters. The Eastern microcontinent, Hinterland, is middle-age themed, with beautiful landscapes. The west one, Iberia, is more diverse and includes even urban landscapes.
Each microcontinent has 5 sims, together they have 10.
Land With Restricted Access exists. Skyboxes exist too.
==See also==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Hippo

The hippo is the unofficial Second Life Mascot.
All started with Darwin Appleby's thread about hippo. Progressively, hippo overran the grid :
* Hippo could be found in the Hikaru Yamamoto 's zoo.
* Hippo statues and hippo avatars became very popular in Second Life.
* Hippo mania touched Lindens themselves (read this Example).
* You could see the word hippos in the menus/lists while they where still loading, on some occasions.
* An SL National Hippo Day was declared for February 15th.
* An hippo-easter-egg was added to the viewer (press )! 
Whenever bugs were found, hippos would be unleashed and they would skip through SL stopping bugs and evil gnomes (who planted bugs)!
Oh the great hippo! Stomper of gnomes! Savior of all Second Life! How we worship thee!
Hippos are now a breedable pet animal in Second Life!
* Precious Hippos
Vote for the JIRA to get them added as an actual category on the marketplace. See Jira WEB-4495
== Footnotes == 
==See Also ==
* Hippotropolis
* Hippo Awards
* Second Life Wikia: Hippo
* LSLWiki.net: Hippo
* Forum Link: Febuary 15th declared SL National Hippo Day
Category:Culture
Hippotropolis

The Hippotropolis region was established to provide a meeting place for developers and Residents interested in improving the open source code of the Second Life Viewer. Teleport to the Linden Open Source Project headquarters.
== Locations ==
Currently, the land is divvied up among:
* , which includes
** event and meeting area
* 
We've also added an additional Hippo Hollow region immediately west of Hippotropolois with:
* 
*:this sandbox is restricted to use by members of the SL Open Source Contributors group
=== Third Party Viewer Support Parcels ===
Parcels are available on Hippo Hollow for use by the support groups of viewers in the Third Party Viewer Directory that are, in the opinion of Linden Lab, making a good faith effort to support the evolving features of Second Life. This use is experimental, and subject to review. Contact Oz Linden to set up a parcel or if you have any questions.
Guidelines for use:
* Terrain should be not modified radically (stay between 36 and 55 meters elevation).
* Builds must not extend beyond the parcel boundaries, nor above 85 meters.
* Anything that disrupts the use of other parcels in the region or is otherwise found to be obnoxious or in poor taste by the community is not allowed.
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What additional uses would the community like? Please use the Discussion tab to reply.
== Covenant ==
The Linden Open Source Estate is a gathering place for Residents interested in developing and improving the open source code of the Second Life Viewer. We encourage a respectful and open exchange of ideas.
== Uses ==
This is a gathering place for sldev members and Residents interested in open source. It is a public region, so the general public will pass through as well. Community members should feel free to use this space to meet in-world to work on SL open source issues or just hang out.
I also hope the community will help us build out this space to be more valuable and interesting. If you have ideas, please add them to the Discussion page.
== Desired Features ==
Some things we'd like to see live here:
* Mobilize the non-technical enthusiast to be a casual contributor. 
**In-world, at OSS HQ and elsewhere, station signs that when clicked will take user to a pJIRA page filtered for bugs with less than 2 comments.
** The sign would also provide a notecard on how to effectively repro bugs and help out with pJIRA. Can something like this be done?
* Other ideas?
Category:Open Source Portal
Home

Home is the location that you teleport to when you choose the menu item "Teleport Home", press , or when you "die". You can set this location with the menu command World > Set Home to Here. Home may be set to land that you own, land that a group you are a member of owns, or Linden Land that allows anyone to set their home there (such as Welcome Areas or InfoHubs).
For more information, see Setting your Home location.
Hook example code

#include "lldarray.h"
 // data1 and data2 may be used for any arbitrary user data.
 // from_plugin should be set to FALSE if the function is being called due to a user's action,
 // and TRUE if it is being called from another plugin. (The idea is to avoid event loops, but
 // maybe there is a better way.
 // If function pointer returns FALSE, and this is one of a series of callbacks for a hook, 
 // the function should terminate without passing control to any further plugins or to the
 // rest of the viewer function. (This is to allow hook functions to "swallow" events by return FALSE.)
 typedef bool (*func_ptr)(void *data1, void *data2);
 
 class hook {
 public:
 const char * name;
 LLDynamicArray<func_ptr> *hook_ptrs;
 hook() {}
 hook(const char *n) {name = n; hook_ptrs = new (LLDynamicArray<func_ptr>)();}
 };
 
 class viewer_func {
 public:
 const char * name;
 func_ptr ptr;
 viewer_func() {}
 viewer_func(const char * n, func_ptr p) { name=n; ptr=p;}
 };
 
 class plugin_interface {
 private:
 hook * get_hook_by_name(const char *name);
 viewer_func * get_viewer_func_by_name(const char *name);
 public:
 LLDynamicArray<hook> hooks;
 LLDynamicArray<viewer_func> viewer_funcs;
 
 void add_hook(const char *name, const func_ptr ptr); 
 
 void add_viewer_func(const char *name, func_ptr ptr);
 char ** get_viewer_func_list();
 char ** get_hook_list();
 
 const char * get_interface_version();
 void * call_viewer_func(const char *name, void *data1, void *data2);
 bool call_hooks(const char *name, void *data1, void *data2);
 void init();
 //plugin_interface(); 
 
 };
 
 #define PLUGIN_HOOK(name, data1, data2) fprintf(stderr, "PLUGIN_HOOK(%s)\n", name); if(!gPluginInterface.call_hooks(name, (void *)(data1), (void *)(data2))) return; 
 
 extern plugin_interface gPluginInterface;
 void plugin_interface::add_hook(const char *name, const func_ptr ptr) {
 /* This function adds a named hook definition with nothing to call to the list.
 It should be called once for each hooked function upon instantiation of 
 the plugin interface; the hook_ptrs lists will be filled in, if necessary,
 by plugin init functions. We need a list of hook names (function names)
 so that plugins can ask the interface what hooks it will export. */
 fprintf(stderr, "add_hook(%s = %p)\n", name, ptr);
 if(ptr) {
 hook * myhook = get_hook_by_name(name);
 if (myhook == NULL) {
 fprintf(stderr, "ERROR: tried to add function to unknown hook %s\n", name);
 return;
 } 
 myhook->hook_ptrs->put(ptr);
 } else
 hooks.put(*(new hook(name)));
 }
 hook * plugin_interface::get_hook_by_name(const char *name) {
 // this should really be a hash table lookup
 for(int i=0; i < hooks.count() ; i++) 
 if (!strcasecmp(name, hooks[i].name)) 
 return &hooks[i];
 return NULL;
 }
 bool plugin_interface::call_hooks(const char *name, void *data1, void *data2) {
 hook * func = get_hook_by_name(name);
 if (func) {
 for (int i=0; i < func->hook_ptrs->count(); i++) {
 LLDynamicArray<func_ptr> *fptr_array=func->hook_ptrs;
 func_ptr fptr=(*fptr_array)[i];
 if (!(fptr)(data1, data2)) return FALSE;
 }
 return TRUE;
 } else return FALSE;
 }
Hooking sending IMs

void LLFloaterIMPanel::sendMsg()
 {
 LLWString text = mInputEditor->getWText();
 LLWString::trim(text);
 if (!gAgent.isGodlike()
 && (mDialog == IM_NOTHING_SPECIAL)
 && mOtherParticipantUUID.isNull())
 {
 llinfos << "Cannot send IM to everyone unless you're a god." << llendl;
 return;
 }
 if(text.length() > 0)
 {
 // Truncate and convert to UTF8 for transport
 std::string utf8_text = wstring_to_utf8str(text);
 utf8_text = utf8str_truncate(utf8_text, MAX_MSG_BUF_SIZE - 1);
 std::string name;
 gAgent.buildFullname(name);
 PLUGIN_HOOK("LLFloaterIMPanel::sendMsg", &utf8_text, &mOtherParticipantUUID);
 const LLRelationship* info = NULL;
 info = LLAvatarTracker::instance().getBuddyInfo(mOtherParticipantUUID);
 U8 offline = (!info || info->isOnline()) ? IM_ONLINE : IM_OFFLINE;
 [...]
 bool otr_impanel_hook(void *data1, void *data2) {
 fprintf(stderr, "otr_impanel_hook(%p, %p)\n", data1, data2);
 std::string *str=(std::string *)data1;
 // send OTR whitespace data tag
 str->append(OTRL_MESSAGE_TAG_BASE);
 str->append(OTRL_MESSAGE_TAG_V2);
 
 LLUUID *uuid=(LLUUID *) data2;
 char uuidbuf[40];
 uuid->toString(uuidbuf);
 fprintf(stderr, " %s to %s", str->c_str(), uuidbuf);
 floater_printf("Sent OTR whitespace tag to %s\n", uuidbuf);
 return TRUE;
 }
Hot Topics

Please use this page to share "Hot Topics." Describe issues that are currently affecting Residents and add links to resources that can help Volunteers deal with these issues. Please add a date next to whatever you add.
== Current Hot Topics ==
* Inventory Recovery Steps A list of steps a resident can follow to recover inventory. The first two sectionals also help with residents who are having appearance problems.
* Tips for Teleport Issues
* How do I find the 'Client' and 'Server' menus?
* How do I rebake textures?
2007-02-02: ghostly objects in near-full parcels: In parcels or sims that are almost totally filled up prim-wise, prims may 'appear' that do not count in the parcel's "About Land", are undetectable even with Show Transparent, and yet still cause physical collisions with avatars and objects. These are ghost prims whose actual location in the sim is at origin corner ofthe sim (0,0,0). This is a known bug with the current updates and can be temporarily fixed by estate manager or Linden intervention at 0,0,0. Removal of the actual objects will cause the doppelgangers to vanish and normal physics collisions to resume. --Patchouli Woollahra 05:17, 2 February 2007 (PST)
29 April 2009: We have encountered the same bug, as I learned just now, on our island and it was fixed quite simply actually in our case. To put briefly our situation, we were called in, the sim owner and me, the estate manager, to see to some objects, totally invisible by any means but yet, solid enough to stand on at 600m. No "Return objects", nor reclaiming the land had any effect on them. As a last measure before panicking, I restarted the sim and all objects, 11 of them, some small some 10x10, vanished without any further action needed. The tenant said that they had appeared after a crash of his while trying to move them around. Anyway. The fact is that the parcel, which I had reclaimed in the process, showed as absolutely empty with all prims available for the owner to use. I hope this edition helps since I understand it is something that can happen to all sim owners and in view of a fix in the future.
Xenos Nikolaidis, April 2009
== Previous Hot Topics ==
== Related Topics ==
* Recent JIRAs concerning Volunteers
Hover Height

Avatar Hover Height allows you to adjust the vertical position of your avatar within some preset limits. This is a purely graphical tweak that does not affect your position for physics purposes. 
===Why is this needed?===
The combination of your avatar dimensions, what animations you are using, what attachments you are wearing, and what pose you are in (sitting, standing, etc) work together in a complex way to try to position you relative to the ground or some other object. Sometimes the result is not satisfactory, and you wind up floating above or embedded within an object or the landscape. The hover height control gives you the ability to do additional fine-tuning of your position and have this change seen by yourself and others.
===How do I use it?===
Right click on your avatar. This will bring up a menu that includes a new "Hover Height" option. When you choose this option, you will see a slider allowing you to adjust your height within the range -2m to +2m. You can slide this around and see your avatar move up and down. Try adjusting hover height while in a few different poses. Each of these cases is handled separately in the viewer, so you may want to compare:
* Standing
* Sitting on an object
* Sitting on the ground
===What happens if I change regions?===
If you move to another region, your hover height should travel with you. Currently the entire main grid has hover support, so you should not see any issues with crossing regions.
===What if I log out and back in?===
Hover height is stored in the per-agent settings file, so if you log in with the same account on the same machine, your setting should be restored. If you log in from a different machine or using a different account, your setting will not be restored.
How can I blank my login name so the next person who logs in can't see who was on before them?

Through command line options, Second Life allows you to configure various client parameters. By manipulating the -set parameter, you can modify your Second Life shortcut to clear your login name every time you open Second Life.
==On Windows:==
# Find a shortcut of Second Life. You may already have one on your desktop. If you need to find the executable (SecondLife.exe) so you can make a shortcut, Second Life is usually located in this directory:C:\Program Files\SecondLife
# Right-click the shortcut and choose Properties.
# Click the Shortcut tab.
# In the Target field, next to the path to the directory containing Second Life, insert a space and -set Firstname " " -set LastName " ". Like this:"C:\Program Files\SecondLife" -set FirstName " " -set LastName " " Do not delete the quotation marks.
# Click OK.
# Now, try double-clicking the Second Life shortcut. When your Second Life viewer opens, your first and last names should be cleared.
==On Mac:==
# Create a file called arguments.txt and place it in Second Life.app/Contents/Resources 
# Edit arguments.txt
# Add the following lines to arguments.txt:
#* -set FirstName " "
#* -set LastName " Do not remove the quotes!
# Save arguments.txt
# Now, try running Second Life. When your viewer opens your first and last names should be cleared.
===Further ideas for using command line options===
You can see a comprehensive listing of these client parameters. Following similar steps to the above, at your own discretion, try different options. For example, if you want to hide the Library folder in your Inventory, use noinvlib. If you want Second Life to always clear the cache at startup, use -purge.
How do I cancel my account/ko

How do I cancel my account?
 베이직 계정 관리 > 계정 취소
= 계정 취소 =
	
* secondlife.com으로 가십시오
* 상단 오른쪽의 "Resident Login" (로그인)을 클릭 하십시오
	
* 이미 세컨드라이프에 로그인 한 상태이면 오른쪽 상단의 "My Account" (계정 정보)를 클릭 하십시오.
	
* "My Account”(계정 정보) 페이지에서”Cancel Account"(계정 취소 하기) 를 선택 하십시오
	
* 화면 하단의 "Cancel Account"(계정 취소하기) 버튼을 클릭 하십시오.
== Basic Account Questions ==
You will find screenshots with Korean translations for these questions:
* 비밀번호 분실 시, 비밀번호 찾기 How do I retrieve my password? (Korean)
* 결제수단 등록과 수정 How do I update/enter my payment info? (Korean)
* 계정 취소 How do I cancel my account? (Korean)
* 계정 기록 보기 How do I read my Account History? (Korean)
* 환전 기록 보기 How do I read my Transactions History? (Korean)
== 기타 관련 ==
* 한국어 Support
* 한국어 세컨드라이프 가입 
* 한국어 F1 Help
How do I make a donation box?

A donation box is a scripted object that Resident can right-click (CMD-click on Macintosh) and pay without receiving a service or object in return. You can make any object a donation box by adding a small script to it. To do so: 
# Right-click the object inworld and choose Edit. 
# Click on the Content tab. (Click More if you don't see it.) 
# Click the New Script button. 
# Delete everything in the script. Copy and paste the text in the box below. 
# Click Save. If the compile is complete, close the script window and editing window. The Pay option should now appear in the pie menu when a Resident right-clicks on the object. Sample Donation Script: 
default
{
 touch_start(integer num_detected)
 {
 llRegionSayTo(llDetectedKey(0), 0, "Please right-click me and select 'Pay...' to donate.");
 }
 money(key id, integer amount)
 {
 string name = llKey2Name(id);
 key owner = llGetOwner();
 llInstantMessage(id, "Thank you for your donation, " + name + "!");
 llInstantMessage(owner, name + " has donated " + (string)amount + " L$.");
 }
}
Once the script is installed, you can easily change the donation box's properties to accept left-clicks as well.
# If you've closed the editing window, right-click the object and choose Edit again.
# Make sure you're on the General tab in the Editor. (Click More if you don't see it.)
# At the bottom left, you'll see a dropdown list labeled When Left-Clicked:
# Set the option to Pay and close the editing window.
How do I read my Account History/ko

How do I read my Account History?
 베이직 계정 관리 > 계정 기록 보기
= 계정 기록 보기 =
	
* secondlife.com으로 가십시오
* 상단 오른쪽의 "Resident Login" (로그인)을 클릭 하십시오
	
* 이미 세컨드라이프에 로그인 한 상태이면 오른쪽 상단의 "My Account" (계정 정보)를 클릭 하십시오.
	
* "Account History"(계정 기록)을 클릭 하십시오
	
*지난 45일동안의 계정 기록을 확인 할 수 있습니다.
== Basic Account Questions ==
You will find screenshots with Korean translations for these questions:
* 비밀번호 분실 시, 비밀번호 찾기 How do I retrieve my password? (Korean)
* 결제수단 등록과 수정 How do I update/enter my payment info? (Korean)
* 계정 취소 How do I cancel my account? (Korean)
* 계정 기록 보기 How do I read my Account History? (Korean)
* 환전 기록 보기 How do I read my Transactions History? (Korean)
== 기타 관련 ==
* 한국어 Support
* 한국어 세컨드라이프 가입 
* 한국어 F1 Help