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authorDavid Walter Seikel2014-05-28 16:15:21 +1000
committerDavid Walter Seikel2014-05-28 16:15:21 +1000
commit7666177682592afe8bbccc722e803aec69dd152b (patch)
tree10f31a0491fb345841a5cffb65f9550dd7df6afe /docs/portals.txt
parentNo, this is not the portal The Naminator came through, this is much worse. B-) (diff)
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Run the docs through a spell checker. I usually use an editor that doesn't have one.
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@@ -3,7 +3,7 @@ SledjHamrs killer feature, or one of them.
3A major reason for SledjHamr is to break down the garden walls. We do 3A major reason for SledjHamr is to break down the garden walls. We do
4this by allowing free travel between peoples virtual worlds. In OpenSim 4this by allowing free travel between peoples virtual worlds. In OpenSim
5this is done by HyperGrid, which is clunky and hard to use. Second Life 5this is done by HyperGrid, which is clunky and hard to use. Second Life
6deliberatly has no such system. Even worse, it's hard convincing people 6deliberately has no such system. Even worse, it's hard convincing people
7in SL to visit your grid, coz it's all very hard, again due to 7in SL to visit your grid, coz it's all very hard, again due to
8deliberate policy decisions by LL. LL knows their content is the key to 8deliberate policy decisions by LL. LL knows their content is the key to
9their business, even though almost all of it was created by the users, 9their business, even though almost all of it was created by the users,
@@ -31,7 +31,7 @@ using OpenSim and its HyperGrid system. Later it would be SledjHamr
31style worlds as well. 31style worlds as well.
32 32
33A portal would be like Cobalt style portals, you can see the destination 33A portal would be like Cobalt style portals, you can see the destination
34in real time, and step through it to go there. They can be permenant, 34in real time, and step through it to go there. They can be permanent,
35or temporary. You can carry them in your inventory, they could just be 35or temporary. You can carry them in your inventory, they could just be
36normal scripted in world objects. 36normal scripted in world objects.
37 37
@@ -46,7 +46,7 @@ rez it anywhere. Or you could rez this portal object in the world you
46are in. Either way, once the portal is in a world, it connects to your 46are in. Either way, once the portal is in a world, it connects to your
47home world, showing a view of your front gate, maybe including your 47home world, showing a view of your front gate, maybe including your
48lovely garden in your front yard. The portal connects to the "front 48lovely garden in your front yard. The portal connects to the "front
49gate" of your homeworld. 49gate" of your home world.
50 50
51Any one on your home worlds access list can step through this portal to 51Any one on your home worlds access list can step through this portal to
52get to your home world. Simple to use, no figuring out HyperGate URLs 52get to your home world. Simple to use, no figuring out HyperGate URLs
@@ -59,7 +59,7 @@ Portals rezzed in world could be temporary, and vanish after who ever
59you invited to come stepped through it. Or time out several minutes 59you invited to come stepped through it. Or time out several minutes
60later so as not to clutter the universe with left over portals. Or 60later so as not to clutter the universe with left over portals. Or
61deleted by the owner / managers of the world you left them, or deleted 61deleted by the owner / managers of the world you left them, or deleted
62yourself from your own world. Portals could be permenant. Say you 62yourself from your own world. Portals could be permanent. Say you
63found a larger world that you and the owner decide you wish to be a part 63found a larger world that you and the owner decide you wish to be a part
64of. Portals could be left on both worlds linking them. The "portal" 64of. Portals could be left on both worlds linking them. The "portal"
65could just be reconfiguring each world to locate the other world near 65could just be reconfiguring each world to locate the other world near