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Pedlar Decosta

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Everything posted by Pedlar Decosta

  1. Thanks so much. That did the trick - specifying a region. Much appreciated
  2. Hi, Not sure if this is the right place for this question, but I haven't been able to log in to Aditi for a couple of days. There is nothing about it in status. Can anyone tell me what is going on ? Thanks
  3. I thought I'd give an update on this topic. I was using Wulfie's scrambling option (albeit somewhat altered) and that would be great if no one else was going to use it. However it occurred to me, when I happened to scrambled some words, that anyone with the software can use a known unscrambled key to easily figure out how those characters were scrambled. So the fact that they could do this, means scrambling is not a real security option in this instance unfortunately. So I will change it to something that completely transforms the keys, so they are unrecognizable. Fortunately, I have a few opt
  4. Hi Wulfie. Well, as you know I'm not putting 257 lines in one notecard and the data is not going to be truncated by design. My main goal is user friendliness. That being said I am already playing around with the ideas that you and others have suggested. I have got heaps of great tips and advice from this thread already. So thank you, and everyone else
  5. That is sort of what I did, but I never thought of encrypting the entire set of data using a unique passphrase chosen by the user Molly. What a wealth of knowledge and idea you are. Thanks. I'll definitely give this some consideration. Err, but one question.... I love pasta and I make great homemade pasta myself...but never used it to glue code into a notecard lol
  6. I didn't actually offer a "none of the above" choice Wulfie lol. But fair enough. Can someone explain to me what the perils are that are apparently associated with using notecards ? I am happy to learn about the suggestion of http responses etc, to hard code it. Heck I'd prefer it if there was no copying and pasting at all, and maybe that's the way to go. But before I go down those roads, why is it many coders don't like notecards to begin with ?
  7. So I played around with the code you provided Wulfie, chopped and changed it and used a couple of different tactics to obscure the real uuids (hopefully even from those who read this thread), and integrated it into my scripts, put them alongside each other in the same network and tested to see which one is fastest. Scrambling and the Base64 encryption were a little faster than the XTEA. However, now that I have a scrambled uuid that is the same size as a real key, I can safely put them back into the other lists, dropping the notecard lines down from 6 to 3, which will save a bit of time too.
  8. Hi Prof. I do use llRemoteScriptPin() for updates and sometimes use so called 'helper scripts'. But considering I use the Reset Function to update network details, the only way to store the lists would be hard coded into the scripts. I could use a notecard for the network channel, thereby not needing to reset the scripts, but I'm not sold on the idea of not having the data hardcoded. ***** happens and people reset scripts and that would render the product useless. That is why I am thinking a mod script the creators can use to hardcode the lists, that they then set as no mod before they sell th
  9. I have been listening to Wulfie's advice about using something like Omega's system. I am guessing the best way to do it is where the creator would use a full perm script to record and 'hardcode' the texture sets into it with them then making it no modify prior to selling the product. And I do think that has some potential. But maybe for an update in the future because I really don't know if the scripts could handle the amount of information (potentially) that could be required. I'm self taught, so with a lot of things I have to have a crack at it, see if it works and come at it from other angl
  10. Hi Phate. I'm assuming you mean what I'd call 'hard coding' the data into the script so that the information is there all the time and would survive resets. But that is not compatible for the way it is used. I still use lists in the way you describe however. Because of the amount of data involved in saving every visual parameter, I use 6 lists. I did use 3 until I decided to use encryption and then I dedicated an entire notecard line & list to each of those encrypted UUIDs.It is not intended to be a HUD, but of course you could easily adapt it to do everything from a HUD instead of from a
  11. Hi Qie Niangao. That certainly sounds better. The data isn't always so redundant. That list was a mock up. It was repetitive because I just tried to show how much information there is, not because it is a good representative of an actual usage. Although it is fair to say that sometimes it would be. I do not know how to do what you suggest off the top of my head. I'm also drinking my first coffee, so that could have something to do with it lol Hi VirtualKitten. The problem is the notecards really. They have the UUIDs in them. Which can then be used as far as I can tell. If I sell of g
  12. UPDATE: So I fixed the scripts and tidied them up and they are working with the XTEA encryption in the way they should. The only downside is that decrypting and then applying the textures using XTEA has slowed the process down. Instead of typically 5 seconds to finish prior to using encryption, it is now roughly 20 seconds. That isn't so bad, but now I'll take a look at scrambling them to see how much time I can save. I'd be extremely happy if I could get the parameters all set in under 10 seconds. I expect also, that if no advanced materials were being used, there'd be a lot less decryption
  13. Something I should actually mention Wulfie is that I actually use resets, so it is a choice on the menu. One thing I use them for is if I change the product description, (I use the description for network channels, so that users can put multiple items into the network), I need to manually reset for this information to be noticed. Think of a bedroom suite that changes it's entire look, just by one menu selection as an example of usage.
  14. Yes, I think you are misunderstanding the model Wulfie. For one thing, there are multiple (sometimes many) notecards for various 'Texture or visual Sets'. All of which will need to be remembered and used (an over simplification would be a color change menu - but with every single visual parameter listed for every face of every prim and for every single menu choice). The end user no longer needs to edit the notecards, but the scripts need them to affect the various changes for each menu choice, again - for every face of every prim. And from what I could tell the Omega scripts didn't encrypt the
  15. I went out & got one, but I can't see what you mean. They essentially just send linked messages to the no mod script. I do this as well, I just don't send texture information, only instructions. Mine also bundles up information and then split it at the other end. Sorry mate, but I'm scratching my head lol. Do they somehow hard code the information in the no mod script ? The only way to do this that I know of is using a remote script pin, which I do use for updates. If you wouldn't mind, I need a bit more information ?
  16. Yeah, I'm not sure Qie Niangao. It is a bit over my head. But if I import a mesh item, rezz it and set it as full perms, take it into my inventory and check it and it is always wrong, so I change it in the inventory and use friends or alt account to double check it arrives with the correct perms. It can be annoying. Hi Wulfie. I use notecards so the information is never lost. Other people use the system to record various sets of textures etc in their own objects. So they can do it once and be confident they won't lose the information. I used to use object description to store data (and st
  17. Although I feel confident now that texture permissions are secure on a non full perm object, I belatedly realized that I was storing the texture UUID's in notecards for all the next owners and possibly others to see. So although Wulfie explained for some people it isn't difficult to grab UUIDs from outside the viewer, I'm doing a crash course in encryption (in my own fashion) to at least keep the UUID's out of people's faces, most of who wouldn't know how to grab textures from 'outside of the viewer'. Because in my mind, any level of security is better than none in my opinion, and it certainly
  18. Hi VirtualKitten. I had realized things had changed simply because after setting permissions on item and then checking them again in my inventory only to find they had changed. I remember a time when whatever permissions you changed on a rezzed item, remained the same once in your inventory. I figured it was extra protection, but man it has caused me some grief, especially causing concern over whether items in an objects inventory had also had their permissions changed as well. I did prefer it when you could set the permissions , take the item and then give or sell it, and have confidence the
  19. You are a legend Wulfie I did the same tests with the object not having full perms and in every case it returns a null key. So essentially, as long as the object is not full permissions, you can rest safe that you aren't breaking the user applied conditions. But if it is a full permission object, they can retrieve the texture UUID. And here I was thinking the texture permissions were what mattered and it was the object itself's permissions. Thank you so much. That makes me rest easier.
  20. Hi, I was under the impression that if you used a texture on an object and that texture was no mod and no copy, and you gave that object to someone else, that they couldn't get the UUID of that texture, even though the object used it. And this seemed to be the case because if you went to the texture TAB it would show a Null Key. But a friend showed me that if she put a script in the object with a simple llGetTexture() function, it would still retrieve the UUID. I own textures that, because of user conditions I'm supposed to protect from other people, but if they can get the UUID, they can just
  21. Thanks Bec. I kind of explained the face orientation above, but I hadn't thought of changing the blue in settings so that you could leave it on all the time, so that is a great tip, thank you. At some point this model had a mirror modifier applied, however I had uploaded it before with no issues and then I 'expanded' on it. Nothing technical really. Basically just took 2 rectangular parts and made them longer. Even so, I think you may have hit the nail on the head. The face orientation is the result of something, not the cause. A negative scale would seem a sensible culprit. Thank you so much
  22. I'm guessing but I think you are referring to the overlays button, which has a check box in the geometry section for Face Orientation. Blue is right and red is wrong. The shortcut for fixing incorrect faces is SHIFT N with the object or faces selected in Edit Mode.
  23. Hi Animats, thanks for your reply. I didn't even know blender had the option of double sided (or that backface culling meant that even), but no I didn't have that on. In fact I had checked the model for face orientation as part of my normal workflow. The only thing that was out of the ordinary was that originally, when I tried to upload the collada it returned an error for missing level of detail. It only had about 14,000 triangles, no ngons as far as I could see and it was not too dense. I got around this issue (couldn't see anything wrong) by copying the model into a new blender file and exp
  24. I just came up with something I haven't seen before and wondered if anyone knew what the cause was. I was uploading a mesh model from Blender, and when I got it inworld I noticed the face orientation was wrong. I checked the blender model and it was fine, but I reversed the faces none the less and the next import was fine. But the blender model was (of course) wrong lol. Anyone shed some light on why I had this happen ?
  25. ahh. yes. of course. thanks mate. Why didn't I think of that? lol I will break up the lines in the notecard in the first script. And then put them in different lists in the 2nd script to make it easy to apply them in the right place. I think that should fix the problem. Thank you so much.
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