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Kimm Paulino

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  1. Well in her defence, Angelic posted it as it currently is - it was me that originally published it that way - I'll update it on the web/wiki at some point! K.
  2. Rolig Loon wrote: EDIT: Umm... one more thing. I have no idea why the scripter is using GO_UP and GO_DOWN as vafriables. The script won't work with them. Just change them to UP and DOWN and get rid of the two lines at the very top of the script that define GO_UP and GO_DOWN. A remnant from an earlier version - should have been refactored out - I'm sure you know how it is with evolving scripts for people Oh well ... http://kimmscripts.wordpress.com/2011/05/25/move-up-and-down/ K.
  3. Hi, You might find some ideas or thoughts for finding scripters here (or might not): http://kimmscripts.wordpress.com/2012/07/02/kimms-pocket-money-guides-working-with-scripters/ Good luck! K.
  4. As others have pointed out, that is quite a lot of work And almost all of it will require scripts. There is some guidance on finding scripts and hiring scripters here: http://kimmscripts.wordpress.com/2012/07/02/kimms-pocket-money-guides-working-with-scripters/ - there might be something of use. You might have to break this down into more manageable parts to get some detailed costed responses - e.g. I want an animation to do X; I need a script to do Y; I need a texture for Z; etc, then see how things go. You can also see if any aspects of it can be achieved with existing bought or free items (you might not get the exact animation, but might find one close on the marketplace that you can add to a custom AO, and so on). It will also give you an idea of the cost of doing one part that you can scale up and will allow you to explore the legal issues at the same time in a small scale way. Good luck. Kimm.
  5. iCade wrote: The recent trend here on the forums at least is, that Employers treat Employees like they would in RL (wanting a high skill set, high working hours) yet when it comes to the wage the employers treat it like a game and not like a RL job at all. It's very backwards and quite unfair, but alas, some jobs still get filled by desperate people who can't buy Linden but want to enjoy SL. That's the entire reason it does more or less prevail. Couldn't agree more - and one reason I wrote my 'working with scripters' guide was that I was regularly explaining that to disappointed people. Now I just pass on the link. But by way of trying to be helpful, I do try to suggest some other ways to consider for compensation and incentives for scripters too. But it is often hard for people to understand that the act of scripting itself isn't necessarily a game for scripters - it is the logic puzzle of an interesting problem that provides the 'game'. A bit like assuming that an author who enjoys writing SciFi stories for pleasure would be just as happy writing a newspaper column for someone else Kimm
  6. Hi, If you are just starting out and looking to move from personal scripting to something a little more formal and working for others, you might find some ideas of how to go about turning your scripts into actual products here: https://kimmscripts.wordpress.com/2012/09/10/kimms-pocket-money-guides-productising-your-scripts/ It includes sections on finishing, testing, releasing and updating your scripts. Remember, this is just one point of view - there are many others. Good luck! Kimm.
  7. Hi, You might find some ideas for helping to find a scripter here, especially some thoughts on RL prices and someone working in their free time: http://kimmscripts.wordpress.com/2012/07/02/kimms-pocket-money-guides-working-with-scripters/ (or may not ) Good luck! Kimm.
  8. I wrote up my personal experiences starting out marketing, well promoting really, our new store here: http://kimmscripts.wordpress.com/2012/07/02/kimms-pocket-money-guides-marketing-a-new-business-in-sl/ I tended to find that, as a store with a small amount of merchandise, I never really had the quantity of new posts/products for some of the more popular new product feeds. This details some of the other things I tried. Kimm.
  9. Its not very easy to say what is wrong, without knowing a little bit more about what exactly isn't working. Some suggestions from your extract (which may or may not contribute to your problem - I'm not sure if these are a result of just posting an extract or actual compilation errors for you): Incomplete on_rez event (no closing }) In sensor - you use i in llDetectedName but always 0 in llDetectedKey you don't say what URL you are using to append the agent key to in http_response you are not checking status - if its anything other than 200, then it has failed you haven't shown what displayFace is (I assume its 2 from your comment) Does any of that give any clues? Might also be worth looking at http://wiki.secondlife.com/wiki/Get_Profile_Picture if you haven't already (although it suggests that the URL might need to change to a my.secondlife.com one,although http://secondlife.com/app/image/ still seems ok). Also some interesting info here: http://daleinnis.wordpress.com/2010/07/25/why-all-those-profile-image-display-things-broke/ and http://gwynethllewelyn.net/2011/05/05/profile-greeter/ Kimm.
  10. Being able to #include is the major pre-processor feature I'd like to explore - I have many bits and pieces that are common across projects, or maybe common within projects (shared messages, etc). Also, I often use switches for debugging, but if you include lots of debug messages then your script memory usage goes up quite a lot with (unused if not turned on) literal strings, so having a pre-processor to exclude them in final builds would help with that. I've used the LSL addon (which also optimises) to eclipse before for this kind of thing, but it would be really nice to see some sensible link-up of processed code to original source, for debugging - but that would have to happen in the viewer really. ... debugging optimised code is a solved problem, but not in LSL it would appear Still, all sounds interesting and definiately worth a look I think. Kimm.
  11. As others have said there are more recent advances in LSL that you should probably consider, but here is a wheel I reinvented once for someone that might give you some ideas of how to glue some of these things together. http://kimmscripts.wordpress.com/2011/05/25/simple-path-script Kimm.
  12. If you are attempting to use it in SL, then it would appear to be using an opensim specific function - osSetDynamicTextureURL. For what I assume are the equivalent functions in SL, see https://wiki.secondlife.com/wiki/Category:LSL_Prim_Media Kimm.
  13. There is a good description of memory usage in scripts here: https://wiki.secondlife.com/wiki/LSL_Script_Memory You can actually do the maths for the tradeoff of size of list vs variables - although I'm pretty sure lists always come out larger. Also passing lists into functions is particularly heavy in terms of stack usage, so using a global list is probably better from a memory point of view (just one example of LSL encouraging poor practice in favour of actually getting something done I'm afraid). When I've had a set of things to send to another prim, I tend to use string contatenation with a known separator and then llParseListKeepNulls (or similar) to separate it out at the other end. Again, you can consider the tradeoff of doing the string concatenation early in your call stack and just passing the string around to other functions vs passing the list around and keeping the concatenation within a 'send' function. Once again LSL forcing you to trade off good encapsulation for memory usage. Kimm.
  14. Thank you for pointing to that item Kimm. You are most welcome! Of course, I am just basking in the reflected glory actually due to Void for having put the page together in the first place Kimm.
  15. Oh, I still don't get them either ... but it looks like you are rotating the "rot" and "position" in different axis/directions - one is increment * oldrot, the other is oldpos * increment ... shouldn't they both be the same? in rotations order matters IIRC. Can't offhand remember which one you need mind (Everything I know about child rotations is here - but its from the point of view of the child, not the root rotating the child - http://kimmscripts.wordpress.com/2011/05/25/child-prim-rotation/) ETA: Actually, won't you also have to compensate for the centre of rotation being at the edge of the flap? Unless you've use path-cut type tricks (as you can do with a door). That is what I had to do in the script on the above link. When I'm stuck, I tend to look at Void's rotation page on the wiki: https://wiki.secondlife.com/wiki/User:Void_Singer/Rotations ETA again: fixed link (mumble, grumble ... auto link recognition ... brackets ... mumble, grumble) Kimm.
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