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Poltergeist Azarov

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Everything posted by Poltergeist Azarov

  1. Thank you so much everyone. As i see so far, as much as user count increases up to 60, script run is around 2%... Looks like they run at their lowest performance of 100%, am I right? In this case, what causes bottle neck is clear enough i think. This makes me think i will need to divide hard processes and distribute to clients themselves.
  2. Thank you. So how would you avoid the problem? Script slows down alot due to agent count, every client needs to send a message to server at each 25 seconds. (We can say client count gets up to 50 sometimes).
  3. Yesterday i realized in a sim, when there are many agents like 80, object to object messages are failing some ways. When this happens, time dilation is ok, frame_number is ok(not freezing) but looks like scripts are working very slowly. In this case the server-object is releasing queued messages which is sent by using llregionsayto by clients. My question is, what slows down the scripts exactly? The CPU time consumed by agents in the sim? How to avoid the queue problem when scripts are working very slowly?
  4. Somehow two hosts i used have closed outbound traffic over the port: 12046 at the same time! This is really sick... Probably they both made an update on their servers according to a new release of an application. Or they are must be connected to each other somehow... Anyways, time to look forward. Cheers...
  5. Checked both, thank you for letting me know these also. I'll need to keep these in mind. However when I call the link through my web browser, it works fine: http://sim10052.agni.lindenlab.com:12046/cap/97350f35-cb77-de19-9cbd-e4e23d7d52e3/ Returns "Hello there!". In this case, this thread makes sense: http://forums-archive.secondlife.com/54/70/362356/1.html However i tested the issue through two different hosts and both hosts were working fine so far which makes me think its a SL side HTTP-in problem. Maybe SL needs some more headers since two days? I'll try to simulate a web browser call through PHP...
  6. Hello, I am not sure if everyone is having the same trouble with connecting to SL objects though cURL so PHP since last night. My entire flower system is stopped due to cURL timeouts. Is there any update or something?
  7. I use something like that to prevent double clicks. Edit: Sorry by the way. This must be not the one you are looking for. float last_touch_time;default{ touch_start(integer x) { if ((last_touch_time+1.0)<llGetTime()) { llOwnerSay("Single touch."); last_touch_time=llGetTime(); } }}
  8. Thank you Innula, Yesterday I changed whole communication scenario to not to need server ip. Now things are better I think. However the scenario is complicated, so script is complicated which makes me tired even though I code it myself.
  9. Sorry, it does not. Thank you for the link though I will just stop looking for a solution for that and keep coding things different way.
  10. Hello, I needed sl server ip for some reason today. to do that I sent a packet from inworld to my host and tried to extract ip address and all I got was localhost: Then I contacted to host provider about that and they said I need to talk to second life provider. Heres the php code that I was using to get visitors ip: <?PHP function getUserIP() { $client = @$_SERVER['HTTP_CLIENT_IP']; $forward = @$_SERVER['HTTP_X_FORWARDED_FOR']; $remote = $_SERVER['REMOTE_ADDR']; if(filter_var($client, FILTER_VALIDATE_IP)) { $ip = $client; } elseif(filter_var($forward, FILTER_VALIDATE_IP)) { $ip = $forward; } else { $ip = $remote; } return $ip; } $user_ip = getUserIP(); echo $user_ip; // Output IP address [Ex:] ?>
  11. I didnt know that syntax thing. Thank you for letting me know it
  12. Hello, sorry I havent checked the forum since few days. I just saw your request. You will need to use Sublime text 2 first of all (since version 3 does not work properly yet). Then package control has to be installed. See: https://packagecontrol.io/installation and the last step is to add LSL syntax addon at https://github.com/Makopo/sublime-text-lsl Note: Actually its not that difficult to setup as much as it was for me since I already find the best syntax file and such by almost a week of research and tests. It was so difficult for me... Enjoy it
  13. I use "Sublime text 2" even though it was not easy to setup. However, much better than notepad++
  14. As you have said Nova, In fact, its not really possible to make a beam or trail by using ribbon on a static prim but after some work, I did it. It is kind of a tricky beam I can say. Had to spend a serious time on it to find a tricky way. Since my point is to make a gun which does not need to rez a prim. heres the another example preview. (This might be seem to be slow on this preview GIF. Its fast as it should be inworld). From the otherside, as shown on this example, I also simulated a bullet deviation which might be used in the near future.
  15. I think, things might get complicated when you try to make your own mouselook thing. However, theres something that would work perfectly fine. (I think ) the way of making it is adding a gun on to the HUD screen and give it some dynamic movements during runs and walks. Also, another gun has to be added to the hand of avatar. Whenever avatar gets in mouselook mode, HUD gun appears. What you folks think?
  16. Today when I was playing with a child prim to simulate avatar rotations to it, was fun and succeded. But when I want to do same thing on an attachment, everything seems to be mixed. So a child prim on my gun does not simulate avatars rotation and probably I was wrong with something. Any suggestions? Here's the example i made, to simulate avatar rotations to a child prim which is not attached to avatar: default { state_entry() { llSetTimerEvent(0.1); } timer () { rotation AgentRot =llList2Rot(llGetObjectDetails(llGetOwner(),[OBJECT_ROT]),0); rotation TargetRot=(AgentRot / llGetRootRotation()); vector x=<270,90,0>*DEG_TO_RAD; llSetLinkPrimitiveParamsFast(2,[PRIM_ROT_LOCAL,llEuler2Rot(x)*TargetRot]); } }
  17. Oh hey Chin, I dont really understand what you mean, sorry :\ Can you say it different way please.
  18. Thank you for detailed info and suggestions irihapeti
  19. Few days ago, (if I am not wrong) I saw a gun that forces avatar to "sidewalk" when agent pushes A-D buttons to move right-left. This must be an animation then, which turns your avatar 90 degrees left 'visually' when you move right in mouselook by using A-D keys. Sounds neat to me; at least much better than nothing. Thanks Nova...
  20. As most of you aware of that, especially in mouselook, avatar does not turn its front to the camera side in mouse look. Especially when you use a gun and run left and hit the target at the same time, avatar faces somewhere else but the target. How to avoid this issue?
  21. The muzzle effect of it is something separated which is also more realistic than usual. The bullet trail effect is what I was trying to make. Its not that short as shown on preview. It gets long up to the target hit. Just seems short from the agent camera of mouselook as it should be I dont know much about real guns btw...
  22. Thank you Chin, when I was waiting for an answer on here, I made something else by particles which seems to be more accurate and more realistic than a physical bullet trail. a preview of it.. looks like that from the agents mouselook and trail gets long up to 80 meters fast as shown on preview..
  23. As I realized so far, almost all physical bullet based guns having trouble with the walls since they are not slow enough to detect a wall. I dont know but all the best weapons around has the same problem. The other issue is rezzing bullets often, causes serious problems for a combat game. Thats why am going to try a simple gun with a simple meter which does not force to have a rez right also. When it comes to wall issue, I am planning to use castray to detect surfaces around. However, if you have anything better, please let me know Innula.
  24. Hello Nova, for now I am just going to make a simple meter that I can put it into my gun. Its not something so serios to be based on a server yet. At least for now, we are playing with friends. Needed to make something fast and such... I will focus on your suggestion about llGetAgentList, thanks for it. So far I wrote something like the following script and not sure yet if its simple enough. Let me know your further suggestions please... on this example, when you face your crosshair against an agent, object starts to blink... integer InsideAgent(vector agentpos, vector hitpos) { vector HAsize=<0.6, 0.6, 2.0>/2; vector abmax=agentpos+HAsize; vector abmin=agentpos-HAsize; vector hp=hitpos; if (hp.x>abmin.x && hp.y>abmin.y && hp.z>abmin.z && hp.x<abmax.x && hp.y<abmax.y && hp.y<abmax.y) { return TRUE; } else { return FALSE; }}integer changecolor;default{ state_entry() { llRequestPermissions(llGetOwner(),0x400); llSetTimerEvent(0.1); } touch_start(integer total_number) { llSetTimerEvent(0); } timer() { vector campos=llGetCameraPos(); rotation camrot=llGetCameraRot(); list agents; integer i=llGetListLength(agents=llGetAgentList(AGENT_LIST_REGION, [])); while (~--i) { key agent =llList2Key(agents,i); if (agent!=llGetOwner()) { vector agentpos=llList2Vector(llGetObjectDetails(agent,[OBJECT_POS]),0); vector hitpos=campos + <llVecDist(campos,agentpos),0,0>*camrot; if (InsideAgent(agentpos, hitpos)) { //llOwnerSay("inside the agent. pos: "+(string)hitpos); if (changecolor=!changecolor) llSetColor(<1,1,1>,1); else llSetColor(<1,0,0>,1); } } } }}
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