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Profaitchikenz Haiku

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Everything posted by Profaitchikenz Haiku

  1. Should be Ok, because the position you're giving is actually a delta from the current position. What I'm not sure is giving it a delta of say <0,0,10> but then specifying a mode KFM_REVERSE as a initial setting would move it in the opposite direction to specifiying <0,0,-10> with KFM_FORWARDS
  2. Interestingly, when I put a moving end event in Que's original script it was never triggered, you're getting it triggered by making discrete steps between his start and end position, and he's also saying a sleep is helping, it suggests that there needs to be enough time pause to actually detect the end of movement?
  3. I just can't stop thinking of Kenneth Williams "Ooh matron!" after reading that line.
  4. I've got two spheres side-by side, one with Qie's script, one with an amendment to use alternately KFM_FORWARD and KFM_REVERSE at each moving_end, but I can't see any different behaviour to a touch on the altered script. I'm getting slightly sea-sick just watching them, is that what the aim of the script is? ETA There is a difference between the two methods, using KFM_LOOP the sphere is gradually losing height and sinking to the ground, using moving end, it isn't. It suggests there's some drift in positions when using KFM_LOOP, since I am not adjusting the positions at all in the moving_end state. The moving_end version is stable, the sphere goes up and down within the same extremes, but with KFM_LOOP there are some quite wild excursions up to the original rezzed position and then down to the gradually sinking position.
  5. I just played around and moving_end isn't triggered at either end of the movement, so that's not an option.
  6. Ah, possibly not. The thing I have that is close(ish) to your problem is a pub sign swinging to and fro. I discovered with KFM looped rotations some error crept in and after a while the sign would start cranking round by a few degrees so that in the end it would be pointing vertically upwards and waving to and fro. My solution was to not loop the KFM but make a single rotation, then at moving_end, check where the sign was supposed to have got to and move it there if it wasn't right. Then reverse the KFM rotation, check again at moving_end and so on. Stopping KFM before the end of a (single) translation movement is also something I do with a pair of funicular cars, again using moving_end but additionally with a timer. If the car gets 30 seconds overdue at where it should be then I stop KFM and force the car to where it should have been by RegionSetPos(). This is necessary because of (you guessed it) the % scripts run issue, KFM seemed to get hit first of all when the figures went bad, then touch-menus, ...
  7. /me agrees with Sabrina, I think you need to wait until you have a moving_end event.
  8. In fairness to those people who do find it creepy that somebody hundreds of metres away might be inspecting them through a magnifying glass, it was one of the more frequent complaints I got when I ran an island, one or two particular pests would cam in on people from well over 200 metres, and then do silly things like click on attachments, or in one case IM the person to say what they could see, and these people did find it upset their enjoyment of SL. Not everybody is an exhibitionist, not every woman wants to be the target of voyeurs, and I think LL have missed a point here (or else just can't implement it) giving privacy to those who want it. The device I recall being for sale (on XLStreet as I don't think the MP had arrived then) was by Bill Radek in Dead End back in Honeysuckle Island days, it wasn't a hud but a container. I'm not sure if he's still around to answer questions on whether it could be made to work, I suspect it can't now things like invisiprims have been executed, I mean obsoleted, by ALM.
  9. So only an estate or region manager's console (top scripts) is going to give a definitive answer?
  10. I am male, I'm used to it @) Thanks for the distinction about what is actually used, but I have to say it doesn't line up with what I see on the parcel memory tab, where the scripts I know are using mono show memory used as multiples of 64K, and the scripts I know are LSL as multiples of 16K. Would it be possible that the viewer metrics are misleading in this area?
  11. I got that strong impression at the last couple of server user group meetings, further, I got the impression it was lower down the list than glitter such as Environment. If we're lucky, the move to cloud machines will improve the situation due to better hardware. "I know what you're thinking, did he use five servers or six servers to host those regions? Well to tell you the truth, in all the excitement, I clean forgot. So the question you should be asking yourself about performance is, do you feel lucky?"
  12. I've been going along this path for a few weeks now, and there's another benefit to dropping back to LSL for many scripts: they use far less memory (which may be why Mono takes ages to initialise anyway). A lot of the scripts I have in objects still work perfectly well with on 16K memory, so why grab more when there's no large amounts of data to be stored? A door script to respond to touches fits into 16K with loads to spare and isn't going to grow, so why grab 64K for it? A building with 4 doors need not have four separate scripts (64K or 16K each), you can have one script in the root which has a list of child prims that are doors, together with their local rotations for open and closed. Just thinking here when you have a region with 50 buildings each having four scripted doors, what the demands on memory are and could be reduced to... I still remember the good old days when an incoming avatar would cause the whole region to freeze for several seconds as all their mono scripts got loaded up. I can't help feeling we're sliding back towards that pit.
  13. Ctrl-shift-1 and look for "% scripts run". There other things you can look at that people like Qie and Animats are more knowledgeable about than I, but % scripts run is the quickest measure. It's been variable in regions for months, and has been discussed quite a bit at the Server user Group meetings. If the region is affected badly by it the estate management team will need to try restarting the region several times until things get back to normal.
  14. I never knew that, but it does explain some of the weird fudging I've had to do in scripts to stand a dancer exactly on a stage, I had fudge-factors applied to fudge-factors applied to what was supposed to be the accurate avatar size...
  15. Ummm, that is going to make him cease and desist - how?
  16. Three changes needed I omitted a trailing string quote in the list after "animation name 2 Second and third, everywhere you start and stop an animation, you need to replace the old string variable name animation with the extract from the list, so llStopAnimation(animation) needs to be changed to llStopAnimation(llList2String(animations,2)) and llStartAnimation(animation) changed to llStartAnimation(llList2String(animations,2)) Don't forget the semicolons, and watch out for getting odd numbers of curly brackets, quotes, and round brackets. Later on, once you get it working, it would be an idea to declare another integer variable calling something like animNumber and set it to 2, and then instead of hard-coding the number 2 in the lines where you pull the animation from the list, you use the variable animNum, which will then later on allow you to alter this while the script is running and so vary the particular animation that is to be used.
  17. After your first assignment to the string animation, the subsequent attempts to declare it are causing the scope error, comment them out so that only one assignment to animation is being made. If you want to have several animations to select from, there are two ways: Quick and dirty, alter each successive animation variable to be animation1, animation2, etc Better, but you'll have to do some learning, Assign them to a list list animations = ["animation name", "animation name 2, "animation name 3" ]; // and so on // then where you would normally use the string variable, instead extract an item from the list llStartAnimation(llList2String(animations,2)); // will play the second item in the list
  18. Turn off ALM and see if things improve without having to throw specular and bump maps at your Graphics card (although I am not certain if the client downloads all the textures anyway even if ALM is off). Finally, be selective about the places you go to, as you pointed out, in a busy sim with lots of mesh and very complex avatars somebody coming or going causes a lot of update information to be sent to your PC which all has to to be squeezed through that network line.
  19. Thanks for your helpful explanation. So, somebody like me who's stuck with an oldish Dell that can't have more then 4GB onboard RAM is stuck, even if I get a GPU with as much or more RAM than the board. Your point about badly-optimised regions bears out my experience, I can get around loads of places Ok, some of them cause a Graphics card driver crash which to some extent I can stop by reducing this "texture memory" setting to half the suggested value, plus turning off ALM. I can only assume therefore that the setting does have some purpose in protecting part of system RAM from being swallowed up by people's love of 1024x1024 textures for the diffuse, bump and speculars. Kirsten's latest s23 does a good job (So, by the way, does your Black Dragon), although I wish there was still the 32-bit option that S22 allowed.
  20. Can you clear up a bit of confusion in my mind, the texture memory in question is not that on the graphics card itself but a block of RAM allocated for the graphics card to use, a bit like swap memory? I'm not even sure why a GPU with 5GB onboard RAM even needs such system memory?
  21. I'm not sure I follow the logic about mass complaints, it seems to me if you have two levels of service, one basic and free but the other offering value for a payment, those people giving details of themselves to pay for the service would expect some extra level of protection just because of the increased risk of exposure to fraud?
  22. It's like Dougal in the plane, sometimes the big red button just won't stop calling to you.
  23. You could always just have an invisible avatar so all that a perv can see is your name tag.
  24. I suspect there will be a setting you can get to under the debug options from the advanced menu. it will be called something like anouncesnapsho... so get the debug console up and look for "announce" or "snapshot" and hopefully something will stand out.
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