# xigaro

Resident

46

1. ## Tutorial videos for beginners - an experiment :)

Awesome feedback everyone, thank you :matte-motes-big-grin: There's nothing worse than a tutorial that gets it wrong, and I totally hear you all about the states thing. Bad code to boot. Jeez. I'll rethink that. There's already some great text tutorials out there and personally prefer to watch video on any topic. Lazy I guess! Thanks again for taking the time to post your thoughts
2. ## Tutorial videos for beginners - an experiment :)

Hello! I'm trying an experiment and making some tutorial videos for scripting. I hope they're useful to beginners or people who want to brush up on the basics. Or they might be junk :) I'm not as excitable as Torley but I laugh too hard at my own jokes. Part 1 - what is scripting Part 2 - states Part 3 - events Part 4 - variables If you find them useful or have ideas please let me know here or on Youtube and I will make some more :) I can also make videos on specific questions if you have any. - xigs
3. ## Looking for DJ / club owner to test stream service

Hi! I'm looking for someone who can help me test my Icecast stream server today. Ideally someone who expects 30-100 listeners. It is running the latest version of Icecast 2 on a server in the US but I have a new bandwidth provider and want to give it a good test tonight if possible! Please contact me in-world if you can help me out? If we get over 30 listeners I can offer you a free stream for 12 months. Xigaro

5. ## Mesh linking and land impact

I don't really know how SL functions. With my limited knowledge I assumed when an avatar/object moves, the region needs to run through all physical objects searching for a possible collision, then do calculations based on actual collisions. It probably has a clever algorithm which discounts far-away objects within a microsecond and only does proper searches within a radius/box/whatever. Anyway setting physics to "off" on my wall-mounted sign satisfied my OCD no end :matte-motes-big-grin: Edit: And my friend read this thread and now understands physics calculations too. We were both very happy last night to read your explanation, many thanks again!
6. ## Mesh linking and land impact

Aah thank you both! With a simple root prim and physics disabled on child prims, it's down to 15 LI - much better! The child prims were tortured for text-on-prim which is what was causing the naughtiness. I'm glad the new calculation system highlighted the needless impact I was having on the server with physics. I had no idea. Great explanation thanks Drongle!
7. ## Mesh linking and land impact

Hi! A friend of mine made me a mesh frame with rounded corners. It has a land impact of 1. When I link it to a bunch of 20 normal prims, the linked set shoots up to 40 land impact! The root (mesh) prim had a script in too, I don't know if that makes a difference. I deleted the script but its still 40. I understand this kind of behaviour is expected to some degree. Is there a way around it? Thanks in advance!
8. ## How do I change the prim limit on a parcel?

I rent a sim from Azure, and I'm subletting a parcel of land to a friend. Is there a way to alter the prim count? We have the size set as we want it to be, but it has only allocated 51 prims and I'd like it to be 200 without giving any extra land. Any help appreciated!
9. ## Looking for electronica DJs

Hi! We've opened a new abandoned urban sim for kid/teen/furry/adult avis and are looking for electronica DJs to get the party swinging at the club. Dubstep, drum n bass, house, trance, electroswing .. anything electronica is welcome! If you're interested please let me know on this thread, or drop an IM or notecard to me in-world (xigaro) Thanks!
10. ## Create an object from script

Is it possible to create an object from script, without the object being in the script parent object's inventory? Ideally I'd like to rez a cube from script without having to place a cube inside. I discovered llGodLikeRezObject() but I assume only Lindens have God powers. Is anything like that possible? Thanks!
11. ## Animations distorting avatar mesh

Thanks Dora I'll try key framed motion, I hadn't seen it before!
13. ## Animations distorting avatar mesh

Thanks both for your ideas My customer kindly sent a screenshot of the problem:

Hi! I'm trying to make a vehicle using llSetLinkPrimitiveParamsFast() to move the root prim. It moves and rotates great but it looks like the vehicle moves first, then the avatar moves after, and it looks really jerky. I thought the avatar became part of the linked set when sitting. Why so jerky? Is there a better way to move the vehicle in script to specific co-ordinates? Thanks!
15. ## Animations distorting avatar mesh

Hi! I hope one of you animation wizards can help :matte-motes-big-grin-wink: I made a piece of furniture and purchased some full perm animations. Me and my friends thought it worked great. But I had a customer complaint on the marketplace "how awful some of the animations spiked and contorted the thighs and legs horribly!" Not great! What causes that distortion? Should I be shopping around for different animations, or is there something in my script I can do, or... I really want to make sure customers don't have a bad experience with it. Thanks :D
16. ## Listening Mood Ring

Nice idea It sounds like it could cause a fair bit of lag. Listening to channel 0 is discouraged because of the CPU time required to process every public chat line. If you're just setting llListen() to listen to the ring owner, that helps. I would break the chat line into a list using llParseString2List(). This gives you two lists - one with keywords, one with words used in the chat line. Now I'd loop through one list with a for() loop, and compare each list item to the other list using llListFindList(). Try to loop through the smaller list. If you're only using 3 or 4 keywords then loop through your keywords list. If you have a dozen or more then loop through the chat line list. There might be a more efficient way of doing it, if there is I hope someone can post Hope that helps
17. ## TPV to revoke debit permissions

Hunting through the Firestorm viewer code led me to http://wiki.secondlife.com/wiki/RevokePermissions - so it looks like TPV permission revoking is officially supported. I just need to find a viewer capable of doing it
18. ## TPV to revoke debit permissions

I did use state changes in my previous script. A Linden kindly looked through my script and confirmed that it could only be revokation of debit permissions by the naughty monkey stopping my llGiveMoney() call from working as it should. He said that some TPVs can do this. Using llGetPermissions() right before making a transaction is an okayish test. There is an ultra-slim possibility that permissions could be revoked between the permission check and llGiveMoney(), so I'd like to use llTransferLindenDollars() with transaction_result() for double sanity. My code looks safer now but I really want to test how robust it is. Fool me twice, shame on me. lol EDIT: More information about what happened from Maestro Linden, edited to protect the guilty: It looks like the llGiveMoney() payment from the script to you failed without even attempting a L\$ transaction. Since L\$ was otherwise working on the sim, I suspect that you hit a script permissions issue; [naughty monkey] could have revoked PERMISSION_DEBIT while the script was in the 'active' state, preventing llGiveMoney() from working (various 3rd party viewers allow users to do this).
19. ## TPV to revoke debit permissions

Sorry of this is the wrong forum to post :matte-motes-smile: I am looking for a third-party viewier that can revoke debit permissions from a running script which I had previously granted debit permissions to. Can anyone recommend one? I can't see the option in Firestorm but maybe I am missing something. The reason! A naughty monkey found a flaw in my affiliate skill game and nabbed about L\$15k from me in prizes (tut tut) by revoking debit permissions and playing the game. I never received the entry money but my script happily dished out prizes. That'll teach me. I now want to use llTransferLindenDollars(), the transaction_result() event, and llGetPermissions() but I want to make sure it all works as intended before releasing it into the wild. Is this something TPVs can readily do? Or is it some underworld-naughty-monkey-app that only 'orrible people have? Thanks in advance :matte-motes-tongue:
20. ## llRequestURL checking

Thank you Darkie I don't know why I didn't think of that! I put this together and it looks like I can test from the same script: key request_id;string request_url;default{ state_entry() { // Open URL request_id = llRequestURL(); // Set hovertext llSetText("Touch me to kill the URL", <1,1,1>, 1.0); } http_request(key id, string method, string body) { if (method == URL_REQUEST_GRANTED) { // We were granted a URL, store it request_url = body; // Start timer to test URL llSetTimerEvent(10); } else if (method == "GET") { // Assume this is the script testing the URL llHTTPResponse(id, 200, "OK"); } } timer() { // Test the URL with an HTTP request llHTTPRequest(request_url, [], ""); } http_response(key request_id, integer status, list metadata, string body) { if (status == 200) { llOwnerSay("URL is still working correctly"); } else { llOwnerSay("URL failed with status code " + (string)status); } } touch_start(integer total_number) { // Kill the URL llReleaseURL(request_url); // Set hovertext llSetText("URL no longer available", <1,1,1>, 1.0); }}
21. ## llRequestURL checking

I use llRequestURL() in my script to get a URL for incoming HTTP requests. Is there a way my script can check the URL is still alive? I'd rather do it in script if possible, instead of pinging out to a server to do a remote test. From the docs it looks like the URL will be removed under certain conditions so I've made sure the URL is re-created when the events trigger. But I don't feel confident that the URL will stay alive under all other circumstances. A check every 60 minutes or so would put me at ease. What's the best way to check a llRequestURL() URL is still active and working? Thanks!
22. ## Floating point maths

Thank you! I come from a world of lazy scripting languages, types aren't familiar to me It makes sense now!
23. ## Floating point maths

If I put this in a script... default { state_entry() { float example = 1/11; llSay(0, (string)example); } } ....it returns "0.000000" Why's that then?
24. ## Maya UV map for multiple textures/faces

I think it's becoming a bit clearer... I've spent hours messing around with UV maps and texturing in SL! It looks like any UV map I apply to faces in Maya uses Planar mapping. When I upload mesh and texture it in SL I need to choose planar mapping in the texture dialog, but this changes the "Repeats per face" option to "Repeats per meter" so it doesn't look like I can achieve what I'm after. If I spend a while setting all the offsets and repeats on each face individually, when I resize the object all the textures go crazy again! Is that right? Am I missing something? Thanks in advance
25. ## Maya UV map for multiple textures/faces

Forgive me if the answer is obvious, I'm very new to all of this! I have created a simple primitive thing in Maya 2013 and assigned 8 different materials to the faces. Using the FBX converter tool I uploaded my DAE to SL and rezzed the mesh. My desired effect was to have 8 faces in SL which can hold different textures. It worked! (after 3 hours, hehe) I set each face's texture to planar mapping but each one needs some crazy texture offsets and texture repeats to look okay. What I would like is for each face (which is a square) to accept a texture with 1 repeat and no offsets, as a normal SL cube face would. I am guessing that the crucial step I missed here is UV mapping. I have tinkered with the UV map editor in Maya 2013 and read through the docs and tutorials, but I don't know what I need to achieve. Do I need one UV map for each material? Or should it be one UV map with all faces/materials taking up 100% of the map, overlapping each other? Or... If anyone can point me in the right direction I would be most grateful!
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