Jump to content

Leo1452

Resident
  • Posts

    21
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Sorry if this is a common error I don't know how to search for. Every time a bento animation is played, the first time I start walking, it plays my walk AO just fine. The second time and thereafter, the walk AO freezes like I'm sliding across the floor. If I jump while walking, the moment I land, it's fixed. It's just every time I want to start walking from idling that the AO freezes. If I start with a double-tap to run, the run AO plays fine. These AOs had no problem before, so if anyone could tell me how I might fix this or what I might've done differently, it'd be much appreciated.
  2. Thank you for the replies. I've noticed that it's freezing when I minimize Firestorm. Naturally, if I switch tabs, no "animation" is played for minimization and nothing freezes. I've turned off minimization animations, but it still happens. Is there a solution to this? At least some way to force the viewer to refresh?
  3. Thank you for your response! Here's that page: Firestorm 6.6.8 (68380) Jan 3 2023 19:59:43 (64bit / SSE2) (Firestorm-Releasex64) with Havok support Release Notes You are at 130.6, 170.1, 21.4 in Arapaima located at simhost-0b0044b35ad17335d.agni SLURL: http://maps.secondlife.com/secondlife/Arapaima/131/170/21 (global coordinates 460,163.0, 306,602.0, 21.4) Second Life Server 2023-05-05.579955 Release Notes CPU: Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (1497.6 MHz) Memory: 7880 MB Concurrency: 8 OS Version: Microsoft Windows 11 64-bit (Build 22621.1702) Graphics Card Vendor: Intel Graphics Card: Intel(R) Iris(R) Plus Graphics Graphics Card Memory: 1024 MB Windows Graphics Driver Version: 31.0.101.2121 OpenGL Version: 4.6.0 - Build 31.0.101.2121 RestrainedLove API: RLV v3.4.3 / RLVa v2.4.2.68380 libcurl Version: libcurl/7.54.1 OpenSSL/1.1.1l zlib/1.2.11.zlib-ng nghttp2/1.40.0 J2C Decoder Version: KDU v8.2 Audio Driver Version: FMOD Studio 2.02.09 Dullahan: 1.12.4.202209142021 CEF: 91.1.21+g9dd45fe+chromium-91.0.4472.114 Chromium: 91.0.4472.114 LibVLC Version: 3.0.16 Voice Server Version: Vivox 4.10.0000.32327.5fc3fe7c.571099 Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Window size: 1366x697 px Font Used: Deja Vu (96 dpi) Font Size Adjustment: 0 pt UI Scaling: 1 Draw distance: 200 m Bandwidth: 1500 kbit/s LOD factor: 2 Render quality: Medium-High (4/7) Advanced Lighting Model: Yes Texture memory: 768 MB (1) Disk cache: Max size 2048.0 MB (102.1% used) Built with MSVC version 1934 Packets Lost: 0/3,255 (0.0%) May 18 2023 11:08:01 SLT
  4. I use Firestorm. It seems to happen when I'm on a different window for a while, then come back. Edit: I've noticed that it seems to happen when I minimize it but not when I simply switch tabs. I'm still logged in, I can hear sounds, I can click tabs and HUDS, but the viewer window stops updating what I can see. If I try resizing the window, the whole thing goes black. After a few minutes of clicking around, it usually enters a "stopped responding" state. This started happening after an update, so I tried clean installing to an older version and it started happening again a day or two later. I tried these https://wiki.firestormviewer.org/fs_graphics_crashes_and_glitches#viewer_freezing: It happens even when I have barely anything else open. The viewer itself is usually the largest consumer of memory. I'm not loading world or in mouselook when it happens. I have 16.6 MB of chat logs, so I don't think that's causing it to freeze either. I've set my Cache Size to 9984MB and Viewer Texture Memory Buffer to maximum. I don't use AntiVirus software to whitelist on and have Windows Security set to default. I've set Full Res Textures and Set FastCacheFetchEnabled to false. It didn't occur to me until recently that some tasks in Task manager are marked "Suspended." Does that affect Firestorm and, if so, is there a way to stop it from suspending? I also tried installing Alchemy Viewer and the same thing happened, so maybe it's my computer. The device I'm having issues on is an HP Laptop 15 with x64 bit, Windows 11, Intel Core i7 10th Gen, 7.70 GB of usable RAM, and Intel Iris Plus Graphics updated to the latest drivers for it. I know it's not the best, but Firestorm was working fine 2 months ago. Any suggestions would be appreciated.
  5. So I got around to trying the scripts in separate prims, they still interfere with each other. Do you have any other suggestions?
  6. Both scripts are in the same prim. The driver script has these pieces to handle control: llRequestPermissions(llAvatarOnLinkSitTarget(1), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(1) != NULL_KEY && n == llGetPermissionsKey()) { } } The turret script has these pieces: llRequestPermissions(llAvatarOnLinkSitTarget(2), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ML_LBUTTON, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(2) != NULL_KEY && n == llGetPermissionsKey()) { } } When I add your code to test it, "control id is not the same as script permissions id" never happens. I sat two avatars from different viewers, but no matter which avatar I control from, it registers as the driver sending controls.
  7. I want to make a tank that seats two avatars. llAvatarOnLinkSitTarget(1) will drive the tank while llAvatarOnLinkSitTarget(2) will control the turret. I have separate scripts handle the driving and turret. The driving script only calls llRequestPermissions() on the driver avatar while the turret script only calls llRequestPermissions() on the turret avatar. I also add if-statements above all controls to make sure the key of the avatar's control is coming from the appropriate avatar. I'm clearly still missing something because both scripts still respond to the controls of both avatars. Can someone help me? Both scripts are in the same prim. The driver script has these pieces to handle control: llRequestPermissions(llAvatarOnLinkSitTarget(1), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(1) != NULL_KEY && n == llGetPermissionsKey()) { } } The turret script has these pieces: llRequestPermissions(llAvatarOnLinkSitTarget(2), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ML_LBUTTON, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(2) != NULL_KEY && n == llGetPermissionsKey()) { } }
  8. Thank you very much. I have a follow-up question for anyone who can help. I have a non-physical object rotated forward 90 degrees using this line of code. I want to restrict its rotation so that it can only rotate on the z axis. I would code something to nullify the x and y axis rotations so that it's always upright no matter how someone tries to edit the rotation. However, with the object rotated 90 degrees forward, the -x axis replaces the z axis as the new "upright." How do I do this given that the three axes are no longer independent?
  9. timer() { list details = llGetObjectDetails(id, [OBJECT_POS, OBJECT_ROT]); rotation rot = llList2Rot(details, 1) ; llSetPos(llList2Vector(details, 0) + <0.0, -0.5, 0.75>*rot); //The follower floats -0.5 on the y-axis and 0.75 on the z axis from the target llSetRot(<rot.x, PI, rot.z, 1>); } This timer is for a follow that follows the object with the UUID of "id." The follower is only to rotate on the z-axis to face the same direction as the target. I want to rotate the object 90-degrees along the y-axis so that its top faces forward instead. However, when I try to set the rotation to <0, 90, 0>, it seems to turn all over the place. I know that there's a mathematical reason why, but I have no idea how to fix this.
  10. How would you combine that with the laser blast so that it lines up with what the blast object has passed through?
  11. I'm making a sort of laser beam game where people ride cars that shoot blasts. The cars don't move with physics. The blasts should pass through through everything except the cars that are part of the game. Is there a way to make a bullet that only collides with objects of a certain name? If not, is there a way to make a phantom bullet that notices when it's passed through objects of a certain name so that it can perform some sort of reaction?
  12. The wiki for this function says that this statement would return "The account creation/"born on" date as a string in an ISO 8601 format of YYYY-MM-DD," but I'm getting a string that looks like a UUID. Can someone help me with a solution to getting an agent's birth date from DATA_BORN?
  13. I'd have a listener on channel 0. For every message in nearby chat, it would check if that string contains a substring from a list in my script and perform some action if it finds one. To see if a message contains the word "happy," I'd use llSubStringIndex(llToLower(message), "happy") but how about a whole list of words I'm looking for?
  14. Hi. Sorry, I shouldn't have said the object is attached to me. Let's say that the object is on the ground. How can it know the distance between me and the person/object that just spoke?
  15. This is a script that will repeat anything that it hears in nearby chat within 20m to the owner. This script will be in an object within range of a few people. If I'm already in range of the person who sent the chat, it will repeat it to me twice, which is unfavourable. How do I detect if the person who sent the chat in nearby is already within 20 metres of the owner (me)? If I could add an if statement around the llOwnerSay() that only repeats a message when I'm out of the 20 m range of the avatar or object that sent it, that'd be great. integer nearby; default { state_entry() { nearby = llListen(0, "", "", ""); } listen(integer channel, string name, key id, string message) { llOwnerSay(message); } }
×
×
  • Create New...