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Rufus Darkfold

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Everything posted by Rufus Darkfold

  1. Does it help to keep inactive scripts disabled? My menu system keeps most of its scripts disabled, and enables the script associated with a function when it is selected. The resulting smaller scripts can also be lsl instead of mono, and since the state of disabled scripts is not preserved on sim crossings, it should not have to be sent to the new sim on a sim crossing.
  2. Certainly the easiest way to back up your own textures is to keep the originals on your computer and back them up there. "Your own" in this case means that you created them. If you obtained them from someone else, you are not allowed to export them at all, even if they are full-permissions, according to the Second Life terms of service. Any tool that automatically exported your entire texture folder would be in violation of the ToS, which is why there aren't any. Retrieving your own-created textures from SL would be sub-optimal anyway, as they would likely have undergone some format conversion. SL uses JPEG2000 internally, but how many of us actually create our textures in that format? I would only retrieve one of my textures from SL as a last resort, in the event that I had somehow lost the original.
  3. Rolig Loon wrote: You can't move an avatar directly using LSL, so the only way to do it is to rotate something that the avatar is linked to. If the avatar is linked to something (sitting on it) you can move it directly with PRIM_POSITION like any other child prim. Link IDs for seated avatars start one after the highest real child prim. PRIM_ROTATION works too, and I assume PRIM_ROT_LOCAL would as well, though I haven't tested it yet. Interestingly, the avatar is not subject to the normal linking-distance rules here. I have been able to move my avatar 1000 meters away from the root prim, and to explore underground. I have only tested this sitting on a non-physical object. I'm building a subway.
  4. To make a really really simple (as simple as it gets) prim skirt/cape: Rez a cylinder. hollow it out to 95%. Taper it to get the shape you want. If you want a cape, path-cut it until it looks like one. Go to "Features" and turn on "Flexible". Play with all the flexi parameters to see what they do.* Drop a texture on it and/or color it. voila! *You can also use the primcontrol HUD to do this. It is free and open-source. It has the advantage that it does not freeze the selected prim(s) as edit mode does, so you can actually see what each param does as you change it.
  5. Beta 2 HUDs have been sent. Those who still have Beta 1 and want to update to beta 2 should check the notices for "Navigator Users".
  6. You could use something other than llDialog. Would you be interested in beta-testing dialogger?
  7. What viewers support RLV and also support mesh and MOAP?
  8. Beta 2 is now available. Details here: http://community.secondlife.com/t5/LSL-Scripting/Free-primcontrol-HUD-Easy-Prim-Torture-Beta-2-Avaiable/td-p/1092569/highlight/false
  9. The new charttracker/dialogger/primcontrol HUD provides a ready-built free implementation of the HUD end of dialogger. http://community.secondlife.com/t5/LSL-Scripting/Free-primcontrol-HUD-Easy-Prim-Torture-Beta-2-Avaiable/td-p/1092569/highlight/false
  10. Beta 2 is now available. Base note updated. Documentation on the wiki updated: https://wiki.secondlife.com/wiki/User:Rufus_Darkfold
  11. The documentation for dialogger has been updated: https://wiki.secondlife.com/wiki/Dialogger
  12. You can avoid the funky viewer behavior by having your transporter fly there at less-than-warp speeds. Still can be pretty fast, but the scenery is better. Better for sim crossing too, though we assume your transporters do not need to do that. (Mine do). Perhaps it would be enough to slow down to impulse power (i.e. normal use of setpos) a bit just before landing.
  13. Salahzar Stenvaag wrote: It seems your dialogger is quite cool way to control objects inworld using HUD in a whole new intriguing way. I was testing it and it appears (albeit not completely smooth) quite a smart control gear (!!!). I'll write a post on this. Meanwhile what is apparently missing from this hud is some way to provide textual input like in forms (you know llTextBox), maybe you can use a combination of llTextBox to achieve this? I have just sent you a "beta 1.5" in-world. It includes a "Dialogger" button on the main screen that gives you an empty dialog window. This will allow other objects to set up dialogs without interference from whatever script thinks it owns the window. There is also a "New Prim" button that creates a new prim (a red sphere) with the primset+ script already loaded. There is no nice way to do text input in LSL afaik. I will consider incorporating a button that brings up an llTextBox if there is enough interest in that. I'm not sure if there is enough benefit compared to simply having the caller bring up the llTextBox in response to the message announcing the button press.
  14. If you give the warehouse link permissions then it can link to the objects and move them inside. They would still be rezzed and not in the warehouse's inventory. If you asked it to store chairs it could do a sensor sweep by object name and try to link to any it finds. If the objects (and the warehouse) are physical, you could detect collisions and try to link and store any appropriate object that collides with it. This would somewhat approximate the behavior you might want for dropping an object on the warehouse (while the default behavior would be to leave the object sitting where it landed on the roof). It can spit them out and unlink them when you ask for them back. Rollig's way works too (and saves prims), but I bet a lot of residents don't know about control-drag.
  15. Known showstopper bug. They're working on it. Workaround is to put the attachment on the ground before updating it.
  16. I have sent it to you in-world. Charttracker and Primcontrol are in the same HUD. Click the 2nd button on the top bar (with the globe on it) for Charttracker. If Charttracker is running, primcontrol scripts are deactivated and visa-versa, so the overhead of having both there should be minimal. It comes with road maps of the continents, you can get a map of the current sim (or block of 4, 16, or 64 sims), or you can add your own maps. I created a map of my own extremely oddly-shaped property to help me plan and place my stuff without encroaching on the neighbors. That map is also included as an example. Configuration of a new map is one line on a notecard. There is aslo the "Mapper" HUD in the package, which maps the current sim and all the surrounding ones. That HUD may be more useful in cases where you are traversing multiple sims and don't have any special maps you want to use.
  17. I have sent you the HUD. I have invited all beta participants to join the "Navigator Users" group. That will help me disseminate updates and the like.
  18. Beta 1 HUDs have been distributed in-world to those who have requested them. The latest version of navigator (free mapping HUD) is also included.
  19. AO's and animations are for avatars, not objects.
  20. This is useful information nonetheless. Now that we know where that file is, we can substitute a less obtrusive, but still visible representation. I wouldn't want to make the banlines go away entirely.
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