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Phate Shepherd

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About Phate Shepherd

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  1. I went to the meeting on Aditi to see where we might test prior to the next rollout. Mazidox suggested Arapaima, but that is a no-rez region. Is there any place running the upcoming rollout that has rez with a really long auto-return (like maybe 24 hours?)
  2. Well, crap. Missed out on experience beta and grandfathered regions.
  3. Whoa... wait... what? Can regular users get grid scope experience keys that don't require end users to add them to their land?
  4. I found that if I add extra frames to the end of an animation, enough to cover the "ease out" period, the problem goes away. Didn't have to do that before.
  5. Could this be exacerbated by the current scripting situation as of the 9/24 server update?
  6. Has anyone else seen their bikes or other vehicles misbehaving, especially low-riders? This only happen on vehicles where the animations changes as you drive, and only on vehicles that use offset animations (needed on low riding vehicles to prevent the avatar from raising the vehicle up.) The symptoms would be the avi jumping up into the air as the animation changes. When creating vehicle animations, it is very common to create the animation with a negative Z offset so that the avatar drops down when the animation is played. This is necessary to prevent the avatar bounding box from hitting the ground and potentially raising the vehicle up and causing it to float. In a BVH animation, this is represented by the first frame having a Z offset, and all subsequent frames having a lower Z offset. This first frame is special and NOT considered part of the animation, but a reference frame so that the BVH to anim conversion knows how to offset the avatar, as well as to determine which joints are animated and which ones are not. In the past, I could switch at will between these offset animations in my vehicles, and they all stayed offset (typically 1M down from llSitTarget) without any problems. This keeps the avatar bounding box well above ground where it won't make the vehicle float. Now, the Ease IN transition is being tweened from the llSitTarget that is up in the air, instead of the animation's offset position where it should be tweened from. This is causing the avatar to jump up and down as the animation is changed. A sort-of work-around is to use an Ease-IN of 0, but that looks terrible, and doesn't fix past animations and products. If you have seen this, can you chime in here: https://jira.secondlife.com/browse/BUG-227435
  7. It was just a wild guess at what the OP was trying to do. There weren't enough details to know exactly what they were trying to make. My assumption from their request to do special character to regular ascii was so that a regular Furware/XYText system could handle displaying peoples names. The tombstones are a different animal, and can handle a much larger character set than XYtext can.
  8. Are you still trying to see if a character is alphabetic, or are you wanting to do substitution, or what do you have in mind?
  9. llList2Integer will automatically perform the string to integer conversion.
  10. I'm sure SL is connected through multiple ISPs. Most likely those coming in from specific connections are staying online.
  11. Hopefully not another denial of service attack. Last time that happened, took quite a while to filter out the attack.
  12. If you have a premium account, you might want to check out the gravestones in the current premium gift.
  13. I am curious, what is your intent? Is it to feed the result to an in-world text display?
  14. Strided lists are great for uniform data like a fixed number of items, each with a fixed number of associated data points. If you need more flexibility, the JSON facilities in LSL can come in pretty handy. It is really nice to be able to refer to an item by name instead of by a fixed position in a list. The downside it is it a little slower than using lists. The upside it your script can be dynamic and potentially be designed to deal with future objects. integer count = (integer)llJsonGetValue( gInventory, ["sword", "count"] ); Essentially you are using a string, gInventory in this case, to hold a JSON data structure (a sort of simplified XML). It is a little confusing at first to wrap your head around, especially when creating/updating values, but it really has a ton more power than lists.
  15. For the examples above that look for the named prims and assign the link number to a global, I would highly recommend adding the following as well: default { // All yer other default state code changed(integer change) { if (change & CHANGED_LINK) { // Either reset your script or call the routine that scans for link names llResetScript(); } } } The point of this is: If you unlink/relink your object and don't update the globals that are holding the link numbers that you are changing, your script will make changes to the wrong prims. This prevents that from happening by updating the stored link numbers any time the linkset is changed.
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