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Ana Stubbs

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Posts posted by Ana Stubbs

  1. 12 minutes ago, Penny Patton said:

    No, no. I understand all that. What I don't understand is what point Coffee is trying to make by pointing that out. No one suggested blocking vintage hardware, so why make that argument as if someone was suggesting we do it? SL would also lose a lot of concurrency if we banned all residents whose usernames include vowels, but it wouldn't make any sense for me to point that out as a response to this thread because no one in this thread has voiced an anti-vowels stance.

    As I understand it, the current issue is that some old computers misreport the amount of graphics memory available. If SL believes them and tries to fill it, the viewer crashes in such a way that you can't then get in and change the setting, effectively blocking them from SL.

    This was briefly refered to in passing in a TPV developer's meeting, so it's no wonder you're a bit confused. I only happened to hear about it because there's sufficent gibberish in those for the recordings to make nice background noise while I work.

    • Thanks 3
  2. 17 minutes ago, Wulfie Reanimator said:

    Unfortunately that's not going to be helpful to @Sylvia Wasp, because that script assumes that it is the only script, and uses llFrand to pick a random channel for a menu coming from itself, every time a menu is shown. It cannot communicate with other scripts this way.

    Ooops, I hadn't picked up on that part. Thanks for catching that Wufie.

  3. 1 minute ago, Sylvia Wasp said:

    It may be clear to you but a snippet of code without any context or explanation is of no help to me.  

    I know, I know, you want me to learn all about it for myself.  You want me to use the "correct" methods or what you believe is the best methods, but the net result here is I'm going to just use a plain old number if I can't figure this out by midnight.  

    So if people are really concerned about memory usage in the sims, the end result here is actually going to be the complete opposite of that intention.  

    Again, I know I've seen scripts that use llFrand to generate a number that can be used as a unique channel.  Your actually responding to my second attempt to ask for information on that, yet you give me a different other method instead, lol.

    A method that I couldn't understand if I had the rest of the week to figure it out, simply because you think it's a slightly better method.  

    I googled "lsl random channel" and found http://www.aliciastella.com/modules/AMS/article.php?storyid=24 , which seems to be a good, working example of exactly that.

    I know it's infuriating, but if you want complete code for your exact application, you'll have to pay for that.  If you want free help, it's going to be somewhat spottty and incomplete, because we're all doing this in our free time. I'm missing my game of Primtionary trying to help you.

  4. 2 minutes ago, Sylvia Wasp said:

    Well, that was kind of my point.  "Mistake" is 100% an insult in this context.  

    I really do think you've got the wrong end of the stick, for me, mistakes are good. It's not even that making a mistake means you're wrong. Your solution was perfectly right - It compiles and works. But it was still a typical "beginner's mistake", ie there are solutions which are better.

  5. 4 minutes ago, Sylvia Wasp said:

    Ok, I guess I got all the scriptures mad at me, lol, BUT ...

    People actually come here for help and none of this is really that helpful.  I have a product ready to go and all I need is a way to generate a channel at the top of one script and nothing said here has actually helped me out.  It's all just theoretical discussions about the details of scripty things among scriptors. 

    I can make the change to reduce my 196k script load for less than one minute of the sims time later, what I need now is what I know is probably a simple snippet of code to fix my problem and no one is coming forward with it.  

    integer Channel = Key2Chan(llGetOwner());

    seems to be a custom function and is not working at all.  

    I know that some people use a random number generator to do the same thing.  Can someone provide a clue as to how I would code that instead? 

    http://wiki.secondlife.com/wiki/UUID2Channel

  6. 14 minutes ago, Sylvia Wasp said:

    - My first "mistake" isn't a mistake, it's just a choice, and the memory usage on a script in this situation is about as important as which potato chip you pick out of the bag first when eating potato chips.  I don't use mono on the buttons so we are talking about less than 200k even on my most elaborate HUD.  200k which will be in use for less than a minute when a person is changing clothes.  

    Memory usage is a bit of a red herring - idle scripts that do nothing have a disproportionate effect on the sim. Obviously it depends how many buttons you have, but if you're relying on the user taking the hud off before going anywhere, unless that is you or your best friend, it's unfortunately not reliable.

    Quote

    My second "mistake" also isn't a mistake, it's actually the situation I posed to the forum in the first place.  The very question I asked you. 

    I wouldn't fixate on the word mistake. If you do, you're not going to get very far with scripting. Learn to love your mistakes, bugs, and unexpected behaviours. Any scripter who does not make mistakes is either not learning, or  is making mistakes but can't see them.

    • Like 3
  7. 20 minutes ago, Penny Patton said:

    Whenever the "SL is/not a game" debate rears it's tired head, I'm reminded that even back in the 90's, videogame developers were debating on the definition of "videogame", with many arguing that the term "videogame" was reductive and did not accurately describe all of the content that fell under that label. Many argued instead of "videogames" we should use the term "electronic entertainment", which of course does not roll off the tongue nearly so easily which is why everyone just sticks with "videogames" even though "Electronic Entertainment" are the first two "E's" in "E3", the largest "videogame" expo in the world.

    It would be so much simpler if we could all at least agree that when someone says "videogames", they mean "electronic entertainment" because 100% of the time that is exactly what is meant and all we're really arguing are the semantics.

    IMHO the two aren't quite synonymous.

    This is enlectonic entertainment: https://www.amazon.com/Tiger-Lights-Out-Handheld-Game/dp/B000UHABZC

    But it sure ain't a videogame. It's a game, but it has no video.

  8. 25 minutes ago, Aquila Kytori said:

     

    Could it be that the "missing materials" are each assigned to a single vertex? Which would explain whey you can't see them.

    1.png.40c9689fb9123519be3df4d46d32ff74.png

     

    2.png.dd1fe47cd2a9ca4246f33e50a198ad6b.png

     

    3.png.d16fb673f734dc37fa8744c0c76a9311.png

     

    4.png.90575a20c5dab2c32efb1a14c43d2ec2.png

     

    5.png.0a8dc1d2da476851a913138a3f1c4f7f.png

     

     

    That makes sense.

    Theorising here (and knowing that in SL, different faces can't share a vertex) - the two visible triangles would account for six of the twelve vertices in animat's model, leaving the other six to hold the six remaining materials.

    That would exactly explain what I observed, and means that the materials are in fact all present, just unrendered.

    Correct me if i'm wrong, but I believe we can't recreate this manually, because the uploader removes lone vertices.

  9. I paid a visit (your escalator looks like it needs maintenance, it's running very jerkily) .

     

    image.png.0749bf6f9f9fbd199099f5569e5033a8.png

    There IS something funny going on with that - I can get texture info for faces 0 and 3 (the visible ones), but if I select the hidden ones individually I get... nothing, nada, zilch.

    image.png.c7386e7e331d6a95dbca79e7e5c92acc.png

    Oh, and my viewer can't agree on how many vertices there are.

     image.png.173ef2ee81a8ec529d65b13e3ef0047c.png

    Answers on a postcard please about how to construct 8 triangles with only 12 vertices.

  10. On 6/14/2019 at 2:56 PM, Whirly Fizzle said:

    Welcome to the weirdest ever bug from hell.
    llStopAnimation will stop all animations on detach instead of only the specified animation if the attached objects instance key is lower then your avatar key. Yes really  lol.

    Thus, you cannot prevent it from happening.

    Bug report: BUG-225288 - llStopAnimation is stopping all animations on detach instead of only the one specified.

    My flabber is completely and utterly ghasted 😲

    • Like 1
    • Haha 1
  11. 13 minutes ago, Gabriele Graves said:

    There is nothing wrong with offering this and that sounds really nice but not so useful if I want to take pictures under the moonlight which might equally be as awesome at your place.  Some regions today *suggest* what settings that will look the best but they do not and cannot force it.  This is ideal and does not cause a grid-pocalypse in any way.  That is what real choice looks like, to not have to accept the settings but still be allow to stay and visit the area with whatever I want to use even though it may not fit with your idea of what is "best".  What is the harm in that I miss your sunrise if that is my choice?  You would never even know and I may have visited a thousand times already and seen it.  My points above above still stand, even with a force feature, I would still be able to disrupt what you want to force on me should I choose and you would still never know.  So what is the point of going to ridiculous lengths to force it?

    It is best to suggest, nothing more in my opinion.

    No harm at all. The forcing is there for people who WANT to see it, and it's entirely opt-in. If you opt-in by mistake, you can always opt-out again.

    Noone is going to come to your house and physically force you to opt in, and if they did, you would be best to call the police.

    Perhaps a better analogy would be the RLV options in some viewers. They allow ways to force someone to remove their clothing, to blind them, to control their movement - all fairly intrusive actions. But the user has to opt-in to being controlled. Thankfully, noone can walk up to you in SL and force you to be their BDSM sex slave unless you first enable those options.

    • Like 1
  12. 19 minutes ago, Innula Zenovka said:

    my impression was that they tend to make things like houses with regular collision prims  for the floors and walls and so on,  link the house mesh to it and adjust things so that the collision prims are inside the floors and walls, set them to  invisible, and then set the house mesh to PRIM_PHYSICS_SHAPE_TYPE_NONE.     That seems to avoid most problems and also generally keeps the LI down.

    That's the lazy way to do it. I don't mean that as a perjorative description, i've done it that way myself plenty of times, but a proper physics model, done well, is the ideal.

    22 minutes ago, Innula Zenovka said:

    And if the whole thing is avoided simply by remembering to have the viewer's uploader analyse the mesh before you upload it, that's not much of a problem, I would have thought.

    Some types of physics models are better as unanalysed.

    • Like 1
  13. 1 hour ago, Innula Zenovka said:

    Does this mean the problem is confined to meshes that have been uploaded with first having the viewer's uploader analyse them

    WITHOUT first having the viewer's uploader analyse them, yes.

    1 hour ago, Innula Zenovka said:

    and only then if they are physics enabled (that is, if you raise it off the ground with the edit tools and release it, it will fall to the ground or other solid surface rather than remain suspended in mid air) and is there any good reason for not analysing the mesh before uploading it?  

    No, Prim physics is nothing to do with being physics enabled. It means that the mesh is using the physics model that you uploaded, and not the "convex hull"  (no holes) or "none"  options. It mostly affects things like whether your avatar will collide with an object or walk through it, or whether you can walk on it, or if you can rez on it (you've probably met mesh floors that refuse to allow rezzing - that's usually a bad physics model).

    And, confusingly, "phantom" is a different thing again.

    • Like 1
    • Thanks 1
  14. 2 hours ago, CoffeeDujour said:

    For the context of creating a game environment. You either accept the rules of the game as provided and leave your god powers at the door, or you don't play .. which is fine, no one can make you participate. Anything else would be akin to playing greedy and letting you pick your own dice rolls.

    Strong experience based rules are a fundamental requirement. The are not to impose on your freedom, they are to ensure all players have a uniform experience, that they can all see the same, move the same, jump the same, cam the same.

    And I would like to use experiences to provide enviromental effects that go along with what is happening on the sim... so that if the sun is supposed to rise at the end of a sunrise service, it actually will.

    Noone can force you to join an experience, that is your free choice. You can attend my church without ever joining one. But if it were possible to opt out while in the experience, i guarantee that people would do so (deliberately or accidentally) and then complain bitterly at the end that it wasn't what was advertised. From a technical support perspective it would be much much harder.

    Most of our visitors are not technically minded, so currently we have to go around every single person, find out what viewer they're using, find out how to set "use region windlight" in that viewer, explain how to do it, and how to set it back off when they leave... a simple Yes/No option to cede control to an Experience would be a dream.

    • Like 3
  15. 23 minutes ago, MaKaylaa93 said:

    I just spent an hour reading thru this post entirely.  As a person new to mesh at first it put me off ever asking a question in the forum.  I thought my noob questions will just get me scoffed at.  But I'm thirsty for knowledge so I continued to read thru everything.  I have recently begun the task of learning how to build mesh and import into SL.  My quest began with a simple request from my partner to make him a shirt from scratch.  I love a challenge so thought I would attempt it.  That was a month ago.  I can say as someone completely new to mesh that the information on the net is scattered, fractured, sometimes misleading but always overwhelming.  I got more questions to research about the topic from this post than I uncovered in a month of scouring the internet blindly.  So I want to say thank you for this thread.  Thank you for sharing your insights and knowledge.  Thank you all for the time you put in to educating people like me who just want to learn to do something and do it correctly.  We ARE out here, the hungry ones.  The new ones.  The ones who want to learn to do this the right way.  The ones willing to put in the time and effort.  So please dont stop teaching us.  We need to learn from you all.

    I was in your position in September. There is hope. Perservere. It's very fufilling once you get over the initial WTF.

    • Like 1
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