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Old 03-18-2008, 03:04 AM   #26 (permalink)
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True then but Mono gives us expanded complexity in design. We are severely hampered by 16kb and the current solutions are crude.

And we need a more sophisitcated type of llSetText. Choose font, fixed angle of rotation then we can get rid of XyText/Xyzzy
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Old 03-18-2008, 04:27 AM   #27 (permalink)
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Yeah, 64kb for mono scripts, but I assume that their datatypes also take more space.


Anyways, no, mono, havok 4 and web on a prim won't be released at the same time.

Havok 4?
The estimated grid-wide release is in..8 days. Yep, you read that right, around the 25th to 26th if all goes by scedule. Date can be gotten from the latest Havok 4 office hour transcript (from the 11th) on the SL wiki.

Mono?
Well, no idea yet. As one of the previous posts have shown, they're not quite sure -when- to go for a release milestone.

Web on a prim is already in the RC, tho very very rudimentary. I hate the fact it's a parcel setting..IMO anything but the music should be a per-prim setting, and just be secured with a yes/no/Mute blue dialog along the lines of 'x wants to show y on its face'
Web on a prim final is sceduled for May, if I recall correctly, so I assume they'll put some more work into it.
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Old 03-18-2008, 04:49 AM   #28 (permalink)
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I don't understand why there won't be automatic conversion to Mono. That seems rather counterproductive and shortsighted.
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Old 03-18-2008, 05:39 AM   #29 (permalink)
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Quote:
Originally Posted by Cristiano View Post
I don't understand why there won't be automatic conversion to Mono. That seems rather counterproductive and shortsighted.
One big problem is that because there is no in-SL external data storage for scripts all data is stored in memory. Recompiling converts all scripts back to default/empty of data.

But the true reason is because they know something will bork half the scripts in SL if they did.

They also really need data storage in proportion to land size. Something like a mini database.
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Old 03-18-2008, 09:03 AM   #30 (permalink)
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Quote:
Originally Posted by Psyke Phaeton View Post
True then but Mono gives us expanded complexity in design. We are severely hampered by 16kb and the current solutions are crude.

And we need a more sophisitcated type of llSetText. Choose font, fixed angle of rotation then we can get rid of XyText/Xyzzy
I'm still amazed there isn't native support for over-riding the default animations in the client - perhaps, through inventory (right click anim -> set as default -> walk/jump/run/fly/crouch/turn l/turn r/etc). The fact everyone is running a timer 10 times a second is ricockulous. This should have been included in the 1.4 release... and I'm amazed that 4.5 years letter, there isn't a better solution for text than Xylor's solution from 2003!

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Old 03-18-2008, 10:35 AM   #31 (permalink)
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Yeah but people bite my head off when I comment that AOs are dragging the sim. They generally spit it back out so I can reattach it without having to grow a new one; but it's uncomfortable all the same.
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Old 03-18-2008, 10:35 AM   #32 (permalink)
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Old 03-18-2008, 06:30 PM   #33 (permalink)
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10 times a seocnd doesn't seem like a lot. is that a lot?
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Old 03-19-2008, 07:32 AM   #34 (permalink)
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The more I think about it, the more I realize it's quite possible to make an AO that doesn't do any tightly timed checks at all.

Currently, AOs simply run a tight timer (0.1 secs, perhaps even 0.05) and check if your av is playing one of the built-in animations. if yes, they replace it with one of their configured anims.

So far so good, but why not do it like this:

have the AO check keyboard input, like vehicles do. depending on what you press and if your AV is walking or flying, simply play the configured walk/fly/jump/crouch anims.

And for standing around, sure, a 10-20 second timer that changes anims.

The only issue is sitting, really, but that doesn't need a too tight timer either. Main reason for AO use is the walking and standing, and most furniture brings its own animations.

I actually wonder if the changed_scale event is triggered if an AV sits..


..I'm off topic, aren't I?

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Old 03-19-2008, 08:42 AM   #35 (permalink)
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Quote:
Originally Posted by Khamon View Post
Yeah but people bite my head off when I comment that AOs are dragging the sim. They generally spit it back out so I can reattach it without having to grow a new one; but it's uncomfortable all the same.
To be fair, the default animations are a crude, sick joke that defy reason as much as the default avatars. I mean, it's like LL wants people to log in once, wretch at how hideous everything is, and log out again, never looking back.
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Old 03-19-2008, 08:44 AM   #36 (permalink)
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That said, a built in client AO that didn't hit sim performance like your typical attachment AO would be fantastic.

There should still be decent defaults (same goes for avatars and everything else you start with), but a built in AO option seems like such a basic thing.

I'd say I'm surprised LL hasn't fixed this yet, but...I'm not.
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Old 03-19-2008, 10:19 AM   #37 (permalink)
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Yes Alice, it is a lot.
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Old 03-19-2008, 12:43 PM   #38 (permalink)
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IIRC, timers are throttled at 10 times per second maximum.
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Old 03-19-2008, 02:07 PM   #39 (permalink)
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Quote:
Originally Posted by FlipperPA Peregrine View Post
IIRC, timers are throttled at 10 times per second maximum.
no, it's 25.

It's not a per second delay as such. but rather that LSL seems to impose a (very small) delay between each event. for timers, I believe it's something like 0.04 secs

This explains a little more, but the topic is a little hazy:

LSL Wiki : llMinEventDelay

In testing, I was unable to call more than 25 timer events in any particular second, regardless of how low the timer was set.
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Old 03-19-2008, 02:09 PM   #40 (permalink)
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Quote:
Originally Posted by FlipperPA Peregrine View Post
I'm still amazed there isn't native support for over-riding the default animations in the client - perhaps, through inventory (right click anim -> set as default -> walk/jump/run/fly/crouch/turn l/turn r/etc). The fact everyone is running a timer 10 times a second is ricockulous. This should have been included in the 1.4 release... and I'm amazed that 4.5 years letter, there isn't a better solution for text than Xylor's solution from 2003!

Regards,

-Flip
Also, this has been on jira for a while

https://jira.secondlife.com/browse/VWR-386

vote, comment etc.
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Old 03-19-2008, 02:10 PM   #41 (permalink)
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Quote:
Originally Posted by Chalice Yao View Post
I actually wonder if the changed_scale event is triggered if an AV sits..
The event is changed, the flag raised is CHANGED_LINK
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Old 03-19-2008, 02:11 PM   #42 (permalink)
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Old 03-19-2008, 02:30 PM   #43 (permalink)
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Hmmm, that must be a change - I remember being told around 1.4/1.5 that it was 10. It'll probably change again with Mono!
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Old 03-20-2008, 05:34 AM   #44 (permalink)
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Quote:
Originally Posted by WarKirby Magojiro View Post
The event is changed, the flag raised is CHANGED_LINK
CHANGED_LINK does not get triggered in attachments of an AV sitting down. That'd be too easy, you see ;P

and yes, I was referring to the changed_scale flag of the changed event.
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Old 03-20-2008, 06:29 AM   #45 (permalink)
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Until SL has the following, no matter what Linden Lab says, SL is still at 1.suck.

Multiple avatar meshes to truly allow for a variety of sizes and bodytypes.

The return of the ability to make the avatar, and portions thereof as required, invisible without the horrible "invisiprim" work-around.

The ability to create and script NPCs, with some basic tools like chat trees, menus, scripted actions, NPC AOs, and roaming paths.

An AO built right into the client that doesn't hit the server like a club going blingtard on a scripted freebies binge.

Shadows.

A UI designed for human beings, preferably human beings with dignity and self respect.

Shiny+transparenc-, no, scratch that. Specular maps. Specular maps that work on everything, including textures with transparency, and the avatar mesh itself.

Decent default avatars that do not make anyone who's played a videogame since, oh, 1998 go, "Ew, that's hideous."

Decent default animations, see above.

I'm certain I could go on. These are just what immediately spring to mind.
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Old 03-20-2008, 07:01 AM   #46 (permalink)
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Amen to that.

Don't forget: several attachments per bodypart. And while we're at it, let me decide the layer level of stacks of clothes. why use static 'jacket' 'undershirt' and 'shirt'?

wear on -> chest -> layer 1..4
on subsequent wear use previously set layer.
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Old 03-20-2008, 08:46 AM   #47 (permalink)
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Quote:
Originally Posted by WarKirby Magojiro View Post
Also, this has been on jira for a while

https://jira.secondlife.com/browse/VWR-386

vote, comment etc.
Done, here's what I said:

"I'm with Penny - somewhat. This should have been included in the 1.4 release, when custom animations were introduced. I'd like the ability to simply right click any animation in my inventory, and set it as my walk / run / crouch / etc. Animation packs could be sold that remember what they over ride, much like attachments remember a default attachment point and position. Most people who attend events in Second Life are not casual users, so on a fully packed sim running an event, you're talking about up to 100 people all with a script in an attachment running 25 times per second to determine their animation state, even if idle.

I also agree with Penny that SL's retention rates would be much improved if better default animations (or several sets to choose from) were included. The default male walk, run, and sit make me look like the Tin Man from The Wizard of Oz at best, and a paraplegic octopus as worst!"
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Old 03-20-2008, 11:43 AM   #48 (permalink)
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I was tempted to include my feelings that better default avatars sh