SLUNIVERSE |
| | #26 (permalink) |
| Psyke's Defense Systems ![]() ![]() ![]() ![]()
None
Join Date: Sep 2007 Location: Behind the Great Firewall of Australia
Posts: 4,811
SL Join Date: 12-Oct-2003
Business: Psyke's Defence Systems Blog Entries: 3 SLShopper Ads: 1 | 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
__________________ Χάος | Psyke's Defense Systems - the original security orbs | Psyke's AjaxLife - Free web based Second Life access. ![]() |
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| | #27 (permalink) |
| The Purple ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 1,095
My Mood: | 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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| 1 User Said Thanks: |
| | #28 (permalink) |
| Just Woke Up ![]() Ħel administrador!
Elated
Join Date: Jun 2007 Location: Miami, FL
Posts: 6,706
SL Join Date: Dec 2002
Business: ANOmations Blog Entries: 14 XBOX Leaderboard: 14th SLShopper Ads: 7
My Mood: | I don't understand why there won't be automatic conversion to Mono. That seems rather counterproductive and shortsighted. |
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| | #29 (permalink) | |
| Psyke's Defense Systems ![]() ![]() ![]() ![]()
None
Join Date: Sep 2007 Location: Behind the Great Firewall of Australia
Posts: 4,811
SL Join Date: 12-Oct-2003
Business: Psyke's Defence Systems Blog Entries: 3 SLShopper Ads: 1 | Quote:
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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| 1 User Agreed: |
| | #30 (permalink) | |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
Posts: 5,204
SL Join Date: 2003-11-14
Business: Peregrine Salon SLShopper Ads: 1
My Mood: | Quote:
Regards, -Flip
__________________ Peregrine Salon: Flip & Jenn's thang. | |
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| 2 Users Agreed: |
| | #31 (permalink) |
| Taco's Grammar Slave ![]() ![]() ![]() ![]()
Some Flowers and Trees
Join Date: Jun 2007 Location: Alabama
Posts: 2,894
SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees SLShopper Ads: 2
My Mood: | 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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| | #32 (permalink) |
| Taco's Grammar Slave ![]() ![]() ![]() ![]()
Some Flowers and Trees
Join Date: Jun 2007 Location: Alabama
Posts: 2,894
SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees SLShopper Ads: 2
My Mood: | They say things like "cold dead hands" and I'm like well okay sure. Come Here |
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| | #34 (permalink) |
| The Purple ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 1,095
My Mood: | 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? Last edited by Chalice Yao; 03-19-2008 at 07:46 AM. |
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| | #35 (permalink) |
| Punk Girl in Space ![]() ![]() Join Date: Dec 2007
Posts: 304
SL Join Date: 11/30/2005
My Mood: | 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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| 1 User Agreed: |
| | #36 (permalink) |
| Punk Girl in Space ![]() ![]() Join Date: Dec 2007
Posts: 304
SL Join Date: 11/30/2005
My Mood: | 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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| 1 User Agreed: |
| | #37 (permalink) |
| Taco's Grammar Slave ![]() ![]() ![]() ![]()
Some Flowers and Trees
Join Date: Jun 2007 Location: Alabama
Posts: 2,894
SL Join Date: November, 2003
Business: Fate Gardens Flowers and Trees SLShopper Ads: 2
My Mood: | Yes Alice, it is a lot. |
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| | #38 (permalink) |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
Posts: 5,204
SL Join Date: 2003-11-14
Business: Peregrine Salon SLShopper Ads: 1
My Mood: | IIRC, timers are throttled at 10 times per second maximum. |
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| | #39 (permalink) | ||
| Doing stuff ![]() ![]() ![]() ![]()
Made new armor ^^
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,577
SL Join Date: 14/10/2006
Business: MagoTek Industries SLShopper Ads: 1
My Mood: | Quote:
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.
__________________ Quote:
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| | #40 (permalink) | |
| Doing stuff ![]() ![]() ![]() ![]()
Made new armor ^^
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,577
SL Join Date: 14/10/2006
Business: MagoTek Industries SLShopper Ads: 1
My Mood: | Quote:
https://jira.secondlife.com/browse/VWR-386 vote, comment etc. | |
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| | #41 (permalink) |
| Doing stuff ![]() ![]() ![]() ![]()
Made new armor ^^
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,577
SL Join Date: 14/10/2006
Business: MagoTek Industries SLShopper Ads: 1
My Mood: | |
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| | #42 (permalink) |
| Doing stuff ![]() ![]() ![]() ![]()
Made new armor ^^
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,577
SL Join Date: 14/10/2006
Business: MagoTek Industries SLShopper Ads: 1
My Mood: | I'm posting too much. Going to be quiet now |
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| | #43 (permalink) |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
Posts: 5,204
SL Join Date: 2003-11-14
Business: Peregrine Salon SLShopper Ads: 1
My Mood: | 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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| | #45 (permalink) |
| Punk Girl in Space ![]() ![]() Join Date: Dec 2007
Posts: 304
SL Join Date: 11/30/2005
My Mood: | 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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| 1 User Laughed: |
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| | #46 (permalink) |
| The Purple ![]() ![]() ![]()
Kinda at work. Somewhat.
Join Date: Dec 2007 Location: Somewhere purple, Germany
Posts: 1,095
My Mood: | 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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| 1 User Said Thanks: |
| | #47 (permalink) | |
| Evil Incarnate! ![]() ![]() ![]() ![]() ![]()
Recursion is beautiful!
Join Date: Jun 2007 Location: Philadelphia, PA
Posts: 5,204
SL Join Date: 2003-11-14
Business: Peregrine Salon SLShopper Ads: 1
My Mood: | Quote:
"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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