These forums are CLOSED. Please visit the new forums HERE
Remove llGiveInventory |
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 02:36
Or throttle it. You can take out the entire grid with this command.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
|
12-17-2004 03:12
Remove blaze spinnaker. He can take out the entire grid with one command.
_____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 03:20
Huh? Do we all feel it necessary to provoke each other into flame wars?
Anyways, I've emailed cory the code. It's three commands, but llGiveInventory is the least necessary. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
|
12-17-2004 03:27
Remove every LSL command and stop potential griefing!
Remove da whole grid and remove all da bugs in one go AND stop any potential griefing foreva! Remove da forums and remove da sky is falling drama people can create about misuse of standard functions! Remove all programming languages and eliminate worldwide viruses forever! Remove computers and eliminate all IT issues and save commercial businesses and private citizens millions of pounds into the bargain! (Btw, there are a number of ways to create self replicating viruses or burn up resources without llGiveInventory. There are many, many, many more ways to take out a sim or even the grid without it.) _____________________
|
|
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
|
12-17-2004 03:29
Remove people, and all our problems go away.
_____________________
http://siobhantaylor.wordpress.com/
|
|
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
|
12-17-2004 03:32
Self-replicating objects have been around for a long time. What's new about your approach?
while(1) fork(); can take out a system, does that mean we should remove fork or make it slower? I'm a developer. I should be trusted implicitly. Some people are forking over thousands of dollars for the right to use LL for some rather serious development efforts, you know. If LL ran the real world, all guns would wait 20 seconds before firing, and use rubber bullets. _____________________
|
|
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
|
12-17-2004 03:34
Remove people, and all our problems go away. Sio, I'm coming over to hug you later! You seem to need it ![]() _____________________
|
|
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
|
12-17-2004 03:34
Sio, I'm coming over to hug you later! You seem to need it ![]() Am I getting too bitter lately? _____________________
http://siobhantaylor.wordpress.com/
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 03:38
How do you self replicate without llGiveInventory?
llGiveInventory can pretty much do it accidentally. Yes, there are a lot of other ways to take out the grid, but you have to try really hard. It's like 5 lines of code or so with llGiveInventory. By the way, adding objects into objects manually is not really self replicating. Or at least it's a finite kind which you need to go to a lot of work to do. Anyways, why are you flaming me? I said "or throttle it". Kris, I thought you had me on mute. How about keeping me on mute. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Willow Zander
Having Blahgasms
Join date: 22 May 2004
Posts: 9,935
|
12-17-2004 03:42
Sio, I'm coming over to hug you later! You seem to need it ![]() Can we make that 3 way hug.. I seem to have 3 in my inventory ![]() _____________________
*I'm not ready for the world outside...I keep pretending, but I just can't hide...* <3 Giddeon's <3 |
|
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
|
12-17-2004 03:46
Can we make that 3 way hug.. I seem to have 3 in my inventory ![]() I hope so ![]() _____________________
http://siobhantaylor.wordpress.com/
|
|
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
|
12-17-2004 03:47
If LL ran the real world, all guns would wait 20 seconds before firing, and use rubber bullets. If I ran the world, guns would fire chocolate and auto aim for the mouth! _____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:02
Self-replicating objects have been around for a long time. What's new about your approach? Who said my approach was new? I'm not looking for a patent here. If this command is not throttled or removed, someone will self replicate into all the sims and take down the grid. This is a fact. It will happen eventually. The question is - do we throttle it before the grid goes down or do we wait for it to happen and say "oh whups, should have fixed that". Yes, island sims should have different rights. Unfortunately, on the main grid you can fly or set pos into another sim and wreak utter havoc. As for the other approaches, they should probably be throttled as well. Perhaps an object should only be allowed to have 2 objects max nested deep. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
12-17-2004 04:07
The point being made here is, just becasue a library call is able to be used in some less-than-freindly (or even downright destructive) way is not anything like an appropriate reason to remove or hobble it for everyone. This lowest-common-deniminator thinking serves only to make tools useless.
I think it's an apt analogy to say that by your logic we should sell knives only with dull and rounded blades, because a sharp knife can be used to hurt people. _____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:08
Another possibility is to only have some many instances of a script. Not sure how this would work, especially across sims.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:12
Jillian,
Yes, I got that. Unfortunately, when developing a multi-user environment, removing the capability for one user to do harm to another is probably one of the most, if not the most, important design guidelines to be followed. It's a shame that humans are not perfection personified, but it is a matter of reality. Just as the sun comes up in the morning, someone will purposely or accidentally do something silly and this needs to be designed for. There is a reason why so many things in SL have been hobbled. And it's not because someone thought it was a great way to waste engineering resources, I am afraid. So, do we just wait for the grid to go down and then do something about it? Is that the solution? _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
12-17-2004 04:15
YES, that's the solution: Give us the unhindered tools we need to develop content, and smack abusers when and if they show up. I like that idea.
edit: Oh, and can you tell me where it's written that hobbling the environment and it's tools because of potential abuse is such a high priority? I thought the highest priority was creating interesting content for people to enjoy. _____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:16
Yeah, unfortunately that idea leads to SIMs going down all the time.
I swear, I can't hang out in a sim for more than 2 hours these days without some person taking it down. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
12-17-2004 04:19
Yeah, unfortunately that idea leads to SIMs going down all the time. I swear, I can't hang out in a sim for more than 2 hours these days without some person taking it down. ![]() _____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:23
Probably not the same SIMs. However, jump in the Sandboxes, they go down constantly.
I think I was just hanging out over da boom or something near and it went down yesterday. People in the scripting forums talk about taking sims down all the time. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
|
12-17-2004 04:27
Well of course the sandboxes will go down, that's where people test things that don't yet work... and throw massive chains of physical twisted torii around, and, and ...
Yes, we all crash a sim occasionally, but it's very rare that someone does it deliberately. And almost never in a residential sim... though there was that party... but I digress... _____________________
http://siobhantaylor.wordpress.com/
|
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
12-17-2004 04:31
Probably not the same SIMs. However, jump in the Sandboxes, they go down constantly. I think I was just hanging out over da boom or something near and it went down yesterday. People in the scripting forums talk about taking sims down all the time. I'm sorry, but my experiences differ dramatically from yours, and untill very recently I spent a very great deal of time in the sandboxes. I witnessed *one* recent instance of a sim being significantly affected by scripting, and then it only slowed the sim - it recovered. And in my whole time in SL, three times could I say a sim went down because of a script. And I do read the scripting forums here, where is the talk of bringing sims down? What am I missing? _____________________
|
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
12-17-2004 04:32
Yes, we all crash a sim occasionally, but it's very rare that someone does it deliberately. And almost never in a residential sim... though there was that party... but I digress... Phfft - I hear the lindens rate how good a party was by how long it takes to get the sim back on the grid. ![]() _____________________
|
|
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
|
12-17-2004 04:34
Yes, deliberate is unlikely, I agree. My concern here was that this could be done pretty much accidentally.
It is possible that LL is taking a wait and see approach with this. It would be an interesting experiment to see how long before someone does this. The other possibility is that the asset server is monitoring objects and if you build too many too fast, then it shuts down their script capabilitiy. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
|
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
|
12-17-2004 04:35
Well of course the sandboxes will go down, that's where people test things that don't yet work... and throw massive chains of physical twisted torii around, and, and ... Yes, we all crash a sim occasionally, but it's very rare that someone does it deliberately. And almost never in a residential sim... though there was that party... but I digress... And if ya do bring a sim down more than once, the linden coding police will come knocking at your door pretty damned quick. A few point releases ago, I discovered a completely reproducable bug that could crash a sim each and every time. The first time, I just thought it was dumb luck and bad timing. The second, I kinda got suspicious since it happened the same time in the code. The third, after I'd tweaked something, Phoenix and Cory came to see what the hell I was doing, and took away a copy of the script. The very next morning they deployed a patch to plug it. That's happened twice now. So I'm not telling them about the new sim-crasher I have. They keep taking my toys away ![]() But seriously... instead of screaming that the sky might fall so we should take away anything that might facilitate its falling and inconvenience everyone, why don't we have some faith in the Lindens to address the potentially serious problems as they arise? It's been my experience that when it comes to sim crashin' buggy code, they're pretty on the ball. _____________________
|