Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Critical script bug

Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-23-2006 10:17
This script compiles and runs fine in MG.
CODE

list menu = ["On", "Lower", "Raise", "Level", "Noise", "Smooth", "Revert", "Brush Size", "Height"];
list brush_menu = ["Small", "Medium", "Large"];
list height_menu = ["Height On", "Height Off"];
list greater_menu = ["Less Then", "Greater Then"];
list on = ["On"];
list off = ["Off"];
float height = 21;
integer height_on = 0;
string height_on2;
integer chan = -98;
integer mod;
string mod2;
integer brush;
string brush2;
integer greater;
float ground;
integer cnt = 0;
integer me_say;


show_dialog(){
llDialog(llGetOwner(), mod2 + ", " + brush2 + "\n " + height_on2, menu, chan);
}

default{
state_entry(){
llSetTimerEvent(0.0);
}
touch_start(integer touches){
llDialog(llGetOwner(), "Options", menu, chan);
llListen( chan, "", llGetOwner(), "" );
}
listen( integer channel, string name, key id, string message ){
if(channel == 0){
height = (float)message;
}
if(message == "On"){
menu = llListReplaceList(menu, off, 0, 0);
show_dialog();
llSetTimerEvent(0.3);
}
else if(message == "Off"){
menu = llListReplaceList(menu, on, 0, 0);
show_dialog();
llSetTimerEvent(0.0);
}
else if(message == "Lower"){
mod = LAND_LOWER;
mod2 = "Lower";
show_dialog();
}
else if(message == "Raise"){
mod = LAND_RAISE;
mod2 = "Raise";
show_dialog();
}
else if(message == "Level"){
mod = LAND_LEVEL;
mod2 = "Level";
show_dialog();
}
else if(message == "Noise"){
mod = LAND_NOISE;
mod2 = "Noise";
show_dialog();
}
else if(message == "Smooth"){
mod = LAND_SMOOTH;
mod2 = "Smooth";
show_dialog();
}
else if(message == "Revert"){
mod = LAND_REVERT;
mod2 = "Revert";
show_dialog();
}
else if(message == "Brush Size"){
llDialog(llGetOwner(), "Options", brush_menu, chan);
}
else if(message == "Small"){
brush = LAND_SMALL_BRUSH;
brush2 = "Small Brush";
show_dialog();
}
else if(message == "Medium"){
brush = LAND_MEDIUM_BRUSH;
brush2 = "Medium Brush";
show_dialog();
}
else if(message == "Large"){
brush = LAND_LARGE_BRUSH;
brush2 = "Large Brush";
show_dialog();
}
else if(message == "Height"){
llDialog(llGetOwner(), "Options", height_menu, chan);
}
else if(message == "Height On"){
height_on = 1;
me_say = llListen( 0, "", llGetOwner(), "" );
llDialog(llGetOwner(), "Only work if...." + "\n" + "enter height in chat window then choose option", greater_menu, chan);
}
else if(message == "Height Off"){
height_on = 0;
height_on2 = "Height Off";
show_dialog();
}
else if(message == "Greater Then"){
greater = 2;
height_on2 = "Will modify if land is greater then = " + (string)height + " meters";
llListenRemove(me_say);
show_dialog();
}
else if(message == "Less Then"){
greater = 3;
height_on2 = "Will modify if land is less then = " + (string)height + " meters";
llListenRemove(me_say);
show_dialog();
}
}
timer(){
cnt += 1;
ground = llGround(ZERO_VECTOR);
if(cnt == 10){
llOwnerSay((string)ground);
cnt = 0;
}
else if(height_on == 0){
llModifyLand(mod, brush);
}
else if(height_on == 1){
if(greater == 2){
if(ground >= height){
llModifyLand(mod, brush);
}
}
else if(greater == 3){
if(ground <= height){
llModifyLand(mod, brush);
}
}
}
}
}

It also compiles and saves in Beta but after you close the script and reopen it you end up with this. The script has not been uploaded to the server correctly and will refuse to run, instead it will throw and error.:
CODE

list menu = ["On", "Lower", "Raise", "Level", "Noise", "Smooth", "Revert", "Brush Size", "Height"];
list brush_menu = ["Small", "Medium", "Large"];
list height_menu = ["Height On", "Height Off"];
list greater_menu = ["Less Then", "Greater Then"];
list on = ["On"];
list off = ["Off"];
float height = 21;
integer height_on = 0;
string height_on2;
integer chan = -98;
integer mod;
string mod2;
integer brush;
string brush2;
integer greater;
float ground;
integer cnt = 0;
integer me_say;


show_dialog(){
llDialog(llGetOwner(), mod2 + ", " + brush2 + "\n " + height_on2, menu, chan);
}

default{
state_entry(){
llSetTimerEvent(0.0);
}
touch_start(integer touches){
llDialog(llGetOwner(), "Options", menu, chan);
llListen( chan, "", llGetOwner(), "" );
}
listen( integer channel, string name, key id, string message ){
if(channel == 0){
height = (float)message;
}
if(message == "On"){
menu = lh

Milo is aware of the problem and has a copy of the script and is working on it. So far it seems to be a matter of script size but more helping hands of course might speed along a fix.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
And now a different script bug
12-23-2006 10:46
Saving this script will crashs the sim you are in. It has crashed Brilliant 4 times in a row now:

EDIT: Oooops. Sorry Milo. I didn't think of the ramifications of posting a sim crash script here instead of just describing the problem maybe.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
Bad bug #3
12-23-2006 19:29
Cadroe Murphie's ShapeGen .95x when editted shows nothing inside except for the object "Block". The script is still there and it runs but no matter what you do you can not see it or the help notecard inside.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
Bad Bug #3 Clarification
12-24-2006 14:08
Actually for this bug all you have to do is create an object and create a default script in it. In the edit/contents window you can see "new script" inside. Now put other objects into it or a notecard and look at the contents again. All you will see is either one object or maybe the notecard instead. Everything is still there and if you touch the prim it will still say "touched" but you can no longer access the rest of the contents.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
Bad Bug #4
12-24-2006 14:10
After being in beta for about 10 minutes I froze and then crashed the sim I was in while using ShapeGen. The log shows several hundred instances of a kakadu error on finding a texture. This sure seems like everything is pointing at an error of information flowing
through the sim caps layer.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-26-2006 05:24
Sounds a lot like the new communications simply aren't sending scripts properly, yay :)
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-26-2006 14:58
This may have something to do with LSL now supporting unicode (in text & bytecode).
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
12-26-2006 21:54
Jesse, so you think this has to do with missing Scripts in object? I know the scripts are not there because they don;t work anymore. Pretty much everything in my inventory is hosed right now. I have given up doing any more testing in Beta till it is restored.

Also it is only in the root prim having the problem. IF you have and object where it can;t see the script in the prim link it to another item so it is a child and do an edit the link. Then you will see the script again. But still have some time where teh scripts are just gone and now it looks like only with HUD

EDIT:
AH! it is only show the first item in the invenroy. Make a box add a bunch of new scripts. only one shows delete one and poof the next one shows.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-27-2006 06:08
Right it only catchs the first one. As far as the scripts not working then that is the first bug where a lot of scripts are being truncated. hmmm still feeling my way around on that part. Strife may be on to something but I don't see it yet. But definitely strange that it cuts off this much smaller script compared to something like ShapeGen which still runs, albiet with a different set of problems.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum