No-push weapons destroying scripts
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Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
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06-29-2007 15:32
Needless to say, I and a few others aren't too happy. Things like ownage, and psitec's blitz are now totalling scripted attachments. And its not just shields, I've had things with simple listen scripts in them that are now completely wrecked, even things I've made myself which I can't even mod now (Script missing from database).
From one blitz, I've had wrecked: Pet collar Complete prim-robot av's colour changer AO 3 Utilities I've made Flight Assist Teledash Psitec And more.
Now, being blitzed and stuff used to be fine, but since this latest rolling restart I've had almost all my scripts missing from database, getting stuff totalled by no-push weapons (and its not just me), had objects vanish from inventory only to return with bugged perms.... Grrrr.... Not happy.
ps. Sorry for the rant, but let it serve as a warning too. Until this is fixed, these weapons are deadly and can potentially ruin your SL experience but totalling what you own. Be sure to keep a back up of what you're wearing, and if you can't (say, if its no copy), don't wear it to be on the safe side.
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Alicia Sautereau
if (!social) hide;
Join date: 20 Feb 2007
Posts: 3,125
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06-29-2007 19:12
all the nubster griefers find these weapons alot easier unlike a couple of months ago took me some time to locate a place that sold them, now they`re every where...
only used it for "good" as defense from the same morons we all encounter :/
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Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
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06-29-2007 19:35
Wait, so these weapons permanently ruin scripted attachments?
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Jessica Elytis
Goddess
Join date: 7 Oct 2005
Posts: 1,783
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06-29-2007 20:32
From: Broken Xeno Wait, so these weapons permanently ruin scripted attachments? Sorta. If the item is Mod the you can simply reset the scripts and all is well. However, NoMod/NoCopy items are sorta borked because LL screwed up the permission system a while back and haven't fixed the ability to reset scripts in NoMod items yet. If LL would actually fix this, this would only be an inconvienience, not a loss of property. Though all items "ruined" should still be able to be reset once LL gets this part of the system straightened out. *holds her breath* ~Jessy
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Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
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06-30-2007 01:28
Um, no. I recompiled, reset, etc all the scripts (well, all but the one no mod item). They're still all coming up with math errors and stack-heap collisions. Previously, yes, resetting would fix. Since the last update thats just not working.
Still, during my downtime theres been another rolling restart so I'll check to see if its improved, and edit this post with the update.
[update] phew, resetting (what i can) fixes the stuff now. shame i've still lost all my no mod stuff. now if only they'd fix all my scripts (over 80 of them have their source missing from database) and missing items... ugh...
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Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
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06-30-2007 01:44
When you get hit with this weapon, I mean, do you know? It doesn't push you, I gathered from the title, but does everything immediately go haywire? Fark, with weapons like that the only safe places to be are in no-script zones.
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Ayrn Wake
Registered User
Join date: 7 Jan 2006
Posts: 39
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06-30-2007 02:14
They typically cage you then rez twisted toruses on you (all physical), does a number of things, such as orbitting/crushing you, just sending you a few meters away, lagging the sim like nobody's business, etc. Thing is, good systems can always rez from afar (huzzah for warpPos) so even if you're in a no script area, people could still snipe at you. The only safe land would be no rez and no object entry, but thats really, really not practical for builders (even on private land / sims, not everyone is going to want to turn off public building, especially in combat zones where bullets need to be able to rez).
You'll know when you're hit though, if you show transparent you'll usually see you in a change being hit by twisted objects, or if its too late, being lagged out or orbitted.
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Broken Xeno
~Fething Alt~
Join date: 9 Mar 2007
Posts: 632
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06-30-2007 02:16
If you get hit though, is it possible to simply log out or teleport away and save your attachments from destruction?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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06-30-2007 02:44
There was a bug in one of the recent updates that was causing weird script behaviour, run-time errors and so on, for no reason that I could fathom; certainly nobody was orbiting me or any such (though thinking about it, I _was_ testing a flight assist script which was throwing me around at quite high speeds).
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danielluh Ashton
Pink's Props
Join date: 28 Feb 2007
Posts: 27
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06-30-2007 03:38
i had this last week also when someone attacked me with blitz, all my attachement went haywire
most attachments had a buildin reset button, that saved most of my stuff.
could also reset some items from reset in tools
but some functions where messed up, couldnt use them after the attack.
My tip is, make from all attachments copy, if this is possible.
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Matthew Dowd
Registered User
Join date: 30 Jan 2007
Posts: 1,046
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06-30-2007 03:50
From: Jessica Elytis Sorta.
If the item is Mod the you can simply reset the scripts and all is well. However, NoMod/NoCopy items are sorta borked because LL screwed up the permission system a while back and haven't fixed the ability to reset scripts in NoMod items yet.
There is a jira issue on this - https://jira.secondlife.com/browse/VWR-575Just not enough votes on it yet, to attract LL's attention. Matthew
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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06-30-2007 03:53
From: Jessica Elytis If the item is Mod the you can simply reset the scripts and all is well. However, NoMod/NoCopy items are sorta borked because LL screwed up the permission system a while back and haven't fixed the ability to reset scripts in NoMod items yet. It was a deliberate change to cover up an exploit so I don't think we should expect the previous behaviour to be restored  . (Found the reference in LA /139/e5/149985/1.html)
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Matthew Dowd
Registered User
Join date: 30 Jan 2007
Posts: 1,046
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06-30-2007 04:02
I'm sorry, I have no sympathy with LL on this one - they should have fixed the protocol not put a plaster over it which removes an important piece of functionaility!
At best that plaster should be temporary whilst they fix the protocol.
It doesn't change us voting on the issue on jira to make sure LL know that the current fix can only be temporary and needs doing properly!
Matthew
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Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
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06-30-2007 04:06
ya, I've had this happen. Luckily I have perms on all the scripts I use, so I can reset them which fixes them. If you can't reset all the scripts in your attachments though, then ya, your attachments are permanently broken.
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Kidd Krasner
Registered User
Join date: 1 Jan 2007
Posts: 1,938
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06-30-2007 11:22
I'm confused.
I understand that scripts themselves can have bugs that can only be fixed by a reset. And I understand that the permissions system won't always allow a user to do that reset.
What I don't understand is how these weapons are triggering the problem. Are they triggering a bug in the LSL VM, which breaks the scripts? Are they creating sizes/vectors/positions that weren't anticipated by the scripts, causing math errors? Is it something peculiar to these sorts of weapons, or could other things trigger this problem? Does it affect all scripted attachments, or just those that have undetected bugs triggered by these weapons?
Thanks
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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06-30-2007 12:59
See also (and vote, if you support) https://jira.secondlife.com/browse/MISC-317 which deals with the class of these "weapons" that orbit leaving the victim with no recourse but to relog. This can cause the "dead script" problem, and is the only way I've ever encountered it myself, but perhaps non-orbital "weapons" may also have this effect. Although I voted for the VWR-575 jira, too, I kinda expect a "Will not fix" stamp on it for reasons cited in earlier posts. [Edit: forgot to mention: AFIK, this has nothing to do with bugs in the scripts themselves; in my experience anyway, it wedged every script in every attachment such that only a Reset would get them going again.]
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Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
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06-30-2007 13:40
From: Kidd Krasner I'm confused. I understand that scripts themselves can have bugs that can only be fixed by a reset. And I understand that the permissions system won't always allow a user to do that reset. What I don't understand is how these weapons are triggering the problem. Are they triggering a bug in the LSL VM, which breaks the scripts? Are they creating sizes/vectors/positions that weren't anticipated by the scripts, causing math errors? Is it something peculiar to these sorts of weapons, or could other things trigger this problem? Does it affect all scripted attachments, or just those that have undetected bugs triggered by these weapons? Thanks It is not triggering bugs in scripts. I wrote all the scripts in my attachments. I won't ask you to take my word that I know what I'm doing, but being hit by one of these weapons is the only thing that has caused any scripts in my attachments to crash in 6 months of use. I would accept that there could be a bug or two in one or two of my scripts, but all of them crashed the same way simultaneously. I know that all of them do not have bugs, and certainly not the same bug. It seems to be caused when you're pushed off world, even in scripts unrelated to vector calculations. The only thing I can think of is that something in the way the VM tries to handle a failed region transfer isn't handling it in this case.
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Kidd Krasner
Registered User
Join date: 1 Jan 2007
Posts: 1,938
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06-30-2007 19:38
From: Aaron Edelweiss I won't ask you to take my word that I know what I'm doing, but being hit by one of these weapons is the only thing that has caused any scripts in my attachments to crash in 6 months of use. I would accept that there could be a bug or two in one or two of my scripts, but all of them crashed the same way simultaneously. I know that all of them do not have bugs, and certainly not the same bug.
It seems to be caused when you're pushed off world, even in scripts unrelated to vector calculations. The only thing I can think of is that something in the way the VM tries to handle a failed region transfer isn't handling it in this case. I'm certainly willng to take your word for it. I was just trying to understand the cause and mechanism.
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Shaylee Blackadder
Registered User
Join date: 2 Aug 2007
Posts: 1
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Pls update me
10-08-2007 01:05
this thread is old and god forbid I'm necroposting but I'd like an update.
They call me gadget girl and not without good reason. I had expensive scripts on every single attachment point and HUD attachment point. SOme IDIOT came to my land and insisted it was for sale, consequently refusing to leave and trying to orbit me off my own land. Silly me had scripts on as I don't like restricting ppl. Needless to say it has cost me thousands upon thousands of Ls in no mod items and many hours resetting scripts and then editing back into position since I have to use bizarre attachement positions due to the number of things I wear.
Is this going to fixed? I bought ownage reloaded to shoot a volunteer scripter who asked me to, believing he could use the information that would allow him to extract to create and submit a patch to LL but it had no effect on him (other than traditional orbit in the no push zone) no script damage.
IS OWNAGE RELOADED EXEMPT?
IS THIS GOING TO BE FIXED?
SOMEONE ADVISE ME OF A SHIELD THAT ISN"T FULL OF BUGS AND GUARDS AGAINST OWNAGE?
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Fluf Fredriksson
Registered User
Join date: 8 Feb 2007
Posts: 248
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10-08-2007 02:36
I hope you filed an abuse report against the idiot. Me being me, I'd probably put a support ticket in as well just to prod the Linden's into realising there is a problem here.
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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10-08-2007 06:41
These no-push orbiters like blitz, toss, etc all seem to be broken in Havoc 4. I've tested a few of them over there to verify this and they don't work any more. My understanding is that they only work by exploiting a bug or something in Havoc 1, something about how it handles the physics colissions (between the avatar and the twisted toruses). Havoc 4 has much better colission handling and when you are hit with these things you just stand there, maybe bump a little bit, but that's it - no more orbiting, no more crushing, and no more broken attachments.
-Atashi
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