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MLPV2 questions & bug reports |
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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04-28-2009 11:03
Why don't you turn ~timer off as well?
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Miro Collas
Registered User
Join date: 28 May 2007
Posts: 73
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04-28-2009 12:12
Keep in mind that products usually contain a number of scripts in addition to the pose menu scripts. The 'top scripts' tool is of limited usefulness, since it's a single sample. I've been meaning to write a JIRA entry requesting low-pass filtered values as well. These would show average usages, which would be more informative than single samples. And it only adds a single number per object to be kept by the sim. Yes, I know it is of limited usefulness. But I think it is a good *general* indicator of relative script load. Says a lot the MLP2 held stable when shut down, while XPOSE was jumping all over. Oh and all items I looked at came from the same maker; all had one extra script, Xcite partner. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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04-29-2009 02:23
Actually, it's not a particularly good indicator, but it's just the only thing we have, and far better than guessing and trying to infer from behavior. And it's definitely very useful. I wish it were available to parcel owners!
Glad to hear that MLPV2 looks good, in any case. But are you sure your XPOSE furniture has no scripts other than XPOSE ones? If not, then your data isn't necessarily indicative of XPOSE performance. It could easily be a feature the bed maker added. Note that it's not easy to find all the scripts in an object with many prims: you have to check every single prim. Or, if it's mod, you can unlink the XPOSE prim and then check. |
Miro Collas
Registered User
Join date: 28 May 2007
Posts: 73
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04-29-2009 10:01
Yes, I'm sure. One item is a mat.
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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04-30-2009 07:17
Yes, I'm sure. One item is a mat. ![]() |
Blaze Nielsen
Registered User
Join date: 24 May 2005
Posts: 276
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pose balls moving 20 meters off
05-03-2009 17:39
we have about 80 mlp beds in the store, experiencing an issue where the pose balls will move about 20 meters away from the bed. Also had one customer experience this while they were actually ON the pose balls, moving a distance away from the bed.
Also had a bed returned with this error llDialog: all buttons must have label strings Most beds are the latest mlp version, some are a previous version. _____________________
Visit Bartlett & Nielsen furniture - two full sims of elegant furniture, prefab homes and more. Plus, Virgin Isle Marina - sl's largest luxury yacht and boat marina.
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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05-03-2009 17:47
we have about 80 mlp beds in the store, experiencing an issue where the pose balls will move about 20 meters away from the bed. Also had one customer experience this while they were actually ON the pose balls, moving a distance away from the bed. Also had a bed returned with this error llDialog: all buttons must have label strings Most beds are the latest mlp version, some are a previous version. Very odd -- Toothfairy Tizzy had the moving pose ball issue in her store too. _____________________
Thread attempting to compile a list of which animations are freebies, and which are not:
http://forums.secondlife.com/showthread.php?t=265609 |
Blaze Nielsen
Registered User
Join date: 24 May 2005
Posts: 276
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20 meter away pose balls
05-03-2009 17:50
Usually we can stop the balls and click on a pose again and they will return. Sometimes it requires a full reset.
_____________________
Visit Bartlett & Nielsen furniture - two full sims of elegant furniture, prefab homes and more. Plus, Virgin Isle Marina - sl's largest luxury yacht and boat marina.
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Candie Rau
Registered User
Join date: 27 Jun 2007
Posts: 1
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A little help please
05-03-2009 20:58
I was hoping someone could help me with the MLPV2.4. I'm having a small problem that I can't for the life of me figure out.
I have two additional menu cards in my object labeled .MENUITEMS.conversation and .MENUITEMS.dining. In each of those cards I have several submenus for different positions and number of people. When I run the menu I am able to access all the submenus just fine. Though in my Conversation menu, the last submenu there "Chatting8" there is a button that appears at the very bottom called "Dining Menu" I've checked the notecard and I don't have anything written at the bottom that would create that additional button. I tried deleting that final submenu to see if it was just that, but then the same button appeared on the new final submenu (Chatting7 since Chatting8 was deleted). I've tried adding a new .MENUITEM note card and labeling it to fall inbetween the two i already had inside and it didn't remove the button. When I click on the button it takes me no where so It's not useful. If this isn't a clear explination please send me an IM. I have a picture to illustrate what I mean but it's not letting me upload. Thanks alot for the help! |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-04-2009 06:19
we have about 80 mlp beds in the store, experiencing an issue where the pose balls will move about 20 meters away from the bed. Also had one customer experience this while they were actually ON the pose balls, moving a distance away from the bed. 1) Someone chats with ">" (or perhaps it's "<" ![]() 2) Ttaking a rezzed ball from a working bed into inventory and dropping it into another bed. This ball will now listen for either bed (original or new one). Do it again with the new bed, and drop it in a third; it'll listen for all three, and so on. Both bugs are fixed in the latest release (either 2.4, available ingame, or 2.3, available on XStreet). Also had a bed returned with this error llDialog: all buttons must have label strings Most beds are the latest mlp version, some are a previous version. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-04-2009 06:24
I have two additional menu cards in my object labeled .MENUITEMS.conversation and .MENUITEMS.dining. In each of those cards I have several submenus for different positions and number of people. When I run the menu I am able to access all the submenus just fine. Though in my Conversation menu, the last submenu there "Chatting8" there is a button that appears at the very bottom called "Dining Menu" I've checked the notecard and I don't have anything written at the bottom that would create that additional button. I tried deleting that final submenu to see if it was just that, but then the same button appeared on the new final submenu (Chatting7 since Chatting8 was deleted). I've tried adding a new .MENUITEM note card and labeling it to fall inbetween the two i already had inside and it didn't remove the button. |
Tibouchina Freschi
Registered User
Join date: 22 Sep 2007
Posts: 2
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Poseballs moving to nearby beds
05-06-2009 11:28
My problem is a bit different from that of Blaze. Unless beds are spaced a major distance apart, when the menu for one bed is started the poseballs zap on over to another bed or somewhere in between the two. The other bed also starts up. This is a real drawback in a small store.
I think I read about this in one of the tutorials but unfortunately can't find the reference now. I am using version 2.1 and thought it was an issue with older versions of MLPV, but not this one. And certainly a friend who is using the same version doe not have this problem. Any guidance as to what I'm doing wrong? Thanks. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-06-2009 12:28
My problem is a bit different from that of Blaze. Unless beds are spaced a major distance apart, when the menu for one bed is started the poseballs zap on over to another bed or somewhere in between the two. The other bed also starts up. This is a real drawback in a small store. I think I read about this in one of the tutorials but unfortunately can't find the reference now. I am using version 2.1 and thought it was an issue with older versions of MLPV, but not this one. And certainly a friend who is using the same version doe not have this problem. Any guidance as to what I'm doing wrong? Thanks. |
Tibouchina Freschi
Registered User
Join date: 22 Sep 2007
Posts: 2
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Poseballs moving to nearby beds
05-06-2009 14:41
Got the new version. Works like a charm. Thank you so much!
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Celty Westwick
Registered User
Join date: 24 Jun 2006
Posts: 145
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05-09-2009 11:41
Lear has you sim moved or something?
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-10-2009 06:53
The sim my shop's in was sold, so the name changed. LMs should continue to work. I hope that means the picks also continue to work, but perhaps not. I'll check and update them if necessary. In any case, try searching jPose Villa in ALL search. (Last time I tried in Places seach it didn't appear, but that was less than 24 hrs after the sale, and hopefully is all better now too.)
New sim name is Dreamworld Azure; look near 15,193. |
LordDylan Ansaldo
Registered User
Join date: 4 Jun 2008
Posts: 1
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05-16-2009 07:22
Hi there. I'm new to the mlpv2 and experimenting making a bed of my own. I've been studying the examples but I can't seem to find how to make it so that the animations start at the same time once both balls are sat on.
The way it's going for me right now, the animations start separately per ball once an avatar sits on it. Thus, they're not in sync. Can this be done through a simple entry in the notecard? Or do I need to edit the scripts for that? If so, which scripts do I edit and what do I put in? *knows next to nothing about scripting* |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-16-2009 13:46
... can't seem to find how to make it so that the animations start at the same time once both balls are sat on. There is no simple feature in MLPV2 to automatically synchronize poses as such. You can manually synchronize by shifting to another pose and then shifting back again. There is no feature to automatically synchronize, as is done with couples danceballs. You may notice that with couples danceballs, when it synchronizes, it changes to some other pose, and then back to the dance. This is the only way to synchronize animations. To synchronize, MLPV2 would have to do the same thing: periodically switch to some other animation and then back. But to what other animation? For most purposes, this would be seen as an unwanted interruption. There is, though, an advanced feature of MLPV2 that you could use to get the effect of periodic synchronization: Sequences. A sequence is simply a list of poses that MLPV2 will play at the touch of a button, with the option to repeat the sequence or a portion of the sequence. See the example sequence in the distribution. You could set up a simple sequence that plays one pose, waits some time (say, a few minutes), and then plays another pose that is harmonious with the first, and then repeats this. A sequence can also be set to wait for all participants before it proceeds, so you could have the avatars hop on a "getting ready" pose that doesn't need synchronization, and once they're all on, it can advance to the synchronized pose. Unfortunately, though, the pose will be unsynchronized at first, because the server needs to download the anims to the client. Only after that (and after changing poses and back again) will the animations appear synchronized. Fortunately, once the animation is downloaded to the client, it remains available for starting quickly. How long this lasts, I can't say. But long enough for the kind of synchronization we see in couples dances to work. Of course, as we all know, they sometimes don't work very well, especially on a laggy sim. If you're the animator, there's another trick you can use, in addition to the above. When uploading your animation, upload it twice, and give it two names (say, xxx-a and xxx-b). YOU MUST UPLOAD IT TWICE -- you can't just copy the animation in your inventory and rename the copy. This way, the "other animation" you switch to in order to resynchronize is the same animation. SL doesn't "know" it's the same, which is why it works at all. Sorry, but synchroniziation is simply not a trivial issue in SL. :-/ |
Tekno Magic
Registered User
Join date: 6 Aug 2008
Posts: 25
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05-20-2009 18:57
I was wondering if this mplv2 also is suporting the buttons like "Previous/Next/Slower/Faster" to select poses ?
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-21-2009 06:57
Lear looks at his keyboard for "slower/faster" buttons ...
![]() The only buttons a script can operate on are the ones used for movement and their corresponding lettters. I might be wrong about some of the letters since I don't generally use them: * forward (up arrow, w) * backward (down arrow, x) turn left (left arrow, a) turn right (right arrow, d) * slide left (shift left arrow, A) * slide right (shift right arrow, D) * up (page up, e) * down (page down, c) * With the latest (but unreleased) version of MLPV2, and thanks to prodding from someone who sent me a script but whose name I can't recall, the keys marked with asterisk move the avatar within the pose. So far, I've had a little positive feedback and no negative feedback. The feature is enabled by a "+" in the ~ball object description. I'm interested in what folks think about whether this feature should be enabled by default or not. Using keys to cycle through a menu in order would be nifty too, but I don't like commandeering the right/left arrow keys. Frankly, I don't like using the up/down arrow keys either; I've already seen someone get confused by this. Page up/down is the most useful, but they all have their uses depending on the avatars and poses involved. Too bad scripts don't have a wider choice of keys to respond to! |
Ian Nider
Seeds
Join date: 20 Mar 2009
Posts: 1,011
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05-21-2009 21:12
Lear looks at his keyboard for "slower/faster" buttons ... ![]() The only buttons a script can operate on are the ones used for movement and their corresponding lettters. I might be wrong about some of the letters since I don't generally use them: * forward (up arrow, w) * backward (down arrow, x) turn left (left arrow, a) turn right (right arrow, d) * slide left (shift left arrow, A) * slide right (shift right arrow, D) * up (page up, e) * down (page down, c) * With the latest (but unreleased) version of MLPV2, and thanks to prodding from someone who sent me a script but whose name I can't recall, the keys marked with asterisk move the avatar within the pose. So far, I've had a little positive feedback and no negative feedback. The feature is enabled by a "+" in the ~ball object description. I'm interested in what folks think about whether this feature should be enabled by default or not. Using keys to cycle through a menu in order would be nifty too, but I don't like commandeering the right/left arrow keys. Frankly, I don't like using the up/down arrow keys either; I've already seen someone get confused by this. Page up/down is the most useful, but they all have their uses depending on the avatars and poses involved. Too bad scripts don't have a wider choice of keys to respond to! I think it's a great feature and hope you keep it. |
Newbie1canobe Morgan
Registered User
Join date: 24 May 2004
Posts: 6
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05-26-2009 08:35
In my project i really Need a "Prop OFF" and "Prop On" i am not a great scripter heck im not even good, but does this sound feasible too those of you who know the workings a little better
Thanks Newb |
Void Singer
Int vSelf = Sing(void);
![]() Join date: 24 Sep 2005
Posts: 6,973
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05-26-2009 09:25
very glad to see you didn't commandeer the the left/right keys, too many people have camera offsets in things (who thought it'd be great to place the camera behind the seat, knowing it's likely to be backed to a wall?!?) and the need to rotate the view out of bad positions easily.
you could enable flags for features in the description. and use ~llSubStringIndex to enable them ... it'd let people have different options for for those keys any ways. _____________________
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-26-2009 10:01
In my project i really Need a "Prop OFF" and "Prop On" i am not a great scripter heck im not even good, but does this sound feasible too those of you who know the workings a little better Have you considered a separate menu just for props, using a 'holodeck' script? In that case, the user would choose the props independently of the poses. The simplest way would be to put the holodeck props and scripts in a different prim, which the user clicks to control. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-26-2009 10:06
you could enable flags for features in the description. and use ~llSubStringIndex to enable them ... it'd let people have different options for for those keys any ways. I'm constrained to backwards compatibility, and I don't want to add a confusing syntax to allow too much pick-and-choose for which controls are enabled (i.e., which sets of arrow keys). It would be great if the sitting user could turn the adjustability on or off for themselves, but I can't think of a user interface model that's simple enough for the purpose. |