MLPV2 questions & bug reports
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Desiree Bisiani
Furniture Designer
Join date: 25 Nov 2006
Posts: 189
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10-25-2009 14:48
From: Lear Cale Desi, as it turns out, kaffe bought a consumer product of mine, thinking it was full-perms for builders. It took quite a number of exchanges to work out that fact, especially since so many products that aren't mine show me as the creator (due to my earlier mistake of including MLPV2 in a full-perm box). Aha! Makes sense now. ~ Desi 
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Shuangli Zhangsun
Registered User
Join date: 14 Oct 2008
Posts: 8
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Rez Position of Poseballs
10-27-2009 13:56
Hi,
I`m trying to change the position where the poseballs get initially rezzed.
Per Example: Start the engine -> Menu/Kiss -> Poseballs should rez <0.0,-2.4,0.0> (position).
I looked up all scripts and tried to find it, thoughed i found it in the menu-script at around line 200, but it didnt worked.
Can someone point me to the right script and if possible line :)
Thanks for your help!
Shu
edit: i dont want to define the rez-position of the poseballs for each animation, just the general rez-position at start.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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10-28-2009 04:52
Look in ~menu, for "llRezObject()".
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Negotium Quan
Registered User
Join date: 30 Jul 2008
Posts: 44
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10-28-2009 06:29
On the wiki it states that it can hold 200+ couple poses depending on script memory.
Is it unrealistic to think you can make a mlp with 1000+ animations? If so, what other tools would do this?
Does anybody perhaps have some tips on how to save script memory so I could jam it full with as many animations possible?
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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10-28-2009 07:07
From: Negotium Quan Is it unrealistic to think you can make a mlp with 1000+ animations? If so, what other tools would do this?
Does anybody perhaps have some tips on how to save script memory so I could jam it full with as many animations possible? I would say that Lear has the script memory as optimized as is practical right now till we see where things are going. You may wish to chat with Lizz Silverstarr; she has a 4 memory script model going. (I'm sticking to the question here, and avoiding queries about where you are going to find 1000 plus good quality animations -- and whether when the new parcel script limits come in, people will be able to fit such a product on their parcels, hehe.)
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Thread attempting to compile a list of which animations are freebies, and which are not: http://forums.secondlife.com/showthread.php?t=265609
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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10-28-2009 08:24
From: Negotium Quan On the wiki it states that it can hold 200+ couple poses depending on script memory.
Is it unrealistic to think you can make a mlp with 1000+ animations? If so, what other tools would do this?
Does anybody perhaps have some tips on how to save script memory so I could jam it full with as many animations possible? Unless you have a very specific need that will really benefit the users, I recommend against loading MLP with hundreds and hundreds of poses. Here's why. In the not-too-distant future, LL will implement "per parcel script memory limits". While this seems like a real pain, it's important and necessary to avoid certain kinds of script memory abuse that affects not just everyone in a region, but also everyone in each of the 4 regions that share the same server. When this happens, everyone will start being conscious of script memory usage. This is a GOOD thing, because it keeps people from hogging a resource without being aware of it. Products that use too much memory will be disliked, just as products that are made with more prims than necessary are disliked. Currently, MLPV2 loads the data for all poses into memory at startup. This is nice because it means you can get to any pose in any menu quickly. The system used by DevPose products works differently: it only loads a subset (a menu's worth?) of poses. This is good in that it saves memory and avoids the issue I mentioned above. The tradeoff is that when you change menus, you have to wait for it to read in the data for that menu. Depending on how severe script memory limits are, and how great the demand for reducing memory footprint is, I may consider reworking MLPV2 to work more like DevPose does. Ideally, the builder would get control over what gets loaded (e.g., per-notecard). Meanwhile, one thing that builders can do for their customers is to divide poses into sets, where each set has its own .MENUITEMS.* and .POSITIONS.* pair of notecards, allowing the user to select which sets to include in their purchase (by dragging the notecards in, or deleting ones that are already in). Finally, object inventories get nasty to work with as the number of items increases. It's terrible at 100; I'd hate to have to work with 1000! I suspect it would take considerably more than 10 times as long to load the object inventory.
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Ossy Portocarrero
Registered User
Join date: 3 Sep 2004
Posts: 1
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> error still occuring
11-01-2009 04:25
From: Lear Cale Found the problem where balls would move due to ">" in chat. In specific cases, this bug could also cause "menu crosstalk", where using the menu on one object affects another one nearby.
Fixed version is available at jPose Villa FREEBIES section (see my profile picks). I've had the > move error for a while. I use >.< often in chat and stuff and I never knew WHY THE BALLS WOULD KEEP MOVING. I got the new scripts from your freebies section (10 minutes ago) and its STILL happening. EVERY time you type > it moves the poseballs further away. ~.~; help. Which script is the problem in? How can I remove the bug myself? or something... EDIT: Never mind - I found the post where you mention the ~ball has to be updated too.... I updated the ~ball object and now it doesn't happen... I am an idiot and I am very tired ^^ thanks a bundle. Please disregard this... This bed is amazing  Thanks so much for providing it for free 
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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removing adjust bars
11-01-2009 05:56
I may have asked this before, but I searched all over and could not find it....so I apologize if I am being redundang.
How can I remove the adjust bars after I use them? They always stay there and interfere with the visual, or make a messy looking pictures.
Thankx, BT
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Carina Falworth
Registered User
Join date: 21 Jan 2008
Posts: 3
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new builds dont work
11-01-2009 06:38
hello i dont know whats goin on, when i start the menu and get on the ball, the request to animate the avatar doesnt show anymore, as well the beams to adjust poses wont work. now i use the version 2.4r, as well after starting the menu and selecting the pose, the window doesnt show up. its a new build, all the other items i did already (with version 2.4n) still workin what could that be lg carina
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-01-2009 09:44
From: Bhakta Thor I may have asked this before, but I searched all over and could not find it....so I apologize if I am being redundang.
How can I remove the adjust bars after I use them? They always stay there and interfere with the visual, or make a messy looking pictures.
Thankx, BT In the latest versions, click the "Adjust pos" button again, which turns off adjust mode. In earlier versions, just hop off and hop back on, IIRC. BTW, for photos you can always select the balls and move them without using "Adjust pos". Just right-click edit anything, and then drag to select the balls. When sat on, they're tiny and invisible. Try control-alt-T (highlight invisible) to help find them.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-01-2009 09:48
From: Carina Falworth hello i dont know whats goin on, when i start the menu and get on the ball, the request to animate the avatar doesnt show anymore, as well the beams to adjust poses wont work. now i use the version 2.4r, as well after starting the menu and selecting the pose, the window doesnt show up. its a new build, all the other items i did already (with version 2.4n) still workin what could that be lg carina I have no idea what this could be. First, make sure you deleted and copied all the necessary scripts, and ~ball as well. When you say "the beams to adjust the poses don't work", what exactly do you do, and what exactly happens (or does not happen)? When you say "the window doesn't show up", do you mean, the menu doesn't appear? Something to try is to select it and use "Tools -> Reset scripts in selection", and then touch it to start it up. Watch for errors, especially "script errors" that cause a little script icon to appear over the object and at the top of your screen. Click either of those to see the script errors. If you have a very full product, it may be that you're getting a stack/heap error, using too much memory (e.g., too many poses).
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Carina Falworth
Registered User
Join date: 21 Jan 2008
Posts: 3
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11-03-2009 11:45
From: Lear Cale I have no idea what this could be. First, make sure you deleted and copied all the necessary scripts, and ~ball as well. When you say "the beams to adjust the poses don't work", what exactly do you do, and what exactly happens (or does not happen)?
When you say "the window doesn't show up", do you mean, the menu doesn't appear?
Something to try is to select it and use "Tools -> Reset scripts in selection", and then touch it to start it up. Watch for errors, especially "script errors" that cause a little script icon to appear over the object and at the top of your screen. Click either of those to see the script errors.
If you have a very full product, it may be that you're getting a stack/heap error, using too much memory (e.g., too many poses). Hello Lear, ty for your reply and your suggestions i didnt copied the new ~ball, because i wanted to keep my one with the Ciss-sit script. I deleted the ball and added a new one. all ok again I put a new copy of the ~ball with the ciss script in it, and it still works
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Kerharbor Dreamscape
Registered User
Join date: 9 Feb 2008
Posts: 3
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camera controls
11-08-2009 20:55
The camera on MLPV2 seems to not move up when holding alt ..the mlp 1 did move when holding alt.does anyone know how to change the camera controls to allow moving the camera freely with alt.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 05:42
From: Kerharbor Dreamscape The camera on MLPV2 seems to not move up when holding alt ..the mlp 1 did move when holding alt.does anyone know how to change the camera controls to allow moving the camera freely with alt. I don't believe that alt-up and alt-down are camera controls. I think you're talking about up/down arrow, which with some versions of MLPV2 move the poseball (and your avatar), not the camera. Which version of MLPV2 are you using? What does it chat when you sit on a ball? In some versions of MLPV2, some camera control buttons are used for avatar control. The latest version doesn't do this unless you press both page-up and page-down, to enable it.
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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11-09-2009 06:31
From: Kerharbor Dreamscape The camera on MLPV2 seems to not move up when holding alt ..the mlp 1 did move when holding alt.does anyone know how to change the camera controls to allow moving the camera freely with alt. Do you mean, while you press ALT and move the mouse around to pan?
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Thread attempting to compile a list of which animations are freebies, and which are not: http://forums.secondlife.com/showthread.php?t=265609
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 06:42
From: Chaz Longstaff Do you mean, while you press ALT and move the mouse around to pan? oh, good point, I missed this interpretation. I doubt MLPV2 could have affected that, and I often alt-drag while using MLPV2. How do you think I adjust the poses! 
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Kerharbor Dreamscape
Registered User
Join date: 9 Feb 2008
Posts: 3
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camera control
11-09-2009 07:46
I have MLVP2.4r .. the group chat helped with the answer to the camera. I can use Ctrl +alt and the "E" and "C" keys. The mlp1 was just alt and the "E"and "C" keys like when your avatar is not sitting.
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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11-09-2009 07:58
From: Kerharbor Dreamscape I have MLVP2.4r .. the group chat helped with the answer to the camera. I can use Ctrl +alt and the "E" and "C" keys. The mlp1 was just alt and the "E"and "C" keys like when your avatar is not sitting. I have a retail bed that uses MLVP, how can I tell what version it is using? Thx, BT
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 08:41
From: Bhakta Thor I have a retail bed that uses MLVP, how can I tell what version it is using? In later versions, the menu gives the version number. If you don't see it there, look in the .readme notecard, near the bottom, you'll see the version history up to and including that version (usually -- but makers often upgrade scripts without upgrading .readme). Another way is to look at ~run and ~menu scripts, looking for "Version". It moved from ~run to ~menu at some point. When it was in ~run, it would give the version number on startup, and I moved it to the menu. I wish I'd done that to start with!
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 08:48
From: Kerharbor Dreamscape I have MLVP2.4r .. the group chat helped with the answer to the camera. I can use Ctrl +alt and the "E" and "C" keys. The mlp1 was just alt and the "E"and "C" keys like when your avatar is not sitting. I don't think this has anything to do with MLP version. If anyone can confirm it's version specific, please pipe up. I use the cursor keys (arrow keys), not the keyboard letter keys, so I'm not sure what the alt and control keys do for these. I do know that you can't use the arrow keys whenever you have a text box active (chat, IM, edit, etc), and hitting escape 3 times or clicking on the ground fixes it. That is true in any case, whether sitting and controlling camera, or standing and walking, and regardless of scripts. In any case, 4r is the version where it does *not* capture the arrow keys (or A/D/E/C) unless you press both page-up and page-down to put it in that mode. So, I don't think this is a difference between old MLP and MLPV2. Interested to hear if I'm wrong!
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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11-09-2009 09:42
From: Lear Cale In later versions, the menu gives the version number. If you don't see it there, look in the .readme notecard, near the bottom, you'll see the version history up to and including that version (usually -- but makers often upgrade scripts without upgrading .readme).
Another way is to look at ~run and ~menu scripts, looking for "Version". It moved from ~run to ~menu at some point. When it was in ~run, it would give the version number on startup, and I moved it to the menu. I wish I'd done that to start with! Is it difficult for a vender to upgrade the version? Can I do that myself or does the vender have to do it? What are the advantages to the end user with an upgraded version? Thx, BT
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 10:06
From: Bhakta Thor Is it difficult for a vender to upgrade the version? Can I do that myself or does the vender have to do it? What are the advantages to the end user with an upgraded version? Thx, BT It's easier for the vendor than for anyone else, because the vendor knows if they've made any mods to standard MLPV2. Consider asking them. Keep in mind that they may have forgotten! To see the differences, get the latest and look in the .readme file for the changes. To do it yourself: Rule 1: If you're satisfied, best to leave well enough alone. Rule 2: See rule 1. Seriously, if it's unmodified MLPV2, then upgrade is simple enough, assuming your object is modifiable. Simple enough, but not for the faint-hearted. 1) get the latest copy (currently MLPV2.4r); see FREEBIES in my profile pics; go to jPose Island freebies section and buy for L$0. Rez this and copy contents to inventory. I'll call this set the "distribution". 2) find the MLP scripts in your bed, which are usually but not always in the root prim. If it's not in the root, you have to edit linked parts and find the MLP prim. 3) Compare the list of scripts with the set of scripts in the distribution. Ignore notecards. If the bed has any that aren't in MLPV2.4r, make a note of them: leave them alone. 4) Make a new folder in your inventory and drag any MLPV2 scripts (ones you didn't 'note' above) into it. You're saving these in case the maker modified MLPV2, so you can restore them if you're not happy after the upgrade. After copying them, delete the copies still in the bed. 5) Also copy ~ball from the bed into this folder, because the maker could have modified it or its script. Then delete it from the bed. 6) Drag all scripts, ~ball, and .readme from the MLPV2 distribution into the MLP prim in the bed. (.readme isn't necessary, but might be interesting. If you didn't delete the old one, it'll be ".readme 1".) You may see some script errors for the bed when you do this. It's normal and unavoidable (I tried!) 7) You'll see some chatter. Wait until it stops, and click the bed to start it up. The most common modification that makers use is modifying the ~ball script to give the poseballs offsets so they don't sink into the bed. If all your poses look out of whack -- usually well above where they should be, and otherwise messed up -- this is most likely the problem. If you see that, you'll need to get the offset from the ~ball script and put it into the new ~ball script. Post back for help with that. If it's totally hosed, delete the new scripts (remembering NOT to delete the ones noted above, not MLPV2 scripts, which you left alone all along) and drag the backup ones back in. See? Simple! Good luck 
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-09-2009 10:09
Oh, I should have said: once you know your current version, see the .readme in the latest, and judge for yourself whether you need the upgrade.
In general, if it's working well, it's probably best to leave it alone.
But if you're an inveterate tweaker, or want to add new poses and/or features to your bed, then go for it and have fun.
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LittleMe Jewell
...........
Join date: 8 Oct 2007
Posts: 11,319
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11-19-2009 11:30
I'm looking at the ~menu script, where it is processing the Show/Hide option. The current statements are: " } else if (cmd == "INVISIBLE"  { visible = !visible; llSetAlpha((float)visible*alpha, ALL_SIDES);" The item I am dealing with is more than one prim and I am still very much a beginner to the scripting language. How do I change the above so that all prims get hidden or shown, rather than just this prim? (I did try to search this thread for the answer and if it is there, then sorry, it was not obvious to me). Thanks,
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♥♥♥ -Lil
Why do you sit there looking like an envelope without any address on it? ~Mark Twain~ Optimism is denial, so face the facts and move on. ♥♥♥ Lil's Yard Sale / Inventory Cleanout: http://slurl.com/secondlife/Triggerfish/52/27/22 . http://www.flickr.com/photos/littleme_jewell
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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11-19-2009 13:24
/me waves at lovely Lil and blows a kiss. You'd need code that loops through all the prims and calls llSetLinkAlpha. I have a script that does that (I use it to turn hide the fire for a campfire). Rather than modifying ~menu, I suggest that you change the .MENUITEMS for this button to use the LINKMSG to send a message to a new script that changes the alpha for all the prims. That way you can upgrade MLPV2 without losing your feature. So, use a line like this in the menu: LINKMSG Show/Hide | 0,-4,-54300,showhide Use a script like this, in the MLP prim. Hit the Quote button below to see it with indentation. =============================== // Show/hide script for MLPV2 // Use with "LINKMSG Show/Hide | 0,-4,-54300,showhide" line in a menu integer LmNum = -54300; // must match number argument from LINKMSG float ShownAlpha = 1.0; float HiddenAlpha = 0.0; integer Visible = TRUE; // set this to the default state. When reset, this script assumes the object is in this state. (If it's not, user will have to use the Show/Hide button twice.) default { link_message(integer sender, integer num, string str, key id) { if (num != LmNum) { return; } Visible = !Visible; // if it was visible, now it's not, and vice versa float alpha; if (Visible) { alpha = ShownAlpha; } else { alpha = HiddenAlpha; } llOwnerSay("Visible: " + (string)Visible); // debug: delete when working integer prim = llGetNumberOfPrims(); for (; prim >= 1; --prim) { llSetLinkAlpha(prim, alpha, ALL_SIDES); } llOwnerSay("Done"  ; // debug: delete when working } } =============================== In return, I expect you to do something nice for me, like, take me dancing!
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