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MLPV2 questions & bug reports

Jack Abraham
Lantern By Day
Join date: 11 Apr 2008
Posts: 113
11-19-2009 13:48
Is there a convenient way to have the ~ball rename itself after rezzing? It'd be useful to me to have them named "blue ball", "pink ball", etc. for other applications, but not so much as to make it worth using non-standard MLP.
LittleMe Jewell
...........
Join date: 8 Oct 2007
Posts: 11,319
11-19-2009 15:11
From: Lear Cale
/me waves at lovely Lil and blows a kiss.

< detailed answer to question >

In return, I expect you to do something nice for me, like, take me dancing!
You are a dear. Dancing for sure.

/me blows a kiss back to you.
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Optimism is denial, so face the facts and move on.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
11-20-2009 04:18
From: Jack Abraham
Is there a convenient way to have the ~ball rename itself after rezzing? It'd be useful to me to have them named "blue ball", "pink ball", etc. for other applications, but not so much as to make it worth using non-standard MLP.
They currently rename themselves to "~ball0", "~ball1", etc.; this was at the request of folks who do machinima and use bots for the characters: the bots are programmed to sit on the nearest object of a given name.

No doubt color names would work as well for that, though I don't see myself doing that any time soon. If you want to do it, take a look at the ~ball script; see where it gets the color message. You'd need to program in a list of color names matching the list of color vectors and set the ball name based on the same index at the same time.

However, I don't remember whether I took advantage of the ball names for another feature such as ~swap and the xcite adaptor (which know who's on each ball). I'll take a look next time I'm ingame.

Just curious: why? It's a nice idea; too bad I didn't think of it in the first place. If it's just for use by other applications to communicate with or recognize the balls, they could use the current naming scheme. But if they'd tell avatars things like "hop on the green ball to ...", color names would be better. Of course, the furniture designer would need to make sure not to use the same color more than once in a menu when doing this. I don't ever use two balls of the same color anyway, just for my own sanity.
Jack Abraham
Lantern By Day
Join date: 11 Apr 2008
Posts: 113
11-20-2009 09:43
I fairly often use RLV functionality to position other avatars on the balls. Identifying which ball is which is awkward in a text-based list without a more descriptive name, and it's easier to read if the adjective precedes "ball" rather than follows it (due to the truncation of menu button names). Much of the value of this is that it happens unexpectedly; unexpectedly throwing someone onto the wrong ball somewhat undermines the effect.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
11-21-2009 11:31
The current system should accomodate your needs. Since the name is ~ball0 through ~ball5, they'd always fit on a menu. True, you'd have to mouse-hover or right-click each ball to find out which is which, but at least it's unambiguous. What would you do if there were two pink balls, and it's not possible to reconfigure it (i.e., no-mod, or not yours)?
Jack Abraham
Lantern By Day
Join date: 11 Apr 2008
Posts: 113
11-21-2009 22:37
Same thing I'm doing now. : ) I was trying to make the one around my home easier to use, not reach a universal solution.
Bartlee Arai
Registered User
Join date: 21 Feb 2008
Posts: 1
Selecting Swap before Pose causes error
11-22-2009 21:18
using 2.4 MLPV2.4n2
selecting swap accidentally before pose caused
[script:~swap] Script run-time error
Math Error

went to 4somes mfmf then swap without selecting position
causes error shown
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
11-23-2009 06:13
From: Bartlee Arai
using 2.4 MLPV2.4n2
selecting swap accidentally before pose caused
[script:~swap] Script run-time error
Math Error

went to 4somes mfmf then swap without selecting position
causes error shown
Thanks, Bartlee; I'll look into that. To recover, reset the ~swap script and then do "pos reset" (or full Restart).
Willow Laviscu
Registered User
Join date: 17 Oct 2009
Posts: 34
11-27-2009 12:25
I am sorry if this has already been asked..but...

When setting in some simple single laying animations into a rug, one pose, no matter what I do keeps loading at 10m higher then where it was set! Even if I swap the poses around and load them in a different order, I still get it on the 3rd animation whatever it is..

Is it something I am doing wrong maybe?
Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
11-27-2009 13:32
From: Willow Laviscu
I am sorry if this has already been asked..but...

When setting in some simple single laying animations into a rug, one pose, no matter what I do keeps loading at 10m higher then where it was set! Even if I swap the poses around and load them in a different order, I still get it on the 3rd animation whatever it is..

Is it something I am doing wrong maybe?


What happens if you put something else second? (I'm wondering if we have a weak animation somewhere.)
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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
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
11-28-2009 06:52
What Chaz means is, does the behavior depend on what pose was USED prior to the goofy one?

It's possible to make an animation that doesn't have a hip position or rotation set. This kind of anim doesn't work well in furniture with more than one pose, because the hip position and rotation from the previous anim applies.

I'm not sure if this would cause what you're reporting, but it's a possibility to check out.

Are you using the latest MLPV2? Some of the earlier 2.4 versions would goof up saving positions in an order-dependent way.
Zari Dezno
Registered User
Join date: 16 Jul 2008
Posts: 1
11-28-2009 07:21
Is there a way to make the balls disappear after a few minutes if someone walks away without stopping them?
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
11-28-2009 11:28
Yes. The MLP-tools box includes a "timeout" script (and sometimes I forget and leave it in the distribution too). Edit the script to set the timeout you want.

This times out when nobody's used the menu in the given amount of time, not when nobody's been on a ball for a given amount of time. The latter could be done and would be a good idea, so I'll look into that when I get some time. It's not as simple, but we already have other accessory scripts that track who's on each ball, and the same code could be used.

With the current script, I find a timeout of 3 hours is best. It's rare that people sit for that long without doing anything (but not rare to sit one hour and chat). It's also a short enough time period that it would reduce the wasted prims in most furniture shops or communal areas significantly.
Jenni Eales
virtual blonde
Join date: 17 Oct 2007
Posts: 3
12-01-2009 01:48
From: Willow Laviscu
I am sorry if this has already been asked..but...

When setting in some simple single laying animations into a rug, one pose, no matter what I do keeps loading at 10m higher then where it was set! Even if I swap the poses around and load them in a different order, I still get it on the 3rd animation whatever it is..

Is it something I am doing wrong maybe?


I had a similar effect sometimes. The poses are set to absolute coordinates rather than relative (which results in a z value > 800m as I am building in the skies....)

This seems to happen when other scripts in the build send link messages with a number > 0 and/or when something is change in the inventory of the prim containing the MLPV2 stuff.

(I use a version ~2.4d)
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-01-2009 04:50
From: Jenni Eales
I had a similar effect sometimes. The poses are set to absolute coordinates rather than relative (which results in a z value > 800m as I am building in the skies....)

This seems to happen when other scripts in the build send link messages with a number > 0 and/or when something is change in the inventory of the prim containing the MLPV2 stuff.

(I use a version ~2.4d)
You should probably upgrade to the latest 2.4.

IIRC, I did fix something that might cause this kind of symptom in certain cases. Nobody's ever been able to keep reproducing this after upgrading scripts, as far as I know. If it does happen, I want to see it, and see whether it happens anywhere or just in certain sims.

In MLP/MLPV2 objects, never send LMs where the number is from 0 to the number of poses plus 30. (The limit is a bit less, but I'm not ingame to check the actual number.)

Doing that is likely to have unintended effects.

I suggest keeping numbers above or below 100000 and -100000, respectively.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-02-2009 07:09
From: Zari Dezno
Is there a way to make the balls disappear after a few minutes if someone walks away without stopping them?
MLPV2.4t (available at jPose Island FREEBIES) now has, in MLP-tool box, a timeout script that only times out when nobody is sitting. Thanks for raising this issue causing me to rethink it.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-02-2009 07:12
From: Bartlee Arai
using 2.4 MLPV2.4n2
selecting swap accidentally before pose caused
[script:~swap] Script run-time error
Math Error

went to 4somes mfmf then swap without selecting position
causes error shown
Bug fixed in MLPV2.4t (available at jPose Island FREEBIES).

Bug: If you selected SWAP after reset, before selecting any pose, ~swap would fail. Script reset was required to recover. (Resetting ~swap is sufficient, but resetting all works as well, or using the "Shutdown", "Restart", or "Pos reset" buttons.)

Thanks for the bug report!
Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
12-09-2009 07:54
I've had an intermittent problem with items locking up. they don't respond to touch or a re-rez but usually after a reset scripts they'll work, although in one case I had to recompile to get it working again. Usually it only happens once per item.

these items are nowhere near capacity and it can happen when they've been out and been used for months or on first rez by a customer.

any ideas?
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-09-2009 09:56
Make sure you have the latest (2.4t2). Some versions stopped scripts which then goof up on a sim restart, or on re-rez. I'm not sure why, but it often causes a lockup.
Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
12-09-2009 12:03
From: Lear Cale
Make sure you have the latest (2.4t2). Some versions stopped scripts which then goof up on a sim restart, or on re-rez. I'm not sure why, but it often causes a lockup.


ta :) although that wasn't the answer I was looking for... do you know how many items I'm going to have to upgrade and rebox???? I've just spent the best part of 2 months upgrading everything to q.

/me resignedly shuffles away
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-09-2009 20:02
Let me check to see which versions that happened in. If it's a new problem, I definitely want to know.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-10-2009 11:49
Hmmm, q should be past that problem. There were no serious bugs fixed since then.

To debug this, we'll need to know exactly what the symptoms are.

Do you still see a hand cursor when hovering over?
Which scripts are in "running" state?

And here's the nasty one: Has any of the scripts gotten a run-time error? (How does one tell? Without being there at the time, or including a recorder, I have no idea.)

When the item is reset, how much memory is available?

Since it doesn't respond to touch, ~menu must be dead; probably a stack/heap error. Are you using any other scripts in the product that send link messages?
Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
12-10-2009 17:21
From: Lear Cale
Hmmm, q should be past that problem. There were no serious bugs fixed since then.

To debug this, we'll need to know exactly what the symptoms are.

Do you still see a hand cursor when hovering over?
Which scripts are in "running" state?

And here's the nasty one: Has any of the scripts gotten a run-time error? (How does one tell? Without being there at the time, or including a recorder, I have no idea.)

When the item is reset, how much memory is available?

Since it doesn't respond to touch, ~menu must be dead; probably a stack/heap error. Are you using any other scripts in the product that send link messages?


I checked the last one it happened to and I've dragged the old 2.3 script in it rather than the latest I'm using. I'm now going to spend some quality time deleting absolutely every instance of those mlp scripts I'm not using. That little error took a fair few years off my virtual life.

/me does a happy dance..

Is there any reason I should move to the latest or can I keep on using q happily for a while? Apart from that irritating drop down if you touch it too quickly after the restart it seems pretty stable for what I need or are there serious shinies in the latest that could dazzle me?
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-11-2009 08:22
From: Couldbe Yue
Is there any reason I should move to the latest or can I keep on using q happily for a while?
http://wiki.secondlife.com/wiki/MLPV2_Version_Tracking

Thanks and a tip of the hat to whomever created and maintains that page!
Couldbe Yue
one unhappy customer
Join date: 30 Mar 2008
Posts: 1,532
12-11-2009 11:18
From: Lear Cale
http://wiki.secondlife.com/wiki/MLPV2_Version_Tracking

Thanks and a tip of the hat to whomever created and maintains that page!


:)

That is a great page so add my thanks to whomever created it. I have it safely tucked away in my bookmarks now :)
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