Use llSetText in a script to set the text to "hello/nthere/n" and you will see floating above your prim the word 'hello' and the word 'there'.
But if you teleport somewhere, you will then see the word 'hello' and the word 'there' and the word '/n'.
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Argent Stonecutter
Emergency Mustelid
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04-26-2006 10:28
At first glance this looked like a bizarre bug, because I couldn't figure out how it could possibly happen... then I realised that it's possible you really do mean that "/n" works in llSetText! If that's the case.
Use llSetText in a script to set the text to "hello/nthere/n" and you will see floating above your prim the word 'hello' and the word 'there'. But if you teleport somewhere, you will then see the word 'hello' and the word 'there' and the word '/n'. |
Adrian Zobel
Registered User
Join date: 4 Jan 2006
Posts: 49
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04-26-2006 15:11
I had it correct in my actual scripts. Regardless, the point is that the displayed text is different after teleporting than it was before teleporting.
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Argent Stonecutter
Emergency Mustelid
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04-26-2006 15:16
I had it correct in my actual scripts. |
Void Singer
Int vSelf = Sing(void);
![]() Join date: 24 Sep 2005
Posts: 6,973
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04-26-2006 15:54
parcel/owner name is locked when creating a profile pick(based on where you were when it was created), even when using set location after changing sims, sim and coordinates do update... minor, but still an annoyance.
and what happened to layouts staying open and where you put them on client restarts? addendum to the parcel stream bug: my player controls still show it stopped when it starts playing automatically, I have to start then stop it. |
Adrian Zobel
Registered User
Join date: 4 Jan 2006
Posts: 49
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04-26-2006 16:32
I don't understand the reluctance. Of course it's truly weird... this is a thread about bugs. Everything in the list is equally weird. Well, I was hoping to avoid this, but since you asked... create a new script as below, put it in a default cardboard cube and attach it to your center hud. Teleport to a new zone and notice how you can actually see the \n.
default { state_entry() { llSetText("Hello\nAvatar\n", <1.0,0.0,1.0>, 1); } touch_start(integer total_number) { llSay(0, "Touched." ![]() } } |
Argent Stonecutter
Emergency Mustelid
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04-26-2006 16:58
I don't understand the reluctance. Of course it's truly weird... this is a thread about bugs. Everything in the list is equally weird. When I get online this evening I'll check your script out, see what's up. One question... why do you have that extra "\n" at the end anyway? |
Torley Linden
Enlightenment!
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Posts: 16,530
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04-26-2006 17:56
Oh, and I still have all my inventory folders in duplicate. For god's sake, it's been what, six months ![]() How about now? ![]() _____________________
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Torley Linden
Enlightenment!
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Posts: 16,530
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04-26-2006 18:02
Well, this is great! I'm glad Eep took the initiative to organize Known Issues, followed up by some fantastic suggestions. I don't state that lightly.
I know SL Answers can't be replied to (regarding Eep's earlier Q) so I'm posting in here for further discussion. _____________________
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Eep Quirk
Absolutely Relative
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Posts: 1,211
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04-26-2006 18:33
I've posted the alphabet-categorized known issues list to the SL Wiki. While it can be edited by anyone, if you're going to add to it, do so outside the main list so that list remains consistent with what LL supposedly already knows about...
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Argent Stonecutter
Emergency Mustelid
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04-27-2006 13:56
I was hoping to avoid this, but since you asked... create a new script as below, put it in a default cardboard cube and attach it to your center hud. Teleport to a new zone and notice how you can actually see the \n. |
FlipperPA Peregrine
Magically Delicious!
![]() Join date: 14 Nov 2003
Posts: 3,703
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04-27-2006 14:16
I don't understand the reluctance. Of course it's truly weird... this is a thread about bugs. Everything in the list is equally weird. Well, I was hoping to avoid this, but since you asked... create a new script as below, put it in a default cardboard cube and attach it to your center hud. Teleport to a new zone and notice how you can actually see the \n. default { state_entry() { llSetText("Hello\nAvatar\n", <1.0,0.0,1.0>, 1); } touch_start(integer total_number) { llSay(0, "Touched." ![]() } } In related news: default { state_entry() { string blah = "Hello\nAvatar"; llSetText(blah, <1,0,0>, 1); } } Shows the \n (or used to at least.) _____________________
Peregrine Salon: www.PeregrineSalon.com - my consulting company
Second Blogger: www.SecondBlogger.com - free, fully integrated Second Life blogging for all avatars! |
Argent Stonecutter
Emergency Mustelid
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04-28-2006 06:59
In related news: default { state_entry() { string blah = "Hello\nAvatar"; llSetText(blah, <1,0,0>, 1); } } Shows the \n (or used to at least.) I swear, some days I want to strangle Bill Gates. |
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-28-2006 07:11
Have they fixed llList2Vector and llList2Rot? These two dont automatically typecast strings (unlike llList2Integer and llList2Float). The typecasting behavior should be consistant across all llList2* functions.
==Chris |
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-28-2006 07:16
More UI bugs:
* Inventory transfer fails when an item in an object's contents is dragged directly onto an avatar or onto a user's profile. * When a script clicked on and dragged from an object's contents into the contents of another object, it's running checkbox is unchecked and requires recompilation. |
Eggy Lippmann
Wiktator
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Posts: 7,939
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04-28-2006 09:45
How about now? ![]() I'm not at home right now but I'll check it later. If by that you mean that you put in a good word for me or something, then thank you ![]() I uncovered something weird in the gesture editor, and reported it. When you create new gestures by copying and pasting a similar one, the server copy retains its trigger until you save it. Thing is, when you save and activate, the "activate" message gets there first while the gesture is still uploading or something... and it activates the server copy, which deactivates the old gesture. It's a little annoying. If you save, wait for a while, and then activate, this doesn't happen. I encourage everyone else to send in bug reports on the issues you are posting about, if you havent already. _____________________
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Jon Marlin
Builder, Coder, RL & SL
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Posts: 297
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04-28-2006 10:10
llGiveInventory() is still borked. I've provided LL with solid repros. FlipperPA, Brent Linden and I spent a few days messing with my vendor at Bens when it got borked like this. We finally got it narrowed down to something in the sim, but then they restarted the sim as part of the rolling update and it started working again... ![]() If I tried to buy my vehicle while I was in Oak Grove, it wouldn't work. If I moved my av to the next sim, alt-zoomed to the vendor, I could buy the vehicle. - Jon _____________________
Come visit Marlin Engineering at Horseshoe (222, 26) to see my line of flying vehicles.
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Introvert Petunia
over 2 billion posts
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Posts: 2,065
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04-28-2006 10:17
Well, this is great! I'm glad Eep took the initiative to organize Known Issues, followed up by some fantastic suggestions. |
Ingrid Ingersoll
Archived
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Posts: 4,601
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04-28-2006 10:31
Try this, vivi: Edit -> Preferences Input/Camera Tab Uncheck "Automatic Edit Camera Movement" oooh thanks.. didn't know about this. _____________________
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Marker Dinova
I eat yellow paperclips.
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Posts: 608
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04-28-2006 11:09
It also says people are online when they aren't. _____________________
The difference between you and me = me - you.
The difference between me and you = you - me. add them up and we have 2The 2difference 2between 2me 2and 2you = 0 2(The difference between me and you) = 0 The difference between me and you = 0/2 The difference between me and you = 0 I never thought we were so similar ![]() |
Ravenous Dingo
Registered User
Join date: 25 Feb 2005
Posts: 78
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04-28-2006 11:26
1 more bug
* Ravenous Dingo continues 2 b permitted to post mangled english 2 teh forums, causing much irritation 2 peeps everywhere |
Argent Stonecutter
Emergency Mustelid
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04-28-2006 12:47
Have they fixed llList2Vector and llList2Rot? These two dont automatically typecast strings (unlike llList2Integer and llList2Float). The typecasting behavior should be consistant across all llList2* functions. ==Chris I always use (integer)llList2String(), and I'll continue to do so. Sometimes there's language features you're better off not using, and I think this is one of them. |
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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04-28-2006 13:05
Oh, one other I've found:
- Friends list doesn't release up/down arrows when it's no longer in focus, if a friend is selected (ie, highlighted blue). And one more (is this recent?): - You can't stop flying on no-fly land. |
Argent Stonecutter
Emergency Mustelid
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04-30-2006 08:39
OK, I've now been able to make that "\n" show up in an llSetText. Or I was able to, but the same script's no longer displaying the behaviour.
But Linden Labs seems to have done something really awful to make this happen, because I had my script go through the string character by character, and there wasn't a backslash anywhere in the string... there was a literal newline, but no "\" and "n". Also, the "\n" was disappearing and reappearing as I moved around. And on top of that, it didn't change to "lastword\n", it changed to "lastword" followed by "\n" on a second line. Tat is, the newline I put in was still there... they were adding a literal "\n" after the newline. This is truly weird. |