Recompiling scripts available in nomod items?
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Shiryu Musashi
Veteran Designer
Join date: 19 Nov 2004
Posts: 1,045
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02-05-2005 07:29
Lately as a merchant i received many requests to replace an item that ceased to function after a teleport crash or some otherrandom occurrence, and as a customer i found myself having to pursue merchants (that sometimes don't show for days of course) to have products "broken" for the same reason. This problem can actually be solved by a simple recompile of the scripts inside the items (basically resets the script to original conditions and restarts it), the only problem is that recompile is not available on no-modify items (even if actually it doesn't modify anything, it just reverts the item to mint conditions). Now my idea is: why not making recompile available on ALL items despite the mod flag? It doesnt actually modify them, so there is no real damage to the permission system, but will save merchants quite a bit of time and would sure save customers lots of trouble in trying to get in touch with often unavailable merchants and lots of time currently used to remove all the scripted attachments from themselves prior to teleport to try and avoid the problem. (on the contrary i feel really illogical not allowing recompile on no-mod items, it's like having a computer without a reset button...) What do you think?
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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02-05-2005 08:42
Right click the object. Hit Edit. Go to Tools, hit Recompile Scripts in Selection.
Voila.
Sorry! The administrator has specified that users can only post one message every 30 seconds.
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Shiryu Musashi
Veteran Designer
Join date: 19 Nov 2004
Posts: 1,045
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02-05-2005 09:30
It's grayed out and inactive if the item (or the script) is set to no modify. That is exactly the point
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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02-05-2005 10:11
*blink*
Uhm. It isn't on mine... At least I'm fairly certain it isn't. I can remember restarting purchased attachments in this manner, and those didn't let me edit them.
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Shiryu Musashi
Veteran Designer
Join date: 19 Nov 2004
Posts: 1,045
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02-05-2005 10:22
its possible that the script were no modify while the item was or the other way around... i tried yesterday and in items i can't modify the option is definately grayed out
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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07-29-2005 23:13
This has definately changed in 1.6.9 and is gonna cause a lotta people grief. If I recall correctly 1.6.8 just had a "Recompile Scripts in Selection" menu item in the tools menu and it would work on anything you owned. Now they've added "Reset Scripts in Selection" and a couple of other items to enable/disable the scripts. I've tested what's going on here and the menu items are disabled if the object that contains the scripts is nomod. If just the scripts are nomod they can still be reset/recompiled.
I agree with Shiryu, as a merchant myself this is going to cause serious problems. If I were to give someone an object which becomes nomod when they get it, not only can they not recompile or reset the scripts, but the object is also nomod for me since they now own it, so that means no one can ever reset the scripts. This is absolutely crazy. It means once a script crashes the object is going to be rendered useless and would have to be replaced.
LINDENS! Please make recompile/reset scripts available for any object an avatar owns!
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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07-29-2005 23:28
well on a scripter point of view there is siome script that i do not want customers to recompile
ex: sharewares ^^
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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07-30-2005 01:47
So you're saying you don't want them to recompile because the script will lose it's state? I thought there might be some reson people wanted it that way but I've never come across a situation like that myself. Could you explain more about what u mean?
BTW... I'm essentially a scripter myself. I'm a merchant from the point of view that I sell things I've created.
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Judah Jimador
Registered User
Join date: 13 Mar 2005
Posts: 230
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07-30-2005 08:23
From: Kermitt Quirk This has definately changed in 1.6.9 and is gonna cause a lotta people grief. Oh, OK, then, it's not just me. I thought I was losing it. I came back in after the update and both my Multi-Gadget and my Lev Lab were totally broken. Timeless was kind enough to send me a replacement gadget, and I'm hunting down Bob Bravo on the other one. I use both these little doohickeys pretty frequently. Something to do with fixing an exploit...? Whatever, it's a pain. -- jj
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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07-30-2005 16:52
From: Kermitt Quirk So you're saying you don't want them to recompile because the script will lose it's state? I thought there might be some reson people wanted it that way but I've never come across a situation like that myself. Could you explain more about what u mean? Well, say you had a demo script that was set to die or cease functioning after a certain amount of time... or a certain number of uses, or something similar. Being able to reset the script could circumvent that fairly easily. That's simple to get around, though -- the solution is just to check if the owner on startup isn't you, then do whatever accordingly.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-30-2005 19:43
See this [post=589479]post[/post] for a do-it-your-self-explination of the exploit fixed.
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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07-31-2005 00:36
From: Catherine Omega Well, say you had a demo script that was set to die or cease functioning after a certain amount of time... or a certain number of uses, or something similar. Being able to reset the script could circumvent that fairly easily. That's simple to get around, though -- the solution is just to check if the owner on startup isn't you, then do whatever accordingly. Another way you can get around that is to use an object description for storing permanant data. If you make the object no mod then the script can still set and get object descriptions which could hold a counter or whatever. Of course the problem with that now is that if you want the new owner to reset the scripts you have to make the object moddable which means they could alter the object descriptions themselves.
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Alan Kiesler
Retired Resident
Join date: 29 Jun 2004
Posts: 354
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07-31-2005 22:15
Actually, I own an older item (not mine) that resets and reloads itself on_rez. No need to run recompile on selection or such, just take the item and re-plant. In fact, recompile on selection was bad idea in this case (when I had access to it), I had to set colors all over again.  Checking and acting on_rez for the reset is not too unreasonable IMO, even if not copy I'm willing to take and replace (after checking the current position of course). For those creating demo scripts, just don't allow that, or setup the counters as mentioned already.
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