Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

A few scripting questions...

Keilaron Tomba
Free quality scripting
Join date: 10 Feb 2005
Posts: 57
03-03-2005 20:51
Now, I may be misguided and wrong, so please do correct me if I am :>

- In pre 1.6, attachments to an av don't seem to want to rotate. Is there any way to do this in 1.6?
- In pre 1.6, one of the functions (llPointAt, I believe) claims that it makes your av point to the vector you give it. It doesn't happy locally, however, but others see it. Is this fixed, or intentional, or...?

And, uh... well, I forget what my other question was, but I'll be back with it when I remember. >_<
_____________________
post_count++;
Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
03-03-2005 21:28
We just fixed some bugs regarding look direction - should be in a new build soon.
_____________________
Philip Linden
Chairman & Founder, Linden Lab
blog: http://secondlife.blogs.com/philip
Keilaron Tomba
Free quality scripting
Join date: 10 Feb 2005
Posts: 57
03-04-2005 10:13
Thank you very much.

Another question:
Will text support be added to scripting? By this, I mean not having to use XyText to display text directly on a prim surface.
_____________________
post_count++;
Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
03-04-2005 16:24
We aren't doing text on prims in 1.6 - working on a fully generalized strategy. This is hard work and we think it is very important to get it right. If we hack something now and add a full XML engine, etc, later, there will be two paths to support.
_____________________
Philip Linden
Chairman & Founder, Linden Lab
blog: http://secondlife.blogs.com/philip
Richard Pinkerton
Registered User
Join date: 20 Jan 2005
Posts: 125
03-04-2005 17:03
Yes, something like SVG rendered textures would be nice. Esp. if the SVG could include javascipt that ran on the client (as it does/should) when viewed in a web browser. Then if you on top of that provided a LSL function to set Javascipt variables that would then be pushed to the JS interpreter on the client.... I'm salivating just thinking about it :)
Keilaron Tomba
Free quality scripting
Join date: 10 Feb 2005
Posts: 57
03-04-2005 20:18
As long as you guys are planning to do it, Philip, I'm supporting you on it. Thumbs up to your and your crew. And yes, that does sound like a good plan.

From: Richard Pinkerton
Yes, something like SVG rendered textures would be nice. Esp. if the SVG could include javascipt that ran on the client (as it does/should) when viewed in a web browser. Then if you on top of that provided a LSL function to set Javascipt variables that would then be pushed to the JS interpreter on the client.... I'm salivating just thinking about it :)

W-...w-...what? What's... javascript have to do with it?
And WHY do we want MutiLang (TM) in SL, exactly?
_____________________
post_count++;
Richard Pinkerton
Registered User
Join date: 20 Jan 2005
Posts: 125
03-05-2005 03:57
SVG as a means of encoding static vector images has only marginal utility - you might as well use PDF which is more compact and easier to parse and evaluate. The real value of SVG is that when it is implemented to the full extent of the specs the browser creates a document object model (DOM) like it does for HTML. This DOM can be manipulated by code downloaded with the image, or indeed images can be created from scratch just in code. The language doesn't have to be javascript of course, but if you were to find yourself an SVG implementation to incorporate into the SL client in some future version, javascript is what it would come with. The js interpreters offer plenty of ways to limit what the script can do. LSL isn't at all suited to the purpose of manipulating a DOM (or any other kind of object model).
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
03-05-2005 06:04
From: someone

Will text support be added to scripting? By this, I mean not having to use XyText to display text directly on a prim surface.


You can also dynamically generate the text texture via an email send out right now.

Hopefully llSetParcelMedia URL will be created soon so we don't have to send out the email. And hopefully they'll give us access to really long URLs...
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Pete Fats
Geek
Join date: 18 Apr 2003
Posts: 648
03-05-2005 07:03
From: blaze Spinnaker
You can also dynamically generate the text texture via an email send out right now.

Hopefully llSetParcelMedia URL will be created soon so we don't have to send out the email. And hopefully they'll give us access to really long URLs...


Heh, yeah that is what I thought too. I went ahead and wrote my own llSetParcelMediaURL by sending an email out to an external server and renaming files. Only problem, it appears that llEmail is disabled on the preview grid. If you have had better luck, I'd love to hear about it.
_____________________
Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
03-05-2005 07:16
Any fix for buoyancy in 1.6? Bugs before new features?
_____________________
Keilaron Tomba
Free quality scripting
Join date: 10 Feb 2005
Posts: 57
03-05-2005 11:24
From: Richard Pinkerton
SVG as a means of encoding static vector images has only marginal utility - you might as well use PDF which is more compact and easier to parse and evaluate. [...] The js interpreters offer plenty of ways to limit what the script can do. LSL isn't at all suited to the purpose of manipulating a DOM (or any other kind of object model).

I see the potentional power in this, but at the same time, it sounds like it would be a real pain to implement. =/

From: blaze Spinnaker
You can also dynamically generate the text texture via an email send out right now.

Hopefully llSetParcelMedia URL will be created soon so we don't have to send out the email. And hopefully they'll give us access to really long URLs...

Yes, but that's an actual image that you have to transfer. Twice. Thrice?
What I was thinking was something that would be rendered locally, just by sending the text data (possibly compressed). I may be mistaken, but it seems to me it would render faster that way.
_____________________
post_count++;
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
03-05-2005 15:53
Yes, that would be nice ... but considering what we' ve been having to resort to up until now, you gotta admit.. this is a huge leap forward.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Keilaron Tomba
Free quality scripting
Join date: 10 Feb 2005
Posts: 57
03-05-2005 22:23
Oh yes, definitely, but like I said: with this huge leap forward comes all the effort to do so ;P
_____________________
post_count++;