Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
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03-08-2006 10:02
When I first saw this new error indicator I was so-so about it. I like how it hovers over the indicated object even in a complex linkage. In a complex linkage though, it really doesn't tell you which object has the issue. Of course, this is where naming stuff is recommended but that's not always the case.
Upon opening the Script Output window (or by double-clicking the error icon) you will see each object tabbed out with its specific errors. So, in regards to many prims having the same name at times, what if these tabs were setup to "Open" or "Edit" the object in error or better yet open the object and the script both.
On another note. What do you think about the error icon? Does it do justice?
I would post a screenshot of the icon but unable to as it is disabled.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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03-15-2006 19:48
This was ninja'd into the release, and I don't like it.
1. You can't click on it while in Edit mode.
2. I had been using error messages from scripts as feedback for users - like "Can't find so-and-so texture file" being an easy error message if my vendor kit does not find an image for an object for sale.
I'd like this to be toggle-able, where error messages can be routed to llOwnerSay instead.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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03-16-2006 02:08
Agreed. But at the same time, do this only replace the default error messages (e.g things like "Too many listens" or "Texture X not found"  ? Because if so then I think this is a non-issue, as really it's the responsibility of the scripter to ensure these situations don't arise, by checking for the existance of a texture before attempting to use it, doing this on the changed() event for CHANGED_INVENTORY and/or CHANGED_ALLOWED_DROP for efficiency.
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Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
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03-16-2006 02:20
From: Haravikk Mistral Because if so then I think this is a non-issue, as really it's the responsibility of the scripter to ensure these situations don't arise, by checking for the existance of a texture before attempting to use it, doing this on the changed() event for CHANGED_INVENTORY and/or CHANGED_ALLOWED_DROP for efficiency. If this possible, please tell me HOW to do this, without trying to set the texture. If the texture is in the object's inventory, fine -- but if you're working with keys (and I do a lot), there is no way I can tell to determine if a texture actually exists without actually doing a llSetTexture call. One of my annoyances about LSL... Would be nice if some of these calls would return values. (ie: if llSetTexture ("key"  { // everything okay } )
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Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
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03-24-2006 01:01
How to check if a texture is available to be set in SetTexture? If it's a key, simply check if it is NOT NULL_KEY, if it's not a key, then check if it's in inventory using:
if(llGetInventoryType(tex) == INVENTORY_TEXTURE){ .... }
But if you do not know if it's a key or a name, simply check if the name exists in inventory first, if not, then check if it's NOT NULL_KEY. If both failed, that texture will produce error.
About the error icon, I don't want to complain much...but it would be really nice if i can just click on the error icon and have it show error messages...
I've heard there's a function added that allow the error messages to be directed to chat? Or am I misunderstood?
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Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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