MLP that supports 3somes, 4somes?
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Johnnie Carling
Registered User
Join date: 17 Aug 2007
Posts: 174
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06-14-2008 18:47
From: Chaz Longstaff It appears that this is part of a move to remove pirated content, or work distributed under the name Eva Capalini. And the one thing they removed, was the scripts that were not pirated, stolen, or even kinda sorta used improperly. Three cheers for LL removing stolen content! If they actually removed something that was stolen.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-16-2008 05:34
I'll be restocking SLX with E. Capalini's name removed from all items. I'll let you know when it's ready. Meanwhile it's temporarily disabled for sale.
Here's what happened. Some time ago, I someone gave me something called "full perm sex bed". I started fiddling with it and learned to set up poses, etc. That got me interested in the MLP scripts and modifying them to support more participants. At some point it dawned on me that the animations were pirated, so I never created a product with these animations included.
However, as a result, the MLPV2 distributions posted on SLX contain notecards and scripts apparently created by E. Capalini, who had created the full-permission copy that has been so widely distributed.
I support the animation makers who want to reclaim their rights. Let's all see what we can do to recover our legitimate property, while trying to support the animation makers' rights. The action by LL was unfortunately a bit heavy handed; though the best way to solve this isn't trivial.
The good news is, at least at this point, if you rez a copy of a bed containing E.Capalini-crated content, it does not immediately disappear, and you can open it and copy contents to memory, and recover your .MENUITEMS and .POSITIONS files. You can also recover the scripts, or wait for me to post a cleaned version, which I'm in the process of doing now. So, while your customers have lost the content, you have not: you don't have to redo all your work -- only any work you've done since you took your last copy into inventory. (Yeah, I lost a few poses.)
Of course, it will be a real hassle for vendors to replace lost content from customers. The simplest way would be to create a folder for each product containing the cleaned-up notecards, scripts, and ~ball. Distribute these to anyone who asks, since without your animations, they're worthless. You can put them in boxes for anyone to copy.
I plan to create a fiasco recovery kit, which I will distribute freely. It will contain MLPV2 scripts, but those are compatible with MLP, so it will apply to MLP as well.
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Eazel Allen
EA-design™
Join date: 11 Feb 2007
Posts: 123
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06-16-2008 05:43
all my stuff is now broken and I modded ontop of your mod lear so LL have totally screwed me what I want to know is how has eva dmca an open source script which she didnt even write herself you cant do that im not even usin the original contaner.LL this is the biggest f@ckup youve ever made you need to make this right or ill be leaving you cant dmca an open source script.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-16-2008 05:58
Eazel, I feel your pain. However, all is not lost.
If you rez any copy from inventory you'll see your notecards are still there. Just copy them to new notecards created by you (for any that were created by E. Capalini). A big hassle, for sure, but not unrecoverable.
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Eazel Allen
EA-design™
Join date: 11 Feb 2007
Posts: 123
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06-16-2008 06:03
From: Lear Cale Eazel, I feel your pain. However, all is not lost.
If you rez any copy from inventory you'll see your notecards are still there. Just copy them to new notecards created by you (for any that were created by E. Capalini). A big hassle, for sure, but not unrecoverable. yeah your right lear we will fix this I just dont see how LL have allowed this to happen and deleted and open source script thats the point how has an open source script been dmca even with her name on it she didnt own the rights to it miffy and you did and made it open source and I owned my modification which wasnt open source because off the xcite partner thing.So if anything I owned more rights to my scripts they deleted than anyone LOL
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-16-2008 07:51
Well, they were stuck between a rock and a hard place and legally had to take measures. Unforunately, they took measures that had unintended consequences, for which (or so I read) a Linden has apologized, and the de-Capalini filter seems to have been turned off.
They were trying to do the right thing here, and goofed. Happens to us all.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-16-2008 11:14
FYI, I've posted EC-free versions of MLPV2 on SLX. For folks who paid L$100 for the example copy and want it to work again, just get the Empty version and drop the contents in, and delete any duplicate items that may crop up.
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Cudaboy Lockjaw
Registered User
Join date: 8 Jan 2008
Posts: 8
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06-18-2008 12:27
I think its interesting what are saying about the stole animations. How do you really know what is stolen or not when you purchase an animation. Im sure we have seee all those 10.00 sex animations. So are those real or stolen. Or what about the anomations they gave away at freebee planet. Sounds to me like more BS and people complaining. As an example I make tatoos. Someone copied one of my works I have all the proof, evidence etc. filed a complaint and got zilch. I Guess it all comes down to who has the most money to spend for a lawyer
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 13:01
From: Cudaboy Lockjaw I think its interesting what are saying about the stole animations. How do you really know what is stolen or not when you purchase an animation. Im sure we have seee all those 10.00 sex animations. So are those real or stolen. /327/c2/265609/1.htmlFrom: Cudaboy Lockjaw Guess it all comes down to who has the most money to spend for a lawyer Good heavens. I trust you never thought otherwise?
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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
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Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
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06-18-2008 15:45
I have a question. I have been looking over the code but I seem to be missing the relevant portion. I want to be able to rez say two pink or two blue balls, and have the second ball be a slightly different shade. I have set code in the ball itself to do that but I am having trouble finding where I need to change in the other scripts to get it to send the correct instructions to the ball. I may also want to rez balls of other colors if I use more than just two balls. Any assistance would be greatly appreciated.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-18-2008 17:08
From: Ravanne Sullivan I have a question. I have been looking over the code but I seem to be missing the relevant portion. I want to be able to rez say two pink or two blue balls, and have the second ball be a slightly different shade. I have set code in the ball itself to do that but I am having trouble finding where I need to change in the other scripts to get it to send the correct instructions to the ball. I may also want to rez balls of other colors if I use more than just two balls. Any assistance would be greatly appreciated. Lizz Silverstar was kind enough to post me the modifications required to support 16 colors. Unfortunately, I haven't had time to release a new version of MLPV2 yet. The code that actually sets the ball colors is the script in side the ~ball object in inventory. That's probably why you can't find the part you'd have to change.
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Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
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06-18-2008 17:58
I have changed that but the ball only seems to get the command to change to either blue or pink. I can set the colors to whatever I want but only two colors. I have set a llSay command in the ball to listen to the message and the only commands it ever receives are for pink (1) or blue (2).
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 18:04
Ravanne, ask Lizz for the mods - I haven't seen them but presumably they update the script inside the ball. As it is now, the script in the ball will only accept pink or blue. } else if (str == "1"  { //PINK llSetColor(<0.835,0.345,0.482>,ALL_SIDES); //soft pink //llSetColor(<1.0,0.0,1.0>,ALL_SIDES); //hard pink if (avatar == NULL_KEY) show(); visible = 1; } else if (str == "2"  { //BLUE llSetColor(<0.353,0.518,0.827>,ALL_SIDES); //soft blue //llSetColor(<0.0,0.0,1.0>,ALL_SIDES); //hard blue if (avatar == NULL_KEY) show(); visible = 1;
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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
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Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
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06-18-2008 18:13
I have modified the ball scripts for more but I need to be able to tell it to actually use those. I can't find where the other script that tells the ball what color to be is or what changes I need there. -------------------- } else if (str == "1"  { //PINK llSetColor(<0.835,0.345,0.482>,ALL_SIDES); //soft pink //llSetColor(<1.0,0.0,1.0>,ALL_SIDES); //hard pink if (avatar == NULL_KEY) show(); visible = 1; } else if (str == "2"  { //BLUE llSetColor(<0.353,0.518,0.827>,ALL_SIDES); //soft blue //llSetColor(<0.0,0.0,1.0>,ALL_SIDES); //hard blue if (avatar == NULL_KEY) show(); visible = 1; } else if (str == "4"  { //PINK //llSetColor(<0.835,0.345,0.482>,ALL_SIDES); //soft pink llSetColor(<1.0,0.0,1.0>,ALL_SIDES); //hard pink if (avatar == NULL_KEY) show(); visible = 1; } else if (str == "8"  { //BLUE //llSetColor(<0.353,0.518,0.827>,ALL_SIDES); //soft blue llSetColor(<0.0,0.0,1.0>,ALL_SIDES); //hard blue if (avatar == NULL_KEY) show(); visible = 1;
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 18:21
From: Ravanne Sullivan I have modified the ball scripts for more but I need to be able to tell it to actually use those. I can't find where the other script that tells the ball what color to be is or what changes I need there. Check with Lizz. Why reinvent the wheel :}?
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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
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 18:29
Anyone else had a problem with continuation menus after the 22nd item? Or just me? I never get the MORE button for the 3rd set of buttons that should come. I'm getting this: Fidget 1, Fidget 2, Fidget 3, Fidget 4, Tap Legs 1, Tap Legs 2, Read, Give Book, BACK, Adjust Pos, Save Pos, More-->, FloorSit1, FloorSit2, FloorSit3, FloorSit4, FloorSit5, FloorSit7, FloorSit8, Thinking, BACK, Adjust Pos, Save Pos, Sit_M, Sit 1, More-->, Sit 2, Sit01, Sit02, Sit07, Sit08, Sit09, BACK, Adjust Pos, Save Pos, Sit 05, Sit 06, Sit8, Sit 10, More-->, L. LegCross, R. LegCross It uses b0 to count with up to 13. It spits out 13 items: Fidget 1, Fidget 2, Fidget 3, Fidget 4, Tap Legs 1, Tap Legs 2, Read, Give Book, BACK, Adjust Pos, Save Pos, FloorSit1, FloorSit2, then goes back 2 in that list, and inserts the MORE just after the Save Pos above (b0 == 13) { // automatic menu extension // Add a "more" button before last item buttons = llListInsertList(buttons, (list)"More-->", -2); then it resets the counting to 0 and starts out again b0 = 0; but the next counting doesn't seem to take into account the two items FloorSit1, FloorSit2 left over from the first round so in this second round I get 14 items: FloorSit1, FloorSit2, FloorSit3, FloorSit4, FloorSit5, FloorSit7, FloorSit8, Thinking, BACK, Adjust Pos, Save Pos, Sit_M, Sit 1, More--> so, the last two, Sit 1, More--> don't show up on this "2nd menu page." (which of course can only handle 12)
It's off by 2 somehow. Perhaps my fried brain has got the reasoning all wrong about why it's not working, but there's my stab at it, such as it is. _______________________________ Continuation menus As we all know, you get at most 12 buttons in an SL menu. However, with MLPV2, you can have more than 12 buttons in a configured MENU. If there are more than 12, MLPV2 will automatically add a MORE--> button after the 11th item, leading to the remaining choices. (And also after the 22nd item, etc.)
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 19:31
Okay, I think that to fix this....
instead of resetting b0 to 0
we need to reset b0 to 2.
Cause we had 13. We loped off 2 with the -2 (to get back to 11 to add our 12th MORE button.) But that leaves us with 2 towards the next list, not 0.
so b0 should be 2. As in:
if (b0 == 13) { // automatic menu extension // Add a "more" button before last item buttons = llListInsertList(buttons, (list)"More-->", -2); commands = llListInsertList(commands, (list)"MORE", -2); ++CurButtonIx; b0 = 2; }
I tested this, and it works. In this context at least. But Lear is the godfather of this, so I'll wait to hear from him on this, and defer to his judgement.
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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
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-18-2008 19:36
Thanks Chaz. I confess I don't remember testing continuation menus past the first "more".
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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06-18-2008 19:38
While i'm at it, should it also automatically add a "back" button whenver adding "More-->"? I wish I'd done that in the first place. By default this would be disabled, but you could turn it on in .MENUITEMS (similar to MENUORDER directive).
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 19:42
From: Lear Cale While i'm at it, should it also automatically add a "back" button whenver adding "More-->"? I wish I'd done that in the first place. By default this would be disabled, but you could turn it on in .MENUITEMS (similar to MENUORDER directive). Yes. It might as well. That way, they'd end up in a uniform place on all MLPv2 menus.
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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
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 19:47
Ooh, while we're in wish list territory :}
an easy one.
=================
Purpose: Facilitate later addition of add-on tools that read from notecards, by protecting the main MLPv2 scripts from notecard reads that other scripts might do.
=================
a) to variables at the top:
key myQuery;
b) make notecard line reads start with myQuery =
myQuery = llGetNotecardLine(ConfigCardName, ConfigLineIndex);
c) at start of dataserver events add:
if (query_id != myQuery) { return; }
=================
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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
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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06-18-2008 19:49
From: Lear Cale Thanks Chaz. I confess I don't remember testing continuation menus past the first "more". I didn't either. I was testing, but then Havok 4 knocked 197 of my elevators out of operation which seemed to draw my focus away :}
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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
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Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
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12-08-2008 21:46
Feature request / idea please for next release, from Toothfairy and me:
When MLP dumps positions to screen, if the dump could be alphabetical (i.e. if it could sort them first.)
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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12-09-2008 08:57
From: Chaz Longstaff Feature request / idea please for next release, from Toothfairy and me:
When MLP dumps positions to screen, if the dump could be alphabetical (i.e. if it could sort them first.) That would screw me up. I often use modules, and like the fact that the output is in the same order as it was read in, so poses in a module stay together. (Sure, not true when adding new poses to a module that isn't the last one read.) Of course, I could change all my pose names to include a prefix denoting the module, but I don't want to do that. I keep considering adding a feature so that on dump, it separates them by module. However, that would be tricky and would consume memory in the script that's currently the first one to run out (at around 250 poses, according to one user). But if I did add that feature, I'd be happy to sort the poses in each module.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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12-09-2008 08:59
BTW, please post feature requests in the "MLPV2 feature requests" thread.
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