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Voice client and animations?

Catherine Dollinger
Registered User
Join date: 11 May 2007
Posts: 26
08-09-2007 03:33
Hi all,

lately I got an update info in a group I joined about an item (cuffs) that had needed an update because animations were treated differently when using the voice client (which seems to become the standard viewer).
Could anyone give a hint on what that might relate to?
Are there specific tests necessary to trigger animations when voice is active?
Sorry that I don't have more information, but if there is a change in behaviour, someone around here might know :)

Best regards
Cathy
White Hyacinth
Registered User
Join date: 15 Nov 2006
Posts: 353
08-09-2007 03:44
I see no relationship between voice and animations.
Maybe someone is trying to trick you into wearing handcuffs?

Now if it were a GAG, I would see a relation to voice,
that may be an area for developing new products :)
Mo Dryke
Dryke Gallery Owner
Join date: 2 Feb 2007
Posts: 192
08-09-2007 03:48
mmm. dunno if there is something bewteen vocie and animations...

BUT:

I had to rewrite the way my swords scripts handle animation permissions since voice came in.
related? unrelated?
the fact is my swords worked fine BEFORE the voice, and started working eratically since the voice update.
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Dryke Castle, Cemetery & Cathedral: http://slurl.com/secondlife/Kitaro/78/242/123
White Hyacinth
Registered User
Join date: 15 Nov 2006
Posts: 353
08-09-2007 03:58
From: Mo Dryke
I had to rewrite the way my swords scripts handle animation permissions since voice came in.
related? unrelated?

How did you find out what to change about your scripts?
Has there been any announcement of a change in the LSL-language?
It was not in the release notes...
Mo Dryke
Dryke Gallery Owner
Join date: 2 Feb 2007
Posts: 192
08-09-2007 04:03
no announcements, no lsl changes I'm aware of.

Maybe it was bad scripting from me, but I still wonder why it worked perfectly before voice, and worked half time after voice...
about the changes I made: trials and errors: can't say you the exact changes now as I can't log in and compare the old and new script.
Try IM me inworld if SL is back online someday
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Dryke Castle, Cemetery & Cathedral: http://slurl.com/secondlife/Kitaro/78/242/123
White Hyacinth
Registered User
Join date: 15 Nov 2006
Posts: 353
08-09-2007 04:06
From: Mo Dryke
...I still wonder why it worked perfectly before voice, and worked half time after voice...

When introducing a new software version, some new bugs are likely to get introduced. That even happens to me and I have never been nearer than 5000 miles away from Linden Lab :)
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
Related? "New Behavior of llStartAnimation/llStopAnimation in the voice client"
08-09-2007 05:18
Not sure, but perhaps is the same thing?
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
08-09-2007 12:35
From: Catherine Dollinger
Hi all,

lately I got an update info in a group I joined about an item (cuffs) that had needed an update because animations were treated differently when using the voice client (which seems to become the standard viewer).
Could anyone give a hint on what that might relate to?
Are there specific tests necessary to trigger animations when voice is active?
Sorry that I don't have more information, but if there is a change in behaviour, someone around here might know :)

Best regards
Cathy


That was my group, and had you asked me, I would have been happy to have told you :) The link posted by Qie above me is correct. They changed how llStopAnimation functions, but did not document the change. Most items probably aren't affected, but the cuffs I sell were, due to them taking advantage of the old behavior. If you need further information, feel free to IM me. :)
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Catherine Dollinger
Registered User
Join date: 11 May 2007
Posts: 26
08-10-2007 02:58
@Qie - yes, that clarifies it, thank you very much.
As I am currently developing some animations I wondered if that might relate to me as well, and as I had not seen special remarks on this in the docs I wanted to be sure.
It's still strange that the behaviour has changed that way, actually I could see no relationship between the way anims are treated and the voice approach.

And maybe I should work on my search skills in the forum - apologies for that...

@ Darien - you are right, it was your group IM - I looked it up :)
The reason why I posted the question here was that
a) I didn't want to bother you in these hard times while items get lost and creators have to deal with lots of IMs by customers...
b) it was a genaral question that arose and if I'm curious about it, many others might be as well
But I'll be happy to IM you later ;)

Thank you all for your wonderful help.
I'm still pretty far from being a real scripter - but with help like yours me and others will surely get a grip

Kisses
Cathy
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
08-10-2007 12:42
From: Catherine Dollinger
@Qie - yes, that clarifies it, thank you very much.
As I am currently developing some animations I wondered if that might relate to me as well, and as I had not seen special remarks on this in the docs I wanted to be sure.
It's still strange that the behaviour has changed that way, actually I could see no relationship between the way anims are treated and the voice approach.


I'm not sure that the change directly relates to voice itself, but rather represents them fixing a bug that has existed for quite a while now. There are any number of reasons it wasn't mentioned in the release notes, we'll probably never know. :)
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