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People now showing up in top scripts list

Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
04-26-2009 22:05
This might have been talked about and I missed it.

Avatars are now appearing in top scripts list.

For instance, with your Xcite! off, you don't even show up. Put your Xcite! on, and you guaranteed to be top of the list by a *long* shot.

I tried just now to attach a jpeg showing this, but attachments are still broken.
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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
Dnali Anabuki
Still Crazy
Join date: 17 Oct 2006
Posts: 1,633
04-26-2009 23:09
Yes I noticed that because of this earlier thread..

/327/0b/317977/1.html

Interesting post of what are low,mid, high values
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
04-26-2009 23:12
OpenCollar is a big one too.. unfortunately.

Honestly, it's been a long time coming.. and those content developers in the last year, who have added hundreds of resizing scripts to heavily primmed boots and hair and such, will soon be paying the piper. I think we're going to see MORE of this kind of "ceiling" stuff down the road, as LL is rumoured to be working on "per-avatar" script limits, and per-avatar prim-limits as well. (say goodbye to your 255 prim hoochie boots)

I've personally been working on ways to lessen the number of scripts in my products, trying to keep things simple whenever possible (llSetLink* is your friend!). Now that sculpties are clearly a proven techniology, and their load-time issues are accepted by most consumers, I will probably be reducing primcounts on some projects, by making use of more sculpted prims for things like straps and buckles.

I do hope that LL will give us a way soon to tell "how bad" our own scripts really are. Some kind of "debug" metric we can enable to see script time in an object. I don't think it's a good idea to limit this information to only Estate Owners.
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ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
04-27-2009 00:59
I've often thought we'd do quite a bit of this ourselves if they gave us a single sim server scripting sandbox where we could see this information.
Lazink Maeterlinck
Registered User
Join date: 8 Nov 2005
Posts: 332
04-27-2009 13:17
The problem with showing avatars in Top Scripts is that it really tells you nothing, besides the fact that you have either a lot of scripts on your avatar or you have something that is crunching a lot of work.

Now, what I'm curious about, is if the estate manager can shut down avatar scripts via the top scripts option like they can with objects.
Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
04-27-2009 16:10
From: Lazink Maeterlinck
Now, what I'm curious about, is if the estate manager can shut down avatar scripts via the top scripts option like they can with objects.


Try it (not on me).

Rumour has it that you can kill all the scripts in someone's no-mod/no-copy worn items. Which may have the effect of damaging their item beyond the customer's ability to repair.

It would be an interesting experiment though.

If it IS possible, doing so may be abuse reportable by the affected user, against the person willfully damaging their stuff. (the same way those "scrambler" weapons were).
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Lazink Maeterlinck
Registered User
Join date: 8 Nov 2005
Posts: 332
04-27-2009 17:07
Ok, ran a test on an object I made and wore, both as hud and attachment. Disabling the selected via the region/estate menu did nothing to the script, It was still running after trying to disable it. So it seems that they did think of that before putting in the reporting. Of course this was on objects I have full rights too.
Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
04-27-2009 17:42
I tried the "Return Selected" on my biz partner's name in the list, while he had his head buried in a server, but to my great disappointment it had no effect and he didn't even feel a tremor :}
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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
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
04-27-2009 19:04
From: Chaz Longstaff
I tried the "Return Selected" on my biz partner's name in the list, while he had his head buried in a server, but to my great disappointment it had no effect and he didn't even feel a tremor :}

Now you have me wondering where avatars come from...
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Tabliopa Underwood
Registered User
Join date: 6 Aug 2007
Posts: 719
04-27-2009 19:29
From: ElQ Homewood
I've often thought we'd do quite a bit of this ourselves if they gave us a single sim server scripting sandbox where we could see this information.
I vote for this.
Nandana Singh
Registered User
Join date: 24 Aug 2008
Posts: 19
05-12-2009 16:08
From: Winter Ventura
OpenCollar is a big one too.. unfortunately.


Your comment got me thinking about how much script time various collars use, so I took some measurements. Results are here:

http://encircled.wordpress.com/2009/05/12/collar-script-time-showdown/

OpenCollar came out looking pretty good, but we can do better. Do note the caveats at the end of the post: the test could only measure script time (not memory), and only measured it while at rest, not while leashed or processing chat commands.
Paulo Dielli
Symfurny Furniture
Join date: 19 Jan 2007
Posts: 780
05-12-2009 16:19
Strange thing is that pressing the refresh button in the top scripts window gives very different results. Sometimes an avatar has several ms and sometimes the same avatar just has 0.452 or something like that. One day I refreshed the window every few seconds and looked at the numbers for the same avi to see if the script time was influenced by actions the avatar did. But just walking around the avi showed very different script times.
Nandana Singh
Registered User
Join date: 24 Aug 2008
Posts: 19
05-12-2009 16:32
The script time shown is not just a function of the scripts' size and how they're written, but what they're *doing* at the time the snapshot is taken. So I think variations like that are to be expected.

We saw some variation like that in the test of the RealRestraint collar. It's time bounced between 0.159 and 0.522. I think it might have been doing a repeating sensor at the time, so the spikes might have caught it during an intensive part of the sensor process.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-12-2009 17:16
I was in Curious the other evening and Uchi was checking people's script times. Mine was 0.0014 or something else insanely low, even with my otter monitor and flight feather active. :)

I was afraid they'd turn out to be major sim laggers unbeknown to me and I'd be mortified.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
05-12-2009 17:27
I wonder if it actually reports a conglomerate of all the scripts within the object, or just the most intensive, or possibly even all of them separately but under the same name...
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Jack Abraham
Lantern By Day
Join date: 11 Apr 2008
Posts: 113
05-13-2009 09:09
Appears from my cursory examination to be the last, Void. The total for me seems to be the sum of my attachments worn individually.
Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
05-13-2009 15:55
From: Jack Abraham
Appears from my cursory examination to be the last, Void. The total for me seems to be the sum of my attachments worn individually.


From cursory observation, that seems to be correct. The avg script usage number for you decreases as you take bits off one at a time, then check.
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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
Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
05-13-2009 16:35
From: Winter Ventura
I do hope that LL will give us a way soon to tell "how bad" our own scripts really are. Some kind of "debug" metric we can enable to see script time in an object. I don't think it's a good idea to limit this information to only Estate Owners.

I asked about something like this way back in February of last year:

/8/46/242951/1.html#post1883194

Thankfully I didn't hold my breath waiting for a response.

From: Lazink Maeterlinck
The problem with showing avatars in Top Scripts is that it really tells you nothing ...

I think it could tell scrupulous scripters a sh!tload when they are developing a product. Unfortunately the feature is only available to sim owners, which makes it kind of a limited toy.

On balance, I think SL could really do with some kind of verification system not just for scripted items but also prim count, types of prim, textures and so forth. I don't imagine it would be used by everyone but I'm confident any developer with a mote of sense would capitalise on it to everyone's advantage.

I've recently had one sim owner asking me (of all people, Gawd knows why) if there is a way to selectively disable XCite products, which ought to give the creators pause for thought - if they give a damn that is.