Dead Attached Scripts
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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07-24-2004 19:55
There's some bug in SL that causes all attached scripts to go dead. The run checkbox box gets turned off, and it needs to be manually reset.
If you don't have mod rights on the script, I think you're SOL - clicking the reset button does nothing.
As far as I can tell, this problem has existed for a while, and it seems to be getting worse, judging from the increasing volume of tech support IMs I get. (I sell scripted attachments in game)
Does anyone have any more details? What causes this? Any work-arounds?
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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07-24-2004 21:01
I've received a few calls on it, not many - but the few that I've seen had the script dead - I wouldn't run again, wouldn't do anything.
So far I've had no luck in reproducing the problem or finding any connection between the 3-4 cases I've dealt with.
Siggy.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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07-25-2004 01:24
I have noticed recently that some attached scripts are failing when I sit, and work again when I stand. I've not done any research into it, but it would appear that the very old 'sounds not playing while you sit' bug is back.
In this case, to make it relevant, it was the alarm in a watch of Fran's. It failed to go off, which confused me. When I stood up a little later, voila, alarm!
Wierd.
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
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07-25-2004 05:09
I've had one experience of this with an attachment I sold. I purposefully make attachments copyable and no transfer (because of this problem mainly) so people can take copies of them for backup, but the one I heard about, he hadn't done that so was just attaching the only copy of it in his inventory - when that bust I had to give him a new one.
As a copy of the item runs its sripts seperately, if your items are copyable this is really the only work around for it, as the person will always have a working copy left over.
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Chance Small
Linden PITA
Join date: 30 Jul 2003
Posts: 170
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Re: Dead Attached Scripts
07-25-2004 05:56
From: someone Originally posted by Francis Chung There's some bug in SL that causes all attached scripts to go dead. The run checkbox box gets turned off, and it needs to be manually reset.
If you don't have mod rights on the script, I think you're SOL - clicking the reset button does nothing.
As far as I can tell, this problem has existed for a while, and it seems to be getting worse, judging from the increasing volume of tech support IMs I get. (I sell scripted attachments in game)
Does anyone have any more details? What causes this? Any work-arounds? The main cause of this happening is during failed teleports, from what I've seen. I'm sure it's a known issue that LL is looking into and/or working on.
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Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
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07-25-2004 10:33
This bug that is described is this thread occured in a watch that I bought from Francis. The hands still moved, but none of the verbal commands worked. I got a replacement but I'm wondering what is causing this. The watch was working fine the previous day. Is this only affecting attachments?
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Alana Monde
Alana's Oasis and Baths
Join date: 2 Nov 2003
Posts: 133
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07-25-2004 12:24
I'm no script Gurur, so this may be an unrelated issue.
We use a simple notecard giver script at Perilous Pleasures for several areas.
Its the same script, and we use it for distribution of: The Weekly event schedule. the house rules, and the library.
Yesterday all the library scripts just DIED. No amount of resetting would revive them. They simply stopped working. The same scripts, used in other areas of the build, continue to function as always.
Is this the same issue?
~~Alana
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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07-25-2004 13:10
Thank-you all for replying. I wish there was at least some way of knowing what causes the error. From: someone Originally posted by Azelda Garcia This is the behavior exhibited by a script that hit a runtime error. Could it be possible that there is a new runtime error that is disabling the scripts?
Azelda Az, I thought of this. If it was one, isolated script, it might believe that. But, it's *all* scripts, even the trivial ones. I guarantee that this is not due to LSL scripting error. Moopf, I thought of this, but setting no-transfer, unfortunately, precludes giving items as gifts  Chance, How sure are you that it's got to do with failed teleports? I've had plenty of failed teleports that didn't obliterate my scripts. Goshua, Not sure at this point, but I strongly believe that this has to do with scripts in attachments. Sio, There's a llTriggerSound() has not worked for sitting avatars, since as long as I can remember. There are some behaviour changes with 1.4 with llPlay/LoopSound and derivatives (fun!), but I haven't been able to quantify exactly *what*.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-25-2004 13:31
I've had this happen to me twice my entire time in SL. Once in 1.4.1 and once in 1.3.x. Fortunatly i wrote all the scripts and both times it took a good while to restart all the scripts (about 25 in total).
It's a rare enough event that it's hard to reproduce; i can't exactly what caused it last time but it was something like a client crash after a bad teleport into a crashed sim or something like that. Basicly some odd combination of strange events.
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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07-25-2004 17:56
I've had scripts, before, automatically disable themselves. Further inspection would show the scripts disabled by the Running checkbox unchecked.
The ony fix was to recompile the script (by adding a whitespace space to a comment or somewhere in the script and then saving), and then checking the running checkbox.
It always seemed to happen when I was in a simulator or a situation where I was getting packet loss.
As an aside, I seem to get a lot of packet loss lately both on my DSL connection at work and my Cable connection at home.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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07-25-2004 18:02
I've had scripts in attachments turn themselves off for no apparent reason. Usually this happens when I cross a border. Once in a while, it'll happen apparently during a sim crash - I log back in and all the scripts have Running unchecked. I don't recall it ever happening with vehicles though.
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Random Fortune
Junior Member
Join date: 28 Jun 2003
Posts: 15
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Scripts failing...
07-25-2004 20:08
Hi, I have had numerous scripts just stop working. One was a push wand, one was a shield script. I have to take the item to the owner, and have him reset it. There needs to be a way to reset a script if you are owner. Maybe two seperate flags, one if the owner wants it never to be reset, the other if its ok to reset. Some of the script gurus that made some of these items, never log in or have quit the game. Just my two cents, since the items cost quite a bit more than two cents.
GL, Random
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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Re: Scripts failing...
07-25-2004 23:53
From: someone Originally posted by Random Fortune Just my two cents, since the items cost quite a bit more than two cents. but with current exchange rates it might have been 2 cents if it cost less then 5L. I like the idea of restarting scripts you can't recompile if they are stopped (and only if they are stopped).
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Green Fate
Social Conundrum
Join date: 5 Dec 2003
Posts: 79
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more
07-26-2004 00:12
I have had attachments come back totally wedged. Yes the script running box is checked. No it will not reset with the reset button in the editor. Recompiling the scripts in selection just hangs and never recovers.
Attachments that are truly fubared and not stuck in some state waiting for a command from some other owner (check owner on attach or rez in all states and do whatever with that.. reset is one option - people do trade things back and forth) are totally stuck. Will not reset, the running box is checked if it was a touchable object it aint no more. When you get things like this Kelly needs to know.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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07-26-2004 01:29
Fran, agreed... I thought they'd fixed it though.
I'm beginning to think it's a packet loss thing though, as it the scripts are waiting for a response from the client.
If I was a suspicious kind of girl, I'd be thinking that far from fixing ghosted prims, they're now giving us ghosting scripts too...
Anyway, at least the script creators are honest people who believe in customer service (at least the ones I've done business with are)... I'm sure there are some of the other kind out there...
In any case, Hank, I've seen that too... where the running checkbox gets unchecked, and if I can't edit the script, I can't re-enable it. Sometimes though, scripts just stop working, clothes too...
I'm sure the Lindens are working on it though.
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Green Fate
Social Conundrum
Join date: 5 Dec 2003
Posts: 79
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More this week.
09-17-2004 20:55
Seem to get more after some upgrades/patches and have had a bunch of broken attachments to swap out for new ones this past week.
Anyone else? If so, are they things that are/were worn during teleports? All the time?
Sending a heaping folder full on to Kelly.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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09-18-2004 03:38
I have had several script dead sunglasses. (ALL scripts are disabled), these are attachments.
I also see the same effect with physics enabled scripted items that are rezzed for longer periods.
As attachments are basically physics enabled too (as they are attached to your 'physics enabled' av) I assume we're dealing with all scripts in physics enabled objects.
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Archanox Underthorn
Registered User
Join date: 20 May 2003
Posts: 168
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09-20-2004 07:23
They added something in 1.5 to at least make it easy to fix dead scripts in an object. Put the object on the ground, select it, and go Tools - Recompile Scripts in Selection. That will fix all the scripts in that object.
edit: as for when it happens, ive had people tell me on teleport, on crash, on putting in inventory items and a bunch of other things so I really have no idea heh
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Lukas Thetan
Antiubiquitous
Join date: 21 May 2004
Posts: 128
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09-20-2004 08:55
From: someone Originally posted by Archanox Underthorn They added something in 1.5 to at least make it easy to fix dead scripts in an object. Put the object on the ground, select it, and go Tools - Recompile Scripts in Selection. That will fix all the scripts in that object. Of the items mentioned which I've worn during teleports which have subsequently failed, I've used this fix successfully with Animation Override, but it did not correct scripts in either Cienna's sunglasses or Francis' watch, both of which ultimately required replacement. When I tried the Recompile Scripts tool on the latter two objects, it would freeze on exactly the same script each time - the 4th for the glasses and the first for the watch.
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Green Fate
Social Conundrum
Join date: 5 Dec 2003
Posts: 79
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recompile
09-20-2004 17:30
The recompile has been around for a while. I remember it from way back when I started. 1.1, I think it was there. On items that are truly wedged the recompile tool just hangs though. For me anyway. From: someone Originally posted by Archanox Underthorn They added something in 1.5 to at least make it easy to fix dead scripts in an object. Put the object on the ground, select it, and go Tools - Recompile Scripts in Selection. That will fix all the scripts in that object.
edit: as for when it happens, ive had people tell me on teleport, on crash, on putting in inventory items and a bunch of other things so I really have no idea heh
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Steve Patel
Registered User
Join date: 4 May 2004
Posts: 39
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09-21-2004 15:43
If you have mod rights on the object, you can drag the script into your inventory and put it back on.
If you don't, and it's just an invisible attachment, try dragging the scripts off the object and placing them on your own prim. Even if the object is no mod, you can take the scripts off of it.
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Archanox Underthorn
Registered User
Join date: 20 May 2003
Posts: 168
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09-22-2004 07:59
really? that long? Someone just pointed that out to me a little while ago and I was like "omg!"  Wish I had known about that before.
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