But then surely the question comes down to an understanding of what any 
particular function 'should' do. Is it entirely up to the writer to decide what 
any function is, and should do, or is there a clear definition of each function 
that they should be compatible with?

You cannot have partial compatibility, or no-one would have any confidence. I 
believe that LSL functions should be 100% compatible (written differently, of 
course, but the inputs and outputs should always be the same), or another 
scripting language should have been used (eg Lua) or developed.

I for one see Opensim use my opensim as a development platform, and I have been 
using it for development before bringing my creations into SL. I have not done 
much scripting yet, until all the functions are implemented, but I would expect 
that all the scripts I develop in my Opensim sandbox to work when I import them 
into SL.

Rock 
________________________________________
From: opensim-dev-boun...@lists.berlios.de 
[opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke 
[...@pacbell.net]
Sent: 12 May 2009 16:06
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] 23 LSL functions remaining

My goal here is to get at least "some" implementation for all the LSL functions.

Given at least "some", then the debate of compatibility starts to get 
interesting to more folks.

So, getting back to my original point, a few patches to get "some" 
implementation on the 27 or so (including the new ones and discluding a couple 
that SecondLife says are unused), lets see if we can get to where we can have 
some interesting 'compatibility' discussions.

I think it is fair to say that the list, excluding (u), (d), & (g) from 
http://wiki.secondlife.com/wiki/Category:LSL_Functions represents the list of 
those functions that should be implemented. Perhaps others could comment on 
this and help us get closure on this year and a half long project of 
implementing these functions.

Charles



________________________________
From: Colin B. Withers <colin.with...@eumetsat.int>
To: "opensim-dev@lists.berlios.de" <opensim-dev@lists.berlios.de>
Sent: Tuesday, May 12, 2009 3:13:40 AM
Subject: Re: [Opensim-dev] 23 LSL functions remaining

There is also the question of compatibility with LSL. Questions have been 
raised about whether Opensim can be used as a development tool for SL. Here is 
one thread that calls compatibility into question:

http://www.sluniverse.com/php/vb/opensim-discussion/26340-opensim-compatibility-place-develop-secondlife.html

Is the aim to have 100% compatibilty, so that scripts developed in Opensim will 
be guaranteed to work in SL, and vice versa? As the old saying goes, you cannot 
be a little bit pregnant, it is either 100% or nothing.

Rock


________________________________________
From: 
opensim-dev-boun...@lists.berlios.de<mailto:opensim-dev-boun...@lists.berlios.de>
 
[opensim-dev-boun...@lists.berlios.de<mailto:opensim-dev-boun...@lists.berlios.de>]
 On Behalf Of Charles Krinke [...@pacbell.net<mailto:c...@pacbell.net>]
Sent: 12 May 2009 04:25
To: opensim-dev
Subject: [Opensim-dev] 23 LSL functions remaining

I am asking for a few patches to complete the 23 LSL functions in our original 
project of more then 330. We are *almost* there, but need a little help with 
patches. Here is the remaining list that are still in the "Not Implemented" 
state.

llRotTarget()
llRotTargetRemove()
llLoopSoundMaster()
llLoopSoundSlave()
llStopLookAt()
llCollisionFilter()
llAttachToAvatar()
llDetachFromAvatar()
llRotLookAt()
llPointAt()
llStopPointAt()
llGodLikeRezObject()
llPassTouches()
llSetDamage()
llTextBox()
llCollisionSprite()
llPassCollisions()
llGetCenterOfMass()
llSetSoundQueing()
llTriggerSoundLimited()
llGroundRepel()
llSetVehicleFlags()
llRemoveVehicleFlags()
llRemoteDataSetRegion()
llSetInventoryPermMask()

Partial implementations are solicited. The goal here is to get all the LSL 
functions we have defined in LSL_Api.cs<http://LSL_Api.cs> out of the not 
implemented state with at least *some* implementation.

Charles
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