On 14/04/2012 11:09 AM, glen wrote:
>
>> I don't really have any insights into the client vs. server vs.
>> scripted AO debate. I think adding asynchronous events would be a very
>> good short-to-medium-term solution, and any scripted AO that used them
>> would probably cause low enough sim load
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On 4/13/2012 6:09 PM, glen wrote:
> The funny thing is that the only reason why I even bothered writing
> one in the first place is because yours didn't have "sit now"!
>
> See Oz? Features!
What is "sit now"?
Your average user isn't going to be add
Since we're already OT...
On 4/13/2012 6:09 PM, glen wrote:
> I agree with Anne that he should probably start with the inworld
> scripted AOs and then work from there as there are a lot of
> possibilities.
Agreed, for purely selfish reasons. I hope LL adds new LSL functions
that enable AO fea
On Fri, 2012-04-13 at 16:23 -0700, Ziggy Puff wrote:
> On 4/13/2012 3:08 PM, glen wrote:
> > My timer is ony 0.25, not 0.02. I get very, very little stutter and
> > then only on sims that are too loaded for me to be in anyway.
>
> I think I set the timer to 0.2s or 0.25s for ZHAO-II. Been a whil
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On 4/13/2012 4:23 PM, Ziggy Puff wrote:
> Kadah wrote:
>
> /I believe FS's was designed to mimic the ZHAO II hud, it even uses
> its config notecards. "Franimation Overrider" is a new one to me./
>
> ZHAO-II was born from ZHAO-I, which was born fro
On 4/13/2012 3:08 PM, glen wrote:
My timer is ony 0.25, not 0.02. I get very, very little stutter and
then only on sims that are too loaded for me to be in anyway.
I think I set the timer to 0.2s or 0.25s for ZHAO-II. Been a while since
I tested it, but AFAIK, my results matched yours - some
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On 4/13/2012 1:10 PM, Henri Beauchamp wrote:
> Again, the viewer side AOs are in fact mimicking exactly what
> scripted AOs (and most specifically Francis Chung's "Franimation
> Overrider") do.
I believe FS's was designed to mimic the ZHAO II hud, i
On Fri, 2012-04-13 at 22:10 +0200, Henri Beauchamp wrote:
> As a result of trying to mitigate this issue, AOs all too often tax the
> sim servers by using a very high rate timer that checks the currently
> playing anim every frame (llSetTimerEvent(0.02); or less) so to detect
> the start of the de
On Fri, 13 Apr 2012 12:16:03 -0400, Oz Linden (Scott Lawrence) wrote:
> Ok... so those are nice opinions to have, but you're not succeeding in
> educating me... what is it that makes these better or worse?
>
> What do they do or not do that differentiates one from another?
Again, the viewer sid
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On 4/13/2012 9:16 AM, Oz Linden (Scott Lawrence) wrote:
> Ok... so those are nice opinions to have, but you're not succeeding
> in educating me... what is it that makes these better or worse?
>
> What do they do or not do that differentiates one from
Are the non-AO default animations actually transmitted by the viewer? Or does
each client already know which animation state the avie is in, and animate them
with the correct default animation appropriately?
If the entire AO set was something broadcasted to everyone in advance, it would
cut do
Am Freitag, 13. April 2012, 19:19:45 schrieb glen:
> *listen for this input on this/these channel(s), then turn off/on or
> perform another action in response.
That's something that needs an external script to forward channel talk to
llOwnerSay talk.
> *every 6 seconds, play this fidgeting anim
Client-side AOs don't offer the flexibility that scripted AOs do.
Scripted AOs can be made specific to any given use-case.
Client-side *COULD* be, but that would imply offering an extremely
configurable interface to rival the gamut of options available to
scripters. For example:
*listen for this
On 14/04/2012 3:09 AM, Jamey Fletcher wrote:
> Cinder Roxley wrote:
>
>> An advantage to scripted AO's as has already been stated is that
>> bundling the config, AO, and animations into one object that can be worn
>> and added to specific Outfits is simpiler and conserves Inventory count.
>> AFAI
Am Freitag, 13. April 2012, 18:35:00 schrieb Adeon Writer:
> Alright, here's some features that, if missing, *someone* would complain:
All of your requirements are present in the Firestorm viewer side AO.
> -Adeon
Zi
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Cinder Roxley wrote:
> An advantage to scripted AO's as has already been stated is that
> bundling the config, AO, and animations into one object that can be worn
> and added to specific Outfits is simpiler and conserves Inventory count.
> AFAIK, any client-side AO relies on animations being unpac
On 4/13/2012 10:16 AM, Oz Linden (Scott Lawrence) wrote:
> On 2012-04-12 17:50 , glen wrote:
>> On Thu, 2012-04-12 at 14:09 -0700, Ann Otoole wrote:
>>> Thankfully the previously bad aos are not so bad now. If a client side
>>> AO cannot perform what Oracul and/or Vista AOs do then it is a total
>>
Alright, here's some features that, if missing, *someone* would complain:
-Any given AO needs to be able to have multiple stand, sit, and groundsit
animations. Stands needs a choice of either playing them sequentially,
randomly, or on a set timer. For sits, people want choices of which sit of ma
Alright, here's some features that, if missing, *someone* would complain:
-Any given AO needs to be able to have multiple stand, sit, and groundsit
animations. Stands needs a choice of either playing them sequentially,
randomly, or on a set timer. For sits, people want choices of which sit of ma
On 2012-04-12 17:50 , glen wrote:
> On Thu, 2012-04-12 at 14:09 -0700, Ann Otoole wrote:
>> Thankfully the previously bad aos are not so bad now. If a client side
>> AO cannot perform what Oracul and/or Vista AOs do then it is a total
>> waste of time to bother with the client side code. In order t
On Fri, 2012-04-13 at 11:00 +0100, Nexii Malthus wrote:
> Would be best to have the AO server-based, to cut on roundtrip latency
> especially being from europe, and using script-based language to
> define how and when the animations should kick in.
>
>
> Oh right, we got LSL. Why not improve LSL
Adding entirely new "slots" to AO's (running against a wall, standing on a
ledge, running at various inclines, swimming in system water) is one of the
things you can only do do programmatically. But a base "animation replacer"
client AO to get rid of the official animations is still handy. A scr
> Agree. I'm one of the ones who's written a scripted AO. I tried the
> client-side AO in Firestorm and went back to my own because of the
> feature set. A server-side AO would like be even worse.
I've written scripted AOs, and while I'm not familiar with the
clientside AOs, I know that a scripted
On 13/04/2012 11:29 PM, Robert Martin wrote:
> The only real thing that HUD AOs have that a client side AO can do is
> the various "buttons" for different things. I normally (back when i
> was inworld) used a Dire Wolf
> this has a bunch of different functions (different animations and
> recolori
The only real thing that HUD AOs have that a client side AO can do is
the various "buttons" for different things. I normally (back when i
was inworld) used a Dire Wolf
this has a bunch of different functions (different animations and
recoloring things) also will we ever get a way to do a true Quad
On 2012-04-13, at 00:09, Adeon Writer wrote:
> Wouldn't a new inventory item type make most sense? That way it could be put
> in with any outfit folder or packaged with sold avatars.
For a LL-provided feature, yes. I was still disappointed when TPVs didn't
implement something like an "AO attachm
Would be best to have the AO server-based, to cut on roundtrip latency
especially being from europe, and using script-based language to define how
and when the animations should kick in.
Oh right, we got LSL. Why not improve LSL to make it more efficient? As an
AO creator I'd like to have the "age
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