Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Tateru Nino


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 that the whole question could
>> be punted for a long time. Assuming script load is the reason this is
>> being considered.
>>
> I think we've all gone a bit OT to be honest. All he wanted in the first
> place was a quick tut on how the existing in-client AOs worked. I'd
> assume he's considering adding one to the LL client. 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.
That's because the AOs in TPVs are necessarily incomplete - because they
cannot integrate with the server-side. If Linden Lab *were* considering
just dropping similar functionality into the viewer without additional
server-side integration, I'd consider that to only be half a job.

ie: If Linden Lab basically copied what the TPVs do for the official
viewer then creators would once again likely wind up in the position of
telling customers "No, you can't use the builtin thingy. You have to use
the scripted thingy instead, or it won't work properly. Why? Well, it's
kind of complicated to explain..." That's a point of friction that users
don't need.

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Kadah
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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 adding their on code to their AO,
that's how you and I would fix it :P
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Ziggy Puff
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 features / performance / scalability that is impossible 
today. Then someone else will write the next ubiquitous AO, and I will 
eventually stop getting the "Your walk sucks, I want my money back or 
I'm reporting you to the Lindens" IMs. My only piece of advice to 
whoever might pick up that baton - don't distribute it in a form that 
allows someone to sell an object with your name as creator.

And the ironic thing is, the ZHAO isn't even all that well-written of a 
script. I'm sure any of you who've looked at it have come to that 
conclusion a long time ago.

Ziggy

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread glen
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 while
> since I tested it, but AFAIK, my results matched yours - some stutter
> on sims that were heavily loaded, where it wasn't clear that a faster
> timer would help or would make things worse. No perceptible lag on
> unloaded sims.
> 
> 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 from Franimation, which
> was created by Francis Chung. Franimation is a direct ancestor of
> ZHAO-II, and is much older. There would have been no ZHAO without
> Franimation.
> 
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!


> 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 that the whole question could
> be punted for a long time. Assuming script load is the reason this is
> being considered.
> 
I think we've all gone a bit OT to be honest. All he wanted in the first
place was a quick tut on how the existing in-client AOs worked. I'd
assume he's considering adding one to the LL client. 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.

--GC


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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Kadah
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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 from Franimation,
> which was created by Francis Chung. Franimation is a direct
> ancestor of ZHAO-II, and is much older. There would have been no
> ZHAO without Franimation.

Ah ok. That was all before my time :P
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Ziggy Puff

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 stutter on sims 
that were heavily loaded, where it wasn't clear that a faster timer 
would help or would make things worse. No perceptible lag on unloaded sims.


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 from Franimation, which was 
created by Francis Chung. Franimation is a direct ancestor of ZHAO-II, 
and is much older. There would have been no ZHAO without Franimation.


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 that the whole question could be 
punted for a long time. Assuming script load is the reason this is being 
considered.


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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Kadah
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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, it even uses its
config notecards. "Franimation Overrider" is a new one to me.

> The scripted AOs got two main flaws (which are in fact the result
> of the same lack in the scripted event support): they are often too
> slow to change the overriding animation in time to avoid seeing
> the overridden animation playing for a second or so before the
> overriding anim is started.

I've only seen that behavior with clientside AOs. I figured it was due
to the latency of the viewer having to respond to a simulator event
then send an override.


> Another, much worst issue with viewer side AOs, is that, like I 
> explained in my previous message in this thread, they lack a way
> to be disabled automatically by scripts. Let me explain this issue
> more in details: while AOs are great, they can be a nuisance when
> interacting with certain scripted objects which want to play their
> own animation on your avatar. This is especially the case for
> "seats" (in the largest extent of the term: i.e. any object you
> "sit" your avatar onto) that usually provide their own sit anim;
> these objects stop the default sit anim (llStopAnimation("sit")) 
> then start their own anim. If your AO is configured to override
> the default sit anim, then the overriding anim will also override
> the scripted seat object's anim. In order to solve this problem,
> the Lockmeister protocol 
> (https://wiki.secondlife.com/wiki/LSL_Protocol/LockMeister_System#Special_Commands)
>
> 
was extended with "bootoff" and "booton" commands ("boot", because
> the first AOs were in fact used in scripted shoes/boots) allowing
> to (respectively) turn off and turn back on the compatible AOs 
> automatically. The seat then just has to send a "bootoff" commmand
> when your avatar sits down on it, then a "booton" command when the
> avatar stands up, and your AO gets automatically turned off and
> back on so that the seat's anim is not overridden.
> 
> Note that there are other cases than just seats (for example when 
> wearing two AOs or, for BDSM folks, when scripted cuffs are used 
> and must be able to override an AO in some cases and especially 
> when the avatar is fully chained/bound).

Unlike LSL, the viewer would be able to tell when something else is
trying to animate the avatar. I don't know if the FS AO handles this
(I don't actually use the viewer, and I prefer the use flow of an
attachable AO), but it is a possibility where it is not for a scripted
one.

> Also, not all seats/scripted-devices-with-built-in-anims use
> Lockmeister and this results in having to manually disable the AO
> in some cases.
Most don't.


> There is however a caveat to this apparently ideal solution: anim 
> states are currently hard-coded with the default anim UUIDs in the 
> viewers and a few code paths in the viewers check these to decide 
> whether to take some actions (this is true for AGENT_ANIM_WALK,
> for example: see in llvoavatar.cpp): this could cause a few
> glitches and would have to be checked/tested. A solution for these
> few hard-coded code paths/anim states would perhaps be for the
> server to send (play) both the default anim and the overriding anim
> in a row (and also to stop both in reaction to a
> llStopAnimation("walk")): as long as the overriding anim is played
> last and got the same or a higher anim priority, this would still
> work.

What about having the option to just not sending those play messages
for the default anims in the first place?
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread glen
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 default animation to be overridden and to start the
> corresponding overiding animation as fast as possible.
> 

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.


> While it is possible to script relatively "low lag" AOs, especially by
> using the control() event and detecting key presses that cause the
> walk/turn/run/fly anim changes and then using a lower frequency timer
> to catch the rest of the animation changes (e.g. when "falling"), they
> are still more laggy (seen from the server side) than a viewer-side AO.
> 
> These flaws are due to the lack of a change() event for animation
> changes (time to implement CHANGED_ANIMATION, perhaps ?...) in LSL: if
> such an event existed, then the scripted AOs could become just as fast
> as viewer-side AOs if not faster (see below about the "ping" problem)
> and would not cause any measurable lag (since the high frequency
> timer() would then become useless and would be removed).
> 

While CHANGED_ANIMATION would be cool, I would MUCH prefer that key
release events could be properly reported. My first version used no
timer, but as I couldn't get key releases to trigger the control() event
reliably I had to abandon that approach. For some odd reason, when I
asked about it on the scripter's list, no one knew what I was talking
about. CHANGED_ANIMATION would be usable in more than one case, so
perhaps that indeed would be the better way.

Downside, of course, is that in order to be used in no-script areas you
have to both take controls and have animation permissions in order to
keep running. In this case, properly reported key releases would indeed
solve the timer problem too.

> Viewer side AOs simply watch the animation changes as sent by the
> sim server and, when a default animation (ANIM_AGENT_*) is triggered,
> the viewer watches its AO table to see if a custom animation should
> replace the default one, and in the affirmative, sends stop default
> anim/start overriding anim orders to the server. Note that while there
> is no lag involved doing so from the server side, the user may still
> experience a delay (assimilated to "lag" from their point of view)
> if their ping with the sim server is high (a 250ms ping will then
> typically result in a half second delay before the default anim gets
> overridden as seen by the user in their viewer, thus not providing a
> better experience than a scripted AO).
> 
> As mentionned in other messages in this thread, there is also the
> problem that the viewer side AOs are currently poorly implemented and
> lack region change/TP checks, etc, causing the animation overriding
> to fail in some cases, when scripted AOs are not affected (not hard
> to fix however... Just a matter or re-coding them properly).
> 

This is true. But still, adding the myriad features used by any group is
not going to be simple.


from Zi:
> *when I'm underwater, apply a vertical impulse of strength X to
simulate
> > partial buoyancy.
> > *when I'm less than half my body height from the surface, attract me
to
> > the surface and play the treading water animation.
> > *add a flight aid boost when I fly up or down so I go a little
faster.
> 
> These need external scripting support.

That's why I was making the case for scripted AO rather than
client-side. Client-side is NOT a bad idea, but it has quite a ways to
go before it'll really be capable of taking the place of the scripted
versions. The original poster has LOTS of studying and work to do if
he's gonna undertake this project ;)

> the flexibility of the interface and functionality, there will always
be
> > holes, sometimes large, that will make it less fit for entire
classes of
> > people.
> 
> Depends. I am sure most of these gaps can be filled by small
supporting 
> scripts as soon as a standard interface for the AO is in place.

LSL interface to the existing (rather, updated) Firestorm LSL bridge?
Most of what I mentioned would indeed be doable if the bridge could talk
to the AO, and if there were LSL access to the bridge. I'm sure there's
a security breach in there somewhere, though, so maybe that wouldn't be
a good idea. I'm not too familiar with the bridge, I just wear it..
haha.

> *every 6 seconds, play this fidgeting animation.
> > *every 30 seconds (the standard) switch stands.
> 
> So two timers instead on just one? Our Viewer side AO supports at
least the 
> animation switch on a defined cycle time.
> 

One timer using several tick counters. In an effort to reduce the timer
load as much as I could, I used a 0.25 timer interval, which was about
the largest I could get that wouldn't screw up the switching. I wa

Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Henri Beauchamp
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 side AOs are in fact mimicking exactly what scripted
AOs (and most specifically Francis Chung's "Franimation Overrider") do.

The scripted AOs got two main flaws (which are in fact the result of
the same lack in the scripted event support): they are often too slow
to change the overriding animation in time to avoid seeing the
overridden animation playing for a second or so before the overriding
anim is started.
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 default animation to be overridden and to start the
corresponding overiding animation as fast as possible.

While it is possible to script relatively "low lag" AOs, especially by
using the control() event and detecting key presses that cause the
walk/turn/run/fly anim changes and then using a lower frequency timer
to catch the rest of the animation changes (e.g. when "falling"), they
are still more laggy (seen from the server side) than a viewer-side AO.

These flaws are due to the lack of a change() event for animation
changes (time to implement CHANGED_ANIMATION, perhaps ?...) in LSL: if
such an event existed, then the scripted AOs could become just as fast
as viewer-side AOs if not faster (see below about the "ping" problem)
and would not cause any measurable lag (since the high frequency
timer() would then become useless and would be removed).

Viewer side AOs simply watch the animation changes as sent by the
sim server and, when a default animation (ANIM_AGENT_*) is triggered,
the viewer watches its AO table to see if a custom animation should
replace the default one, and in the affirmative, sends stop default
anim/start overriding anim orders to the server. Note that while there
is no lag involved doing so from the server side, the user may still
experience a delay (assimilated to "lag" from their point of view)
if their ping with the sim server is high (a 250ms ping will then
typically result in a half second delay before the default anim gets
overridden as seen by the user in their viewer, thus not providing a
better experience than a scripted AO).

As mentionned in other messages in this thread, there is also the
problem that the viewer side AOs are currently poorly implemented and
lack region change/TP checks, etc, causing the animation overriding
to fail in some cases, when scripted AOs are not affected (not hard
to fix however... Just a matter or re-coding them properly).

Another, much worst issue with viewer side AOs, is that, like I
explained in my previous message in this thread, they lack a way to
be disabled automatically by scripts.
Let me explain this issue more in details: while AOs are great, they
can be a nuisance when interacting with certain scripted objects which
want to play their own animation on your avatar. This is especially
the case for "seats" (in the largest extent of the term: i.e. any
object you "sit" your avatar onto) that usually provide their own sit
anim; these objects stop the default sit anim (llStopAnimation("sit"))
then start their own anim. If your AO is configured to override the
default sit anim, then the overriding anim will also override the
scripted seat object's anim.
In order to solve this problem, the Lockmeister protocol
(https://wiki.secondlife.com/wiki/LSL_Protocol/LockMeister_System#Special_Commands)
was extended with "bootoff" and "booton" commands ("boot", because
the first AOs were in fact used in scripted shoes/boots) allowing to
(respectively) turn off and turn back on the compatible AOs
automatically.
The seat then just has to send a "bootoff" commmand when your avatar
sits down on it, then a "booton" command when the avatar stands up,
and your AO gets automatically turned off and back on so that the
seat's anim is not overridden.

Note that there are other cases than just seats (for example when
wearing two AOs or, for BDSM folks, when scripted cuffs are used
and must be able to override an AO in some cases and especially
when the avatar is fully chained/bound).

The problem with viewer-side AOs is that since a viewer can't listen
to a private channel, it can't intercept the "booton"/"bootoff"
commands sent by Lockmeister-compatible devices. Of course, you could
use a "bridge" (an object with a script that listens to the
Lockmeister channel and relays the boot* commands to the viewer via
a special llOwnerSay(), à la Restrained Love), but it's IMHO quite
dirty.

Also, not all seats/scripted-devices-with-built-in-anims use Lockmeister
and this results in having to manually disable the AO in some cases.


I think the above 

Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Kadah
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Hash: SHA1

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 another?

Gonna try to list pro/cons-ish things about both that I'm aware of.

Scripted AO pros:
* Work on any viewer
* Can natively affect avatar's movements (eg. move faster, fly, swim)
* Included as part of an outfit without needed further required actions
* "Buy & wear" work flow
* Latency-poof for the most part
* Unique behaviors through additional scripting

Scripted AO cons:
* Memory foot print of some AO huds are ridiculously high
* Memory and notecard limitations restrict animation lists
* Unable to detect when animations are being overridden by another
source (eg. pose balls)
* Issues related to no-script parcels and script-disabled regions
* Unable to react to user actions not exposed in LSL (I don't have an
examples of this offhand that client AOs have implemented)
* Subject to simulator performance issues (eg. High TD or script time
will highly affect them, but movement  in general is usually an issue
during these events anyway)
* Some complicated AOs eat up a none trivial amount of script
time/CPU, even compact AOs add up to a lot when a region is near capacity
* Updating AO core less than ideal (typically requires repacking all
animations and notecards in to new copy of the HUD. Given the normal
volume of items involved with these, just viewing the objects
inventory is non trivial let alone transferring. This process is not
"noob friendly". Could be offset with AO hud that supports and
"updater", but these also have their caveats and further add to script
load.)


Clientside AO pros:
* Can detect when animations are being overridden by another source
(eg. pose balls)
* No script memory impact (unless being fictionally expanded by a worn
scripted object)
* Ditto for script time impact
* Nearly unlimited animation list lengths
* Not subject to no-script land and script-disabled regions
* Updating AO system considerably easier, only requires updating the
viewer

Clientside AO cons:
* Not supported by every viewer and different viewers' AOs might not
function identically (Though most of them use FS one, but not always
the same version of it)
* Currently cannot be part of an outfit for easy switching (AFAIK.
Could be added with some cleverness.)
* Subject to simulator-viewer latency
* Less than ideal setup flow (minimally requires unpacking to folder
in inventory)
* Requires viewer update to add features or fix bugs (not sure if
that's necessarily a bad thing)

Disclaimer: I'm not too familiar with FS's clientside AO.

[One thing that was brought up a few times by others is object-to-AO
communication support by scripted AOs, and that it could be added to
clientside AOs with a relay. But there is a problem with this, not
many AOs actually have this feature, nor do many in-world objects make
use of it, and the ones that do, use different or unique standards. I
wouldn't count this as a major feature of any AO, but might have the
possibility to be one if there was a one widely adopted standard.]

I had planned for this to be a short list, I guess that didn't happen.
The major pros and cons of both are just essentially the technical
limitations of doing something in either LSL or on the viewer's end.
Ideally I think getting SCR-10 implemented would help scripted AOs be
more robust, and adding some sort of minimal support for serverside
animation override to help mitigate the latency would make clientside
AOs better suited for the average User McResident.

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Adeon Writer
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 down on all the start/stop animation traffic and be truely clientside for 
everyone.

The downside is the newer viewer would be necessary to see official AO's.
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Zi Ree
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 animation.
> *every 30 seconds (the standard) switch stands.

So two timers instead on just one? Our Viewer side AO supports at least the 
animation switch on a defined cycle time.

> *allow random/sequential animation switches.
> *cycles these animations, but not this one.
> *know when I'm under water and play my swim anims when I move rather
> than my walks & runs & flies.

Yep, we do that.

> *when I'm underwater, apply a vertical impulse of strength X to simulate
> partial buoyancy.
> *when I'm less than half my body height from the surface, attract me to
> the surface and play the treading water animation.
> *add a flight aid boost when I fly up or down so I go a little faster.

These need external scripting support.

> *disable sit override when being animated by another object that I'm
> sitting on.

Yep, we have that.

> *disallow certain animations to play, or cancel animations started while
> sitting on one object but not another.

That would need a list of objects and animations ... could get quite large, 
but entirely possible.

> the flexibility of the interface and functionality, there will always be
> holes, sometimes large, that will make it less fit for entire classes of
> people.

Depends. I am sure most of these gaps can be filled by small supporting 
scripts as soon as a standard interface for the AO is in place.

> Server-side, this would only be made worse owing to the need to keep
> this kind of load off the sim, which would mean an even further reduced
> feature set.

Ideally, the AO would be "loaded" only once. After that the viewer does all 
the work, as it does now. Only the setup should be saved in inventory as a 
wearable AO inventory item, for example.

> Scripted AOs can be made to be *exact* fits for whatever the user wants
> or needs, and if well-written, can present a minimum of load to the
> server. More load than a client-side AO, to be sure, but good scripting
> is good scripting.

I agree completely with this.

Zi
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread glen

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 input on this/these channel(s), then turn off/on or
perform another action in response.
*every 6 seconds, play this fidgeting animation.
*every 30 seconds (the standard) switch stands.
*allow random/sequential animation switches.
*cycles these animations, but not this one.
*know when I'm under water and play my swim anims when I move rather
than my walks & runs & flies.
*when I'm underwater, apply a vertical impulse of strength X to simulate
partial buoyancy.
*when I'm less than half my body height from the surface, attract me to
the surface and play the treading water animation.
*add a flight aid boost when I fly up or down so I go a little faster.
*disable sit override when being animated by another object that I'm
sitting on.
*disallow certain animations to play, or cancel animations started while
sitting on one object but not another.

.. ad infinitum.

Different communities will needs different sets of options that
client-side AOs don't currently offer. No matter the effort put into
the flexibility of the interface and functionality, there will always be
holes, sometimes large, that will make it less fit for entire classes of
people.

Server-side, this would only be made worse owing to the need to keep
this kind of load off the sim, which would mean an even further reduced
feature set.

Scripted AOs can be made to be *exact* fits for whatever the user wants
or needs, and if well-written, can present a minimum of load to the
server. More load than a client-side AO, to be sure, but good scripting
is good scripting.

Hope that answers.

--GC

On Fri, 2012-04-13 at 12:16 -0400, 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
> >> waste of time to bother with the client side code. In order to do
> >> client side AOs requires AO expertise. Period. Don't even bother if
> >> you don't have it. Because it will be a waste and people will still
> >> use AOs.
> > 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.
> >
> 
> 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?
> 
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Tateru Nino


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.
>> AFAIK, any client-side AO relies on animations being unpacked and in the
>> user's inventory, sometimes creating additional object links. AFAIK, the
>> only client-side AO implientation that doesn't do that relied on an
>> external xml config saved to hard disk and was abused by users plugging
>> UUID's of animations in which they did not own. It was subsequently
>> replaced with another implementation.
> One of my friends has different AOs for different outfits - she goes to great 
> trouble to select animations so that while sitting in a skirt, the hands 
> don't 
> go through the skirt during the animation, and similar issues.  I'm not 
> certain 
> just how many AO sets she has, but it's significant.
A dozen sets certainly isn't an unusual number, in my experience - and
many people might have quite a few more than that.

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Zi Ree
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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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Jamey Fletcher
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 unpacked and in the
> user's inventory, sometimes creating additional object links. AFAIK, the
> only client-side AO implientation that doesn't do that relied on an
> external xml config saved to hard disk and was abused by users plugging
> UUID's of animations in which they did not own. It was subsequently
> replaced with another implementation.

One of my friends has different AOs for different outfits - she goes to great 
trouble to select animations so that while sitting in a skirt, the hands don't 
go through the skirt during the animation, and similar issues.  I'm not certain 
just how many AO sets she has, but it's significant.
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Cinder Roxley
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
>>> waste of time to bother with the client side code. In order to do
>>> client side AOs requires AO expertise. Period. Don't even bother if
>>> you don't have it. Because it will be a waste and people will still
>>> use AOs.
>> 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.
>>
> 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?
For the most part, the only advantages of client-side ao are those that 
bypass lsl limitations such as working in areas where Run Scripts is 
disabled and being able to create very large animation sets with almost 
zero load time to switch (after their initial creation of course.) For 
example, I have an AO set with 115 stands which cycle, 15 walks, 48 
sits, 22 ground sits. This configuration is far greater than what can be 
configured in a scripted AO because of the lsl's memory limitation. This 
is probably not a typical use case, but it is an advantage.

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 unpacked and in the 
user's inventory, sometimes creating additional object links. AFAIK, the 
only client-side AO implientation that doesn't do that relied on an 
external xml config saved to hard disk and was abused by users plugging 
UUID's of animations in which they did not own. It was subsequently 
replaced with another implementation.

To my knowledge all client-side ao's also suffer from region crossing 
bugs which, for whatever reason, cause them to misinterpret the avatar's 
state or don't release the animation they were currently in while 
crossing sims (being stuck in a falling flight state being the most 
common that I've encountered.) Scripted ao's, of course, don't suffer this.

Scripted AO's can listen for commands from other objects in the region 
more easily and interact better when they've been scripted to do so. 
There are patches floating around that add compatibility with 
lockmeister and whatnot, but there is no standard viewer api for such cases.

kind regards,
   -Cinder
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Adeon Writer
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 many 
to use so they can switch between them while sitting. In both cases, the amount 
of animations you can put on one slot shouldn't be capped.

It would actually be going the extra mile to let ANY slot have multiple on a 
choice/sequential/random/timer, if it can be done without over complicating the 
UI.

(by the way, the "slots" I am referring to are all of the possible return 
values from llGetAnimation, plus some extras like typing animation)

-Secondly, an easy way to turn the whole thing on or off (without taking it 
off) is needed, AND a way to just turn the sit override on it off but keep the 
rest on 

The most common AO is the ZHAO-II AO HUD, it's open-source and is usually the 
standard as far as features go.

As far as new features go, I would look into all of the system animations an 
avatar can do, and consider allowing them to be replaced too. (Example, the 
shout, chat, away, and voice animations are not always included features of 
AO's, but they make great candidates.)

-Adeon

On Apr 13, 2012, at 12:16 PM, "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
>>> waste of time to bother with the client side code. In order to do
>>> client side AOs requires AO expertise. Period. Don't even bother if
>>> you don't have it. Because it will be a waste and people will still
>>> use AOs.
>> 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.
>> 
> 
> 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?
> 
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Adeon Writer
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 many 
to use so they can switch between them while sitting. In both cases, the amount 
of animations you can put on one slot shouldn't be capped.

It would actually be going the extra mile to let ANY slot have multiple on a 
choice/sequential/random/timer, if it can be done without over complicating the 
UI.

(by the way, the "slots" I am referring to are all of the possible return 
values from llGetAnimation, plus some extras like typing animation)

-Secondly, an easy way to turn the whole thing on or off (without taking it 
off) is needed, AND a way to just turn the sit override on it off but keep the 
rest on 

The most common AO is the ZHAO-II AO HUD, it's open-source and is usually the 
standard as far as features go.

As far as new features go, I would look into all of the system animations an 
avatar can do, and consider allowing them to be replaced too. (Example, the 
shout, chat, away, and voice animations are not always included features of 
AO's, but they make great candidates.)

-Adeon

-
On Apr 13, 2012, at 12:16 PM, "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
>>> waste of time to bother with the client side code. In order to do
>>> client side AOs requires AO expertise. Period. Don't even bother if
>>> you don't have it. Because it will be a waste and people will still
>>> use AOs.
>> 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.
>> 
> 
> 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?
> 
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Oz Linden (Scott Lawrence)
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 to do
>> client side AOs requires AO expertise. Period. Don't even bother if
>> you don't have it. Because it will be a waste and people will still
>> use AOs.
> 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.
>

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?

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread glen
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 to make it more efficient?
> As an AO creator I'd like to have the "agent change"
> event: https://jira.secondlife.com/browse/SCR-10 
> 
> 
> And more than 64KB memory per script to cut on the significant amount
> of unnecessary overhead across multiple
> scripts: https://jira.secondlife.com/browse/SVC-3581
> 
> 
> It's these more simple server-side fixes and improvements that would
> make client-side AOs unnecessary.
> 
> 
> - Nexii

I think that client-side AOs are fairly unnecessary now, without those
jiras.

I do agree that anyone adding one to a TPV needs to study more than just
their own use-case if adding one anyway. Different people in different
communities will have different needs - Henri's Lockmeister mention is a
good case in point.

--GC


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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Adeon Writer
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 script can 
just handle all the extra, where it's actually necessary.

On Apr 13, 2012, at 10:14 AM, Stickman  wrote:

>> 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 AO is significantly more
> powerful than a clientside AO on one very important point:
> 
> A scripted AO can be quickly and easy be changed. Features can be
> added or removed. Say someone has the bright idea to add extra
> "one-shot" animations, such as a stumble to break up a repetitive
> running cycle, it can be added without much fuss. While a clientside
> AO built into the viewer, unless built in a way to support it,
> couldn't do such a thing.
> 
> More support for a clientside AO wouldn't be a bad thing. But it
> couldn't, and probably shouldn't completely replace scripted AO.
> 
> Stickman
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Stickman
> 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 AO is significantly more
powerful than a clientside AO on one very important point:

A scripted AO can be quickly and easy be changed. Features can be
added or removed. Say someone has the bright idea to add extra
"one-shot" animations, such as a stumble to break up a repetitive
running cycle, it can be added without much fuss. While a clientside
AO built into the viewer, unless built in a way to support it,
couldn't do such a thing.

More support for a clientside AO wouldn't be a bad thing. But it
couldn't, and probably shouldn't completely replace scripted AO.

Stickman
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Tateru Nino


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
> recoloring things) also will we ever get a way to do a true Quad frame
> (with Mesh Avatars would be good)? since that i think would drop a
> couple scripts from the AO.
>
> My opinion is that looking at what all is done in AOs and then seeing
> if it can be done server side/or in viewer would be a good idea.
Certainly. The current viewer-side AOs are actually incomplete because
of the lack of access to modify grid and protocol code. Studying the use
of actual in-world AOs would yield more and better information than
studying the current viewer-side AOs.

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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Robert Martin
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 frame
(with Mesh Avatars would be good)? since that i think would drop a
couple scripts from the AO.

My opinion is that looking at what all is done in AOs and then seeing
if it can be done server side/or in viewer would be a good idea.

-- 
Robert L Martin
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Argent Stonecutter
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 attachment point" that accepted a box 
containing a notecard and animations
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Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs

2012-04-13 Thread Nexii Malthus
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 "agent change" event:
https://jira.secondlife.com/browse/SCR-10

And more than 64KB memory per script to cut on the significant amount of
unnecessary overhead across multiple scripts:
https://jira.secondlife.com/browse/SVC-3581

It's these more simple server-side fixes and improvements that would make
client-side AOs unnecessary.

- Nexii

On Fri, Apr 13, 2012 at 6:49 AM, Tateru Nino  wrote:

> I think it would make more sense than overloading an existing item type
> - but that's a server-side mechanics issue.
>
> The important thing would seem to be how to keep the current existant AO
> user-experience at the viewer. But that would (yes) have to be kept in
> lockstep with the grid side of the equation. So, there's undoubtedly
> some protocol work involved too, perhaps an additional message type.
>
> On 13/04/2012 3:09 PM, 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.
> >
> > On Apr 12, 2012, at 10:42 PM, Tateru Nino  wrote:
> >
> >>
> >> On 13/04/2012 11:30 AM, Argent Stonecutter wrote:
> >>> The overhead of a conservative scripted AO is pretty low, and the
> ability to switch AOs by wearing an asset (attaching the AO HUD) means that
> I can have appropriate AOs for each of my avatars and outfits without
> having to tweak my client settings each time I jump from kangaroo to
> grasshopper to dolphin to ferret...
> >> Absolutely - if we were talking client or server-side AOs, they'd have
> >> to be linked to outfits or wearables somehow to maintain parity with
> >> common use-cases.
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