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On Apr 13, 2012, at 1:09 PM, Jamey Fletcher ja...@beau.org wrote:
Cinder Roxley wrote:
An advantage to scripted AO's as has already been stated is that
bundling
Take me off your list
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Chico Hersey
Home 610-478-8839.
Cell 610-451-4552
Sent from my IPhone
On Apr 13, 2012, at 1:09 PM, Jamey Fletcher ja...@beau.org wrote:
Cinder Roxley wrote:
An advantage to scripted AO's as has already been stated is that
bundling the config, AO, and
On Sat, 2012-04-14 at 15:59 +1000, Tateru Nino wrote:
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
What kind of server-side do you (and others!) really mean? It's been
done the way it currently is (or rather, historically has been) for so
long that I'm actually at a loss as to what the server has to do with it
other than telling other clients such-and-such is playing this
animation. It's a
Hole in one! :) That's exactly what I meant: client-controlled animations
with the data that drives those animations stored such that you can log in
from multiple computers and still have your animation sets available and
(optionally) linked with outfits.
Ricky
Cron Stardust
PS: For the record,
needed on TPV viewer-side AOs
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
@lists.secondlife.com
Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
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
Am Freitag, 13. April 2012, 19:53:55 schrieben Sie:
Are the non-AO default animations actually transmitted by the viewer? Or
Yes, the viewer sends an animation request for the default animations by
itself. That's how we override the animations in Firestorm. The function to
decide which
Am Samstag, 14. April 2012, 14:16:38 schrieb Argent Stonecutter:
Only because he forgot to include the extremely important it has to be an
asset that can be worn with an outfit. That one's a complete dealbreaker
for me.
We want to include AO set switching by LSL scripts in the AO, which could
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
On Fri, 13 Apr 2012 16:05:05 -0700, Kadah wrote:
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
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On 4/14/2012 1:14 AM, Henri Beauchamp wrote:
On Fri, 13 Apr 2012 16:05:05 -0700, Kadah wrote:
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
On Sat, 14 Apr 2012 15:59:47 +1000, Tateru Nino wrote:
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
On 2012-04-13, at 12:17, Zi Ree wrote:
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.
Only because he forgot to include the extremely
On 2012-04-13, at 18:05, 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.
Franimation is what ZHAO was originally based on.
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On 2012-04-13, at 20:28, Ziggy Puff wrote:
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
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On 4/14/2012 5:16 AM, Argent Stonecutter wrote:
It would be possible to make it seem like a worn asset, but it would
be a bit tricky.
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On 4/14/2012 5:16 AM, Argent Stonecutter wrote:
On 2012-04-13, at 12:17, Zi Ree wrote:
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
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On 4/14/2012 5:23 AM, Argent Stonecutter wrote:
On 2012-04-13, at 18:05, 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.
Franimation is what ZHAO
If we had viewer-side AO's, I am wondering about a couple of things,
and maybe I just don't get it:
1. Would the only person that sees us animating just be
ourselves? Or would other people in-world be able to see the
identical animation? If so, does that mean the animation is stored
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
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
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 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
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
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
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
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
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
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
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
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
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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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 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
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
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
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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
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
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
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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
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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
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
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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
On 2012-04-10 19:01 , Henri Beauchamp wrote:
On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the animations they set.
Would someone who's got deep know-how on
On 13/04/2012 12:32 AM, Oz Linden (Scott Lawrence) wrote:
On 2012-04-10 19:01 , Henri Beauchamp wrote:
On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the
* To discover use cases and what problems in-viewer AOs were created
to solve
Until recently the AO hud of one particular famous AO vendor used up a
whopping 4.5 MEGABYTES of script memory.
FCOL i can run a MAIL SERVER in that much.
bye,
LC
it. Because it will be a
waste and people will still use AOs.
From: Lance Corrimal lance.corri...@eregion.de
To: opensource-dev@lists.secondlife.com
Sent: Thursday, April 12, 2012 11:56 AM
Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
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
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
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
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 tateru.n...@gmail.com wrote:
On 13/04/2012 11:30 AM, Argent Stonecutter wrote:
The overhead of a conservative
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
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the animations they set.
Would someone who's got deep know-how on this either write up one for me
(or point me to one if it exists), or make some time to go over it with
me
Firestorm has a decent writeup on their Wiki on how to use theirs:
http://wiki.phoenixviewer.com/animation_overrider
I don't know the inner workings of how it does what it does, but I do know it
is still merely overriding the default animations, rather than simply replacing
them entirely (as I
Phoenix/Firestorm support has also held classes on setting up and using the
AO. Reviewing one of those classes might highlight end user questions or
needs not covered by that wiki page.
Anyone know if transcripts are available? I think I saw Thea Brianna's name
on an announcement for the class.
I've hooked Oz up with Zi Ree, the creator of firestorms AO. They're in
talks now. ;)
Jessica Lyon
On Tue, Apr 10, 2012 at 9:01 AM, Oz Linden (Scott Lawrence)
o...@lindenlab.com wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do
On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the animations they set.
Would someone who's got deep know-how on this either write up one for me
(or
On 4/10/2012 5:01 PM, Henri Beauchamp wrote:
On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote:
I'd like to get a tutorial on how the AOs built into viewers work - what
inputs do they use, and how do they set the animations they set.
Would someone who's got deep know-how
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