Second Life Game Scripts

Every so often some interesting things appear in the Second Life Wiki. This weekend Second Life resident Allen Kerensky created new pages in the Wiki for an RPG gaming system. They are about the Myriad RPG System, which was designed, written and illustrated by Ashok Desai Myriad. The system is published under the Creative Commons … Read more

#SL Scripting Update Week 33

With some luck we’ll see the Scripting Maintenance Project roll to the main grid this week. Since last Wednesday Blue Steel has been running the project’s code. Kelly Linden says it is looking good and will probably be a candidate for roll to the main grid this week.

Image by: Marcin Wichary @ Flickr

Along with new scripting functions come simulator performance improvements. The graph shows some of the improvements. If I understand correctly we should be able see a noticeable improvement.

New Scripting Features in LSL

  • llSetMemoryLimit() – This sets the maximum amount of memory the script can use. With this function the sizing and color scripts for hair and shoes can be set to use less memory. Because there are so many copies of the scripts in hair this should have a large impact.
  • llGetMemoryLimit() – This reports what the memory limit is.
  • llGetObjectDetails() – A new item has been added to the flags: OBJECT_SCRIPT_TIME. This item returns the average script time an object or avatar is using. The value is in seconds and is the same number as one sees in Top Scripts in the Estate Manager’s Tools.

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Script Counts and Fun Hair

Some weeks ago I was astounded when I saw some people wearing 800 to 900 scripts. Since then I have been watching my script weight. I even went to the Market Place and got a scale, so I could weight myself. That feature is built into some viewers. But, I use some viewers that do not have that feature. Here are some interesting things I learned.

Weight Conscious - Weight Your Scripts

Weight Your Scripts

Once I started weighing scripts (with a free scale) I learned that some of my jewelry was a bigger problem than my hair. Literally some of the jewelry’s sizing and coloring scripts number in the hundreds. I knew hair typically has hundreds of scripts. But, jewelry?

Also, some of the hair I thought I had cleaned scripts out of, still had a load of scripts. With my script scale, I realized that and went to work cleaning them out.

Neat Animations

Animation Overriders (AO) HUD’s have scripts. Several viewers now have built-in AO, so a HUD is not needed. Switching from viewer to viewer during the day and installing 1 or 2 new viewers, or at least new versions, per week it is easier to use a HUD based AO. I love my sexy runway walk and I’m not giving it up. With my nails, hair, AO, and other necessary HUD’s my script count is 8 with 272kb of memory used. Not bad.

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#SL Scripting Update Week 30

Here are some of things I found interesting in Monday’s Scripting Group meeting.

Running in the Magnum Release Channel is a part of the Mono2 upgrade that has to do with performance in Homestead regions. A part that was broken has been fixed and is in testing. Kelly Linden tells us the performance is looking really good. The fix is ready to roll to the main grid, barring any new revelations.

Homestead Performance by Kelly Linden

The graph shows… a bunch of geeky stuff. It is supposed to show things are better. I’ll decide when I walk through a region running the Homestead Performance fix. If you don’t know a couple of weeks ago script performance in the Homestead regions nose dived. This fix should restore performance and may add a bit of improvement.

The Scripting Maintenance Project is currently running in the ADITI grid (DRTSIM-72). This is a fix/upgrade that deals with SET_POS_LOCAL, link version of sit target and camera related functions, http-in can return html (with restrictions), you can set a lower memory ceiling on mono scripts, and more. Some bugs were found while in the ADITI testing and fixed. When this will make it to a release channel is unclear. Kelly says the release channels’ tubes are full.

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#SL Scripting Update Week #25

Kelly Linden presides over the Scripting Group’s Office Hour. Every other week Kelly does triage on the list of scripting JIRA reports. There is a wiki page for those interested in the triage effort. See: Content Creation/Scripting User Group. There is a JIRA Search Filter on the page that is handy for those participating in the triage. It lists the JIRA items to be considered in the meeting.

If you watch Twitter for meeting alerts, the Scripting Group’s Tweet is wrong. It sends people to Mesh HQ in ADITI. The meeting is in Ambleside (161,92,30), AGNI. Hopefully that Tweet will get fixed. The Office Hours listings page has it right. See: Linden Lab Official:User Groups.

The triage meeting alternates with an open discussion secession. One week is about triage and the next week is open discussion. Announcements and news is the first agenda item each week. So, don’t be late, like I was this week. 🙁

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#SL Scripting Update Week 24

Today Kelly Linden had a meeting in Ambleside, AGNI. It is sort of the Scripting part of Content Creation/Mesh Import/Scripting Group.

LLCastRay()

This is a new feature being added to the Linden Scripting Language (LSL). Many scripters in SL are eagerly awaiting its roll to the main grid. Right now we rez and throw prims to simulate bullets fired from a gun. While effective it is not the most efficient way to simulate bullets.  In laggy sim’s one can literally walk on bullets at the sim edge.

Kelly is hoping to see this feature make it to the main grid soon. Exactly when is unclear. It seems to be wrapped in the Mesh release. His advice is to add a request for the release date information to the Mesh Meeting Agenda. I have to wonder if all the various things wrapped in the mesh release is suggesting the Lindens are planning some big news media splash.

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#SL Physics-Scripting Update Week 23

On June 3 Maestro Linden emailed the Scripters List that the Mesh Prep version of the server software has been updated on ADITI grid. These changes are to fix problems experienced with some vehicles.  Refer to these JIRA issues:

  • SVC-7015 “Vehicle Physics Issues with Magnum 11.05.31.231501”
  • <no SVC Jira #> “The Monorail in the TOYOSU region gets stuck”
  • SVC-7011 “Sim lag after last server maintenance”

You can find the latest version deployed to the following ADITI grid regions:

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Second Life Mono2 Changes

Kelly Linden announced on the 6th that big changes had been made to Mono2 on the ADITI grid as a preliminary test of a potential fix before moving on to testing in the AGNI Release Channel. Some of these changes have been in progress for some time.

Sim Stalling is a problem we saw when Mono was introduced to the grid. Rezzing a Mono script could pause the sim for 5 to 30 seconds. This was a disaster in combat regions when a weapon was firing 8 to 12 prims bullets per second and 20 guns were firing. Very quickly weapons with Mono scripted bullets were outlawed. The problem was not just with weapons but any script rezzed in a region. Crossing region boundaries with an AO compiled in Mono also created problems.

Kelly is saying they have the issue resolved. Mono scripts should no longer stall the sim. There are still some performance hits as LSL scripts rez and de-rez in a region.

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