#SL Server News Week 50

I’ll do this update and another later in the week. We have some good news and some bad news.

First, the good. It seems the kernel (3.0) upgrade is working and roll has reached 20% of the grid. We may see that roll out increasing its pace. It does mean a region restart so many regions will be seeing 2 restarts today and some tomorrow. Others will be seeing an additional restart later in the week.

FBS Dagger's Large Airplane

Second, the Le Tigre region was rolled to the main channel. (Release Notes) Some people are reporting teleporter device problems. It seems to be associated with posJump(vector target_pos). However some people are having problems and others are not.

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#SL Scripting News Week 50

Kelly Linden thinks tomorrow (Tuesday) the Le Tigre update will roll the main channel. Chances are good it will work this time. It contains a large number of fixes and some improvements.

Once it rolls to the main channel there will probably be no further upgrades until next year. After this week Second Life enters a no change window and a number of Lindens take holiday.

Vehicles

Havok and script functions are being looked at to improve movement in SL. In the wiki is a function… well more of a subroutine… warppos() that handles movement over more than 10m. Some consideration is being given to making the function a built-in function, may be llWarpPos(). No promises.

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Linden Realm Tools

I suspect most of you know Linden Realms opened to the general public in Second Life. If you have been to a Realm you may have noticed new features. Teleporting has changes in that you walk into a Portal and it will teleport you into the game. This is a teleport on collision feature. It is a feature we have in OpenSim scripting. It is coming to Second Life. Exactly when or how it will work is unclear. The Lindens are considering how the feature can be used by griefers and how they may limit its abuse.

Linden Realm Game Portal

There is all so the HUD that attaches automatically. Many of us are pretty sure we do not want mall owners attaching shopping HUD’s to us when we visit a mall. So, the auto-attach HUD feature is also being considered in terms of griefing.

There are also auto-run animations. Obviously those can be used by griefers to be annoying. So, those have to be considered in terms of griefing.

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New #SL Feature llTransferLindenDollars

Today Kelly Linden posted about a new function added to the Linden Scripting Language:  llTransferLindenDollars(). The highlight of the feature is its ability to return the transaction result. You will know if they got the money, refused it, or whether it failed.

See: Upcoming LSL feature: llTransferLindenDollars and transction_result

This function is currently in testing on the ADITI or Preview/Beta Grid. It is in regions; Bethel, Fortuna and Sandbox Wanderton.

This can greatly improve the reliability of vending machines in Second Life. All those failed deliveries we have been dealing with may soon be handled by new vending machines.

Oskar was talking about it in the Beta Server Group today. He said, “…it is major Moundsa. Kelly has been working hard on it. Do all merchants a favor and hop on to ADITI and try it out.”

#SL Scripting News Week 46

This week Kelly Linden’s Scripting meeting covered a couple of interesting things.

Region Crossings

The server update with the region crossing infrastructure improvements did not make it to the main grid because of problems, something with vehicle crossing issues. Check the Server news later this week.

llSetKeyframedMotion( list keyframes, list options );

This function has run into some use problems. It seems there is some problem moving numeric data between SL and Havok that results in serious numeric round off errors. The problem causes objects being moved to drift out of the intended position.

See llSetKeframedMotion() for the scripting details.

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#SL Scripting News Week 45

There is some news from the Scripting User Group. Meaning something I find interesting.

Le Tigre Oddities

The current update (week 44) running in Le Tigre is showing some scripting oddities. Most are around scripts that use the llTakeControls(). Kelly says it look like the control events are firing too often. So, if you are trying to steer a vehicle things are going awry.

Paraphrasing Kelly said something like: We put a cap on the total time the scripts for an agent can trigger. This is the time outside normal script time. When you press a key we give your scripts, that have control, an extra chance to run. This happens in ‘agent time’. To prevent abuse we added a cap per framer per agent (1ms per frame per agent). It is pretty large right now (it is adjustable and we may drop it later). Disabling scripts on a parcel only stops the script time block. The changes make it so you get at most 1 extra script run per frame.

Anything that adds more data to serialize per script is difficult. There is some potential to use a lot of script time but the recent changes on Le Tigre limit that severely.

Kelly says, “1ms is generally enough time to run ~20 scripts. More if they are ‘quick’.

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