Re: [opensource-dev] Adding a library
This was brought up at Oz's user group meeting a while ago and one suggestion was to just write that data directly into the image. Oz will have to write back about how keen he was to have another dependency brought into the viewer. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Deprecate Mesh Stuff
> Date: Sat, 14 Apr 2012 21:20:45 -0600 > From: Andromeda Quonset > Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs > > > 3. Could somebody please deprecate all this mesh stuff from the grid? > > --Andro > That would be difficult, because absolutely everything you see in the Viewer is made from triangulated meshes. That includes the sky, terrain, prims, avatars, sculpts, and custom mesh uploads. Go into wireframe mode and you will see that. Pretty much all that graphics cards do is color the triangles of the mesh geometry according to the shader algorithms, input textures, lights, and camera position, and then deliver the colored frames to your monitor. If you removed all the mesh stuff, you would end up with a black screen. If by your comment you mean remove custom mesh uploads, what viewer problem are they causing that requires their removal? Daniel ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] (no subject)
1) no client side ao's work similar to regular ao's except instead of using an attachment or HUD slot, the client itself reads the animations from your account and uses them to override your animations like the ao does. Typically AO's in the client have fewer options than attached ones with simply an off or on and sometimes a sit off and on toggle. The upsides to client size AO's are simply faster switching in high lag areas, no memory restrictions (allowing many more animations to be in the loop) and not having to "burn" an attachment point. 2) See above. 3) If you mean the custum meshes I hope they are NOT depreciated. While lacking an in-game deformer to resize/reshape the mesh and change the mesh rigging, having custom meshes make the world look far less ridiculous, allow far more complicated builds for far less cost, and finally allow attachments and environments to better interact. Why on earth would you want them depreciated for? > Date: Sat, 14 Apr 2012 21:20:45 -0600 > To: opensource-dev@lists.secondlife.com > From: andromedaquon...@gmail.com > Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs > > 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 > locally with the client, on the client computer, and is a constant > upload stream to the grid while it is playing? That doesn't sound > like an improvement to me. More like a bandwidth-hog. > > 2.. If the animation is not stored on the client system with the > viewer, then what could the point possibly be of even having it? > > 3. Could somebody please deprecate all this mesh stuff from the grid? > > --Andro > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] allowing client side AO's to swtich with outfits
I see two really "easy" ways to do this. 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that pressing that hotkey will both equip the outfit and activate the AO 2) Script in a right click menu option at the outfit folder level that asks if you want to link an AO config to activate the ao when equipping the outfit. IE: you right click the outfit folder and when the menu pops up it has something like "Set outfit AO." ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
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 animation to play was extended to ask the AO before doing anything by itself. Zi ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
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 easily replicate this behavior. Zi ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] allowing client side AO's to swtich with outfits
3) allow an outfit to include notecards in the outfit folder On Sun, Apr 15, 2012 at 10:13 AM, Erin Mallory wrote: > I see two really "easy" ways to do this. > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that > pressing that hotkey will both equip the outfit and activate the AO > 2) Script in a right click menu option at the outfit folder level that > asks if you want to link an AO config to activate the ao when equipping the > outfit. IE: you right click the outfit folder and when the menu pops up it > has something like "Set outfit AO." > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] allowing client side AO's to swtich with outfits
On 2012-04-15, at 12:13, Erin Mallory wrote: > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that > pressing that hotkey will both equip the outfit and activate the AO > 2) Script in a right click menu option at the outfit folder level that asks > if you want to link an AO config to activate the ao when equipping the > outfit. IE: you right click the outfit folder and when the menu pops up it > has something like "Set outfit AO." Neither of these are acceptable, it _has to_ be something in the inventory that is managed with the inventory tools. Otherwise there's no reason not to keep using the existing scripted AOs. Ideally, it's just a box, like an existing AO, except instead of having a script in it it's attached to an "AO" attachment point or has a name like "#AO". Alternatively, a scripted object could run and llOwnerSay a series of magic strings containing the animation name and animation type, in on_rez() or attach(). ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] allowing client side AO's to swtich with outfits
Why would it need to be in the inventory taking up space when it would ONLY do the same thing that either of these options do? If you can link a client ao to activate when the outfit is equipped that would satisfy the need for it to automatically turn on when you equip a new outfit AND keep the inventory MUCH less cluttered. The entire reason I use Firestorm's ao is so that I could get rid of as many copies of aos as I could and swap between ao sets almost instantly even in high lag areas. Right now they do not have a way to equip automatically when I set an outfit, however it is two extra clicks to select the one I want from a dropdown. If I could have a menu option on the outfit folder to allow me to associate each outfit with an AO so that it automatically swapped when I changed outfits that would be neat and do the same thing you wanted it to do. If I wanted to change the association or dissociate it I could do so from the same command. What I envision would simply be another option with a menu item such as "Set AO" and contain a drop nearly identical to the list in the AO drop down menu except it would also have a "none" option. for example if I had an outfit folder named "feral neko" with several attachments and clothes in it and wanted to associate my Puli Neko AO with it then all I would need to do is right click the folder for "feral neko" select "set ao" and click "Neko Puli AO" and then until i changed the associated ao every time I equipped the outfit "feral neko" it would automatically switch the ao to the Neko Puli AO set. That way i would not need any box or notecard or other object to clutter my already overwhelming inventory. Please explain what such a system would lack that either type of object you are talking about could provide because I simply do not see the benifits or requirements to have any object in the inventory other than a single notecard for each ao set and a copy of each animation that is included in any set. > CC: opensource-dev@lists.secondlife.com > From: secret.arg...@gmail.com > Subject: Re: [opensource-dev] allowing client side AO's to swtich with outfits > Date: Sun, 15 Apr 2012 21:34:30 -0500 > To: angel_of_crim...@hotmail.com > > On 2012-04-15, at 12:13, Erin Mallory wrote: > > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that > > pressing that hotkey will both equip the outfit and activate the AO > > > 2) Script in a right click menu option at the outfit folder level that asks > > if you want to link an AO config to activate the ao when equipping the > > outfit. IE: you right click the outfit folder and when the menu pops up it > > has something like "Set outfit AO." > > Neither of these are acceptable, it _has to_ be something in the inventory > that is managed with the inventory tools. Otherwise there's no reason not to > keep using the existing scripted AOs. > > Ideally, it's just a box, like an existing AO, except instead of having a > script in it it's attached to an "AO" attachment point or has a name like > "#AO". > > Alternatively, a scripted object could run and llOwnerSay a series of magic > strings containing the animation name and animation type, in on_rez() or > attach(). ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges