Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-16 Thread Dahlia Trimble
The AO could be coded such that it looks at the name of the currently worn
outfit and selects the appropriate animation list for that name. I believe
the name of the currently worn outfit is sent to the viewer as it's used to
highlight it in the appearance selector menu.

I suggested the notecard approach as an alternative that could also allow
notecards in outfits for other uses besides AO animation lists. However
given that it would likely require a server side change, it's probably much
less likely to happen than just re-coding the client-side AO. Personally I
would prefer anything that is associated with my avatar to not be client
dependant as I switch computers and clients a lot.

On Sun, Apr 15, 2012 at 10:50 PM, Erin Mallory  wrote:

>  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().
>
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[opensource-dev] VWR-28752

2012-04-16 Thread Lance Corrimal
Hi,

I've filed this one: https://jira.secondlife.com/browse/VWR-28752

Any comments?

Can someone with powers move that to STORM please?

bye,
LC

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Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-16 Thread Argent Stonecutter
On 2012-04-16, at 00:50, Erin Mallory wrote:
> 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?

I have over 300 outfits, each with their own set of AO choices... maybe 15 or 
20 different sets of AOs depending on the shape of the base avatar in the 
outfit, attachments, and general style of the avatar. I change avatars 
radically, maybe a couple of times a minute when it makes sense. I already have 
an appropriate AO item in the inventory for each avatar... changing them 
gradually over to calling the item #AO or moving its attachment point and 
turning the scripts off or changing the script to one that chats the Notecard 
to the viewer on attach, that I am willing to do.

Under your scheme I will first have to manually configure the AO into the 
viewer, then associate it with the inventory. Then I will no longer have any 
record in the inventory of what AOs are associated with each outfit. If I'm 
using SL from another computer, or I lose the profile directory on my computer, 
all of that's gone, forever. There's no way I'd ever be able to reconstruct it.

And for what benefit? A barely measurable drop in my script time (which is 
already very low), a savings of 16k of script memory (and people are routinely 
walking around with megabytes of scripts), and possibly better behavior in 
laggy areas. It's simply not worth the effort and risk.
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Re: [opensource-dev] allowing client side AO's to swtich with outfits

2012-04-16 Thread Ricky
As much as I'm not a fan of hacks, until there's proper server-side support
this is what I suggest: Dahlia, I think I've taken a liking to your
suggestion of the notecard idea, but with a twist.

First, the client would create a new inventory folder named such that
the likelihood of it being already in existence is extremely low. "Outfit
Animations - Firestorm x.x" could be good for Firestorm, where the x's are
a version code.  This folder would be hidden from viewing in the
client default so that it does not clutter up inventory, with an option in
the client to make it visible.  Inside this folder are notecards, each
named after the outfit it's designed to match.  These notecards contain
LLSD serialized data designed to make it simple and fast for the client to
pull down the animation data, update it, and store it back in the notecard.

A simple GUI would be designed to make management and creation simple.

Yes, this hack has the limitation that a given animation set cannot be in
place for multiple outfits, but if there is a simple, easy way to clone an
animation set to another outfit such would be mitigated.  The ability to
manually select another outfit's animation set is also an option.

Ricky
Cron Stardust

On Mon, Apr 16, 2012 at 12:31 AM, Dahlia Trimble wrote:

> The AO could be coded such that it looks at the name of the currently worn
> outfit and selects the appropriate animation list for that name. I believe
> the name of the currently worn outfit is sent to the viewer as it's used to
> highlight it in the appearance selector menu.
>
> I suggested the notecard approach as an alternative that could also allow
> notecards in outfits for other uses besides AO animation lists. However
> given that it would likely require a server side change, it's probably much
> less likely to happen than just re-coding the client-side AO. Personally I
> would prefer anything that is associated with my avatar to not be client
> dependant as I switch computers and clients a lot.
>
> On Sun, Apr 15, 2012 at 10:50 PM, Erin Mallory <
> angel_of_crim...@hotmail.com> wrote:
>
>>  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
>> inventor

[opensource-dev] allowing client side AO's to swtich with outfits

2012-04-16 Thread Erin Mallory









I doubt it would be that hard to establish a way to ensure that the config 
could be exported to an easy to read table that can have the option to save to 
either a file on the computer (for easy reference) or as a single notecard 
within the ao folder that other viewers can read and allow you to import either 
manually or individually.  An additional hot tip when you mouse over the folder 
could tell you what AO is associated with the outfit.  
As someone that has to constantly pack and unpack things on my two oldest 
accounts in order to even be able to get my inventory to fully load, the idea 
of having to add another item to each outfit folder I make pretty much destroys 
any advantage to having a system that could associate the ao with the outfit.  
I use in client ao systems to reduce attachments, lag, and inventory clutter.  
A system that relied on objects in each outfit folder would be a huge step 
backward for me. 


> 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: Mon, 16 Apr 2012 03:46:43 -0500
> To: angel_of_crim...@hotmail.com
> 
> On 2012-04-16, at 00:50, Erin Mallory wrote:
> > 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?
> 
> I have over 300 outfits, each with their own set of AO choices... maybe 15 or 
> 20 different sets of AOs depending on the shape of the base avatar in the 
> outfit, attachments, and general style of the avatar. I change avatars 
> radically, maybe a couple of times a minute when it makes sense. I already 
> have an appropriate AO item in the inventory for each avatar... changing them 
> gradually over to calling the item #AO or moving its attachment point and 
> turning the scripts off or changing the script to one that chats the Notecard 
> to the viewer on attach, that I am willing to do.
> 
> Under your scheme I will first have to manually configure the AO into the 
> viewer, then associate it with the inventory. Then I will no longer have any 
> record in the inventory of what AOs are associated with each outfit. If I'm 
> using SL from another computer, or I lose the profile directory on my 
> computer, all of that's gone, forever. There's no way I'd ever be able to 
> reconstruct it.
> 
> And for what benefit? A barely measurable drop in my script time (which is 
> already very low), a savings of 16k of script memory (and people are 
> routinely walking around with megabytes of scripts), and possibly better 
> behavior in laggy areas. It's simply not worth the effort and risk.

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

2012-04-16 Thread Chico Hersey
rem0ve me off your list

-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Tateru
Nino
Sent: Saturday, April 14, 2012 2:00 AM
To: opensource-dev@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 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

2012-04-16 Thread Martin Fürholz
Hello,
go to https://lists.secondlife.com/cgi-bin/mailman/listinfo/opensource-dev

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Click here and send an email (from your mailinglist-address) to unsubscribe:

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-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] Im Auftrag von Chico
Hersey
Sent: 16. April 2012 17:14
To: 'Tateru Nino'; opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs


rem0ve me off your list

-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Tateru
Nino
Sent: Saturday, April 14, 2012 2:00 AM
To: opensource-dev@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 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] allowing client side AO's to swtich with outfits

2012-04-16 Thread Argent Stonecutter
On 2012-04-16, at 09:34, Erin Mallory wrote:
> I doubt it would be that hard to establish a way to ensure that the config 
> could be exported to an easy to read table that can have the option to save 
> to either a file on the computer (for easy reference) or as a single notecard 
> within the ao folder that other viewers can read and allow you to import 
> either manually or individually.  An additional hot tip when you mouse over 
> the folder could tell you what AO is associated with the outfit.  

If the AO is not a single inventory item that I can copy from one folder to 
another, or link, or otherwise treat it as any other wearable, then I'm not 
going to use it because I can already do all that.

> As someone that has to constantly pack and unpack things on my two oldest 
> accounts in order to even be able to get my inventory to fully load, the idea 
> of having to add another item to each outfit folder I make pretty much 
> destroys any advantage to having a system that could associate the ao with 
> the outfit.

The item is _already in my folder_. There's nothing to add.

>  I use in client ao systems to reduce attachments, lag, and inventory 
> clutter.  A system that relied on objects in each outfit folder would be a 
> huge step backward for me. 

If you don't need this feature there's no reason you can't keep doing whatever 
you're doing.

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