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Error compiling script http://sldev.free.fr/forum/viewtopic.php?f=6&t=2012 |
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Author: | Catten [ 2020-04-03 13:09:18 ] | ||
Post subject: | Error compiling script | ||
I've tried editing the Oak Swim Hud 1.33 (I can send it if needed). When it compiles I get an error cause the script tries to include a non existing file. 2020-04-03T13:00:50Z INFO: LLXfer::processEOF: Transfer from 216.82.51.188:13013 complete: /Users/karstenbrogaard/Library/Caches/CoolVLViewer/inventory_9d33b30d-2bbe-3a06-834b-39aa963c6103.tmp 2020-04-03T13:00:51Z INFO: LLCoprocedureManager::initializePool: No setting for "PoolSizeExpCache" setting pool size to default of 5 2020-04-03T13:00:51Z INFO: LLCoprocedurePool::LLCoprocedurePool: Created coprocedure pool named "ExpCache" with 5 items. 2020-04-03T13:00:53Z WARNING: HBPreprocessor::parsingError: File: "Swim HUD 0.33" - Line: 1 - Failure to #include: freelance/edd thor/swim.lsl 2020-04-03T13:00:53Z INFO: LLCoprocedurePool::LLCoprocedurePool: Created coprocedure pool named "Upload" with 1 items. 2020-04-03T13:00:53Z INFO: LLResourceUploadInfo::logPreparedUpload: Uploading asset name: - Asset type: lsltext - Asset Id: 385c2bc2-5d6a-2bf2-bac2-9e513091ce8a - Description: - Expected upload Cost: 0 - Folder Id: 00000000-0000-0000-0000-000000000000 It's most likely expected behaviour, however the same script compiles fine in both the official Second Life viewer and Firestorm.
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Author: | Henri Beauchamp [ 2020-04-03 13:26:52 ] | |||||||||
Post subject: | Re: Error compiling script | |||||||||
Indeed not a viewer bug. The script pre-processor simply reports that it cannot load an include asset/file:
Please, refer to the pre-processor documentation (you will likely need to add a '#pragma include-from: some_folder' directive before the #include since, by default, the Cool VL Viewer attempts to include script assets from your inventory for LSL scripts, not files from your hard drive). Also, I don't see how your script could compile properly at all with LL's viewers since those do not have a pre-processor... Or it means that your script includes both the pre-processed sources and the (commented-out) non-preprocessed ones (but that the script provider failed to give you the include files sources with the script); in this case, switch to the "Saved script" tab (just after opening the original script) and copy all the sources with the exception of the commented-out un-processed code (starting with "//start_unprocessed_text" and ending with "//end_unprocessed_text" for Firestorm, or starting with "//********** Escaped, original, non-preprocessed sources **********//" for the Cool VL Viewer), and paste it back in place of the "Edited script" tab contents. Then you can save the script again. I might add an "Edit raw script" button/action in the future so that you can choose skipping/cancelling the (automatic) un-preprocessing step, when you do not have access to the original #include files/assets... |
Author: | Catten [ 2020-04-03 19:37:36 ] |
Post subject: | Re: Error compiling script |
Yea that makes sense. I was surprised too that I got no errors in the Second Life viewer. As for firestorm, you never know what hacks they implemented. |
Author: | Henri Beauchamp [ 2020-04-03 23:37:38 ] |
Post subject: | Re: Error compiling script |
"Edit raw script text" entry added to the File menu of the script editor floater for the next release. This will avoid the tedious manual copy/paste in such situations. |
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