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Feature Request: AO and UUID key of objects 
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Joined: 2009-09-08 01:27:46
Posts: 172
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Would it be possible to implement Emerald's built-in animation override?


2010-02-18 07:21:05
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Joined: 2011-02-27 05:38:31
Posts: 1
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Absolutely what I would like to see. At least I think so. I never used Emerald's AO, but I did discover a built-in AO in Imprudence that happened to also be a feature of Phoenix. It would be a great addition. When I discovered it in Imprudence, I dumped my AO HUDs.

I'd also like to see an "auto-respond to IMs" functionality included in Cool VL.


2011-02-27 05:42:33
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Joined: 2011-08-10 11:57:19
Posts: 5
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Hi, two features are missing in the Cool VL viewer:

-the built-in AO of Phoenix and Imprudence : less scripts attached to the avatar is better
-the possiblity of seeing the UUID key of an object : very useful for example when I test my RLV devices by sending RLV commands "by hand" (actually with a little tool).

Dahlia.


2011-08-10 12:07:55
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Joined: 2009-03-17 18:42:51
Posts: 6028
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dahlia wrote:
Hi, two features are missing in the Cool VL viewer:
Not "missing", since these are certainly not mandatory features and they don't even exist in official viewers...

Quote:
-the built-in AO of Phoenix and Imprudence : less scripts attached to the avatar is better
I considered this one a long time ago but so far dismissed it. The problem with viewer-side AOs, is that they can't properly interact with scripted objects sending a "booton" or "bootoff" LockMeister commands to the scripted AOs, so to enable or disable them (these commands are mandatory for proper functioning of objects such as cuff restraints, for example). Since viewers don't receive text emitted on private channels (private channels traffic from objects is kept server side) , they can't intercept and obey commands for such protocols...

Quote:
-the possiblity of seeing the UUID key of an object : very useful for example when I test my RLV devices by sending RLV commands "by hand" (actually with a little tool).
This one will be implemented in v1.26.0.14, as part of the existing "selected object texture info" feature (CTRL ALT SHIFT T).


2011-08-10 13:35:06
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Joined: 2011-08-10 11:57:19
Posts: 5
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Henri Beauchamp wrote:
dahlia wrote:
Hi, two features are missing in the Cool VL viewer:
Not "missing", since these are certainly not mandatory features and they don't even exist in official viewers...

Quote:
-the built-in AO of Phoenix and Imprudence : less scripts attached to the avatar is better
I considered this one a long time ago but so far dismissed it. The problem with viewer-side AOs, is that they can't properly interact with scripted objects sending a "booton" or "bootoff" LockMeister commands to the scripted AOs, so to enable or disable them (these commands are mandatory for proper functioning of objects such as cuff restraints, for example). Since viewers don't receive text emitted on private channels (private channels traffic from objects is kept server side) , they can't intercept and obey commands for such protocols...


A naive question: why not something like Phoenix's bridge for listening to specific channels (-8888) and to these specific commands ?

Dahlia Orfan.


2011-08-10 14:23:19
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Joined: 2009-03-17 18:42:51
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dahlia wrote:
A naive question: why not something like Phoenix's bridge for listening to specific channels (-8888) and to these specific commands ?

Dahlia Orfan.
Because it's dirty, forces you to wear a "bridge" you have little control over, and makes you loose the advantage of reducing the scripts count on your Av !


2011-08-10 14:53:46
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Joined: 2010-08-21 12:30:36
Posts: 89
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I have a question about built-in AO as well. I have noticed that sim script counters have started measuring script usage in 2 ways, one by the number of scripts, and secondly by the amount of 'memory' usage the combined scripts are using. I was wondering if a built-in AO would reduce either of these measurements as far as in-world script counting is concerned ? I realize that in reality, they are still there, but that perhaps in-so-far as these sims counters are concerned, they are lessened? Or does it simply shift the script burden to somewhere else ? I know, of the few built-in AO's that I have tried, that I enjoyed the convenience of them , as well as the clearing of at least one more hud off my screen, and the re-opening of a hud attachment point. On the other hand, I am not sure I would like having to rebuild it each time a new version of the viewer came out (particularly with Cool VL's rapid development cycle :).


2011-09-05 13:44:45
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Joined: 2010-08-21 12:30:36
Posts: 89
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By the way, I would agree that those who are using a viewer that utilizes a 'bridge' are possibly setting themselves up for having their info exposed or for having griefer attributes attached to their viewer. I recall this was brought up during the Emerald Viewer fiasco, but due to no substantial evidence that it was indeed used for such purposes, it didn't become The big issue with that situation.


2011-09-05 13:59:24
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Joined: 2011-09-07 17:56:20
Posts: 2
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I have read your reasons for not wanting to add a built in viewer AO. So I was wondering if you would be willing to make and add a RLV AO?

Also any chance you would be willing to add UTC to the time display options and maybe an option to display both UTC and server time at once?

Thank you for your time - Artemis


2011-09-07 18:14:19
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Joined: 2009-03-17 18:42:51
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Artemis Tesla wrote:
I have read your reasons for not wanting to add a built in viewer AO. So I was wondering if you would be willing to make and add a RLV AO?
AFAIK, there is no such thing as a "RLV AO"... Normal AOs are scripted objects. Viewer-side AOs simply emulate the scripts (but fail to obey AO off requests from scripts and are therefore incompatible with many scripted objects, especially "seats" that normally automatically turn off any well scripted AO when you sit on them, something you have to do manually with a viewer-side AO). Neither of the two types of AOs have anything to do with RLV...

And by the way, the only proper way to implement a 100% compatible, non-scripted AO would be to do it at both the viewer and the server side. I.e. the viewer would tell the server what animations should be used by the avatar for the default animations (instead, current viewer-side AOs intercept the default animation ID sent by the server, then negates the animation playing and orders the server to play the replacement animation: lots of messaging ensues between the sim server, the asset server and the viewers of all surrounding avatars, which is just as bad as what happens when it's a script doing it). This of course can't be achieved without LL's cooperation and willingness to implement such a (trivial) facility...

Quote:
Also any chance you would be willing to add UTC to the time display options and maybe an option to display both UTC and server time at once?
Frankly, this is a very minor feature I won't loose my time onto... My priority is Mesh support (including Mesh uploading), then other more essential features, such as multi-layer clothes.


2011-09-08 11:05:58
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