MrSnoodle @MrSnoodle

uk Offline

I like to make stuff


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I'm sorry to say, but I can see from the picture that the auto generated LOD's on those wheels are pretty bad. Only the two very closest wheels in the center of the picture look normal. The rest have folded up out of existence. The hubs have gone and there are holes in the sidewalls. You might want to spend a bit of time in Blender and make the lower LOD's manually to make them look nicer at a distance. They otherwise look cool, but if the wheels are going to look chewed from across the street then it kind of ruins the coolness.

EDIT: I see you changed the picture to mask the horrible LOD's on the wheels. The wheels still have bad LOD's when you visit, so its not really an improvement. it's a shame really because apart from that they look really cool.
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Thank you so much for the feedback as we are still learning. We fixed the wheels and we will start replacing them during the next few days. We are also experimenting with PBR for the body paints so we will see how it goes too.
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ah yes the Animesh vs NPC debate, and before I start I have no hate in anything I'm saying. You have put so much work into the place.

I will say that animesh still have skeletons to calculate, and that is a large part of the resources used. Having 400 animesh is still like trying to render 400 avatars to the viewer. Even if you limit the amount that are fully rendered, the skeleton calculations still happen in the background so it can render the 2D sprite that replaces it.
When I visited, my FPS was struggling to get above 10 in some places. As soon as I hid all the animesh it shot up into the high 40's, making the experience so much nicer. I wasn't even in sight of any animesh at the time either.
(Advanced/Rendering types/Animesh) For me toggling the animesh off improved the FPS a lot. Simply too many skeletons to process all at once.

I'm not totally convinced animesh are that much more efficient than an NPC. I guess it depends what you are doing with them. You could script the hell out of an animesh army and have it turn into a lag monster too.
With NPC's they will all use the same system to move around and may not contribute to the script load as much as a heap of individually scripted animesh, as one NPC controller can control a bunch of NPC's movements, animations and appearance with very few scripts.
If for example your crowd of animesh in front of the stage were NPC's, you could kill them when nobody is near and have no overhead causing lag unless they actually needed to be seen. Sure you could put the animesh in rezzers to do the same thing I guess.
NPC's use physical movement like avatars, and the physics engine is capable of handling a lot of physical objects. I'm not sure how many key frame motion scripts the script engine can process before all the other scripts start to get laggy. At least if the physics is bogged down all the scripts should still run fine.

I can think of a few things that would help with the lag.
As the region is so big, most of it won't be seen at any one time. Not many people have a stupidly high draw distance by default. Even with max draw distance not everything will be seen.
You could try and dynamically rez the animesh only when people are nearby. I think drastically reducing the total skeleton count rezzed in world would help a lot with the FPS.
Movement lag was also quite bad, so instead of having lots of key frame motion vehicles doing laps around the region constantly, you could take a different approach and only have moving things near avatars. Have traffic that wakes up when people are near and stops when not seen.
Busses, taxis and trains could spawn at their stopping places when people are near and wait for a passenger for a while before driving off out of sight and despawning. They would only complete the full routes if there was a passenger. This way your not wasting resources moving things unnecessarily.

I know you want to fully simulate every last thing in minute detail, but in reality you will have to cheat and fake things to pull off the overall effect.

Like i said at the start, no hate intended. I hope it was constructive.
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It's really stupid hard to get away from lag in massive builds not to mention the movement of NPC's or Animesh. I usually myself push the envelope on big builds so sadly if i got reports of 10 FPS as much as it hurts i turn the regions offline or just start removing objects. Sadly :( 1 thing I do may help is just make as much as possible phantom.
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Yes opensim is just laid out for 1x1 sims with islands and a house on it. Then I have also as Mac user 30 fps framerate. But I built my Big City Life to the limit what opensim as stoneage technology is capable of and how to tune it. Also with tuning opensim ini for CPU (which only concerns one core of the whole CPU by the way because opensim is not multithreading able). Phantom buildings and trees are good advice. Also indirect lights for midnight. Not to mention no overlapping of light at street lights etc. It is all already known and even to avoid as far as possible AVsitter and use PMAC. Is all already calculated. And so it is with animesh versus NPCs. It is built to the ultimate limit and it works. Even I can record with my MacBook Air full circuit with my 150 meter long Santa Fe train. https://rumble.com/v63w8lg-full-circuit-with-santa-fe-trai...
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I'm not particularly expert at using either, but it seems to me that you can use animesh in places you can't use npcs (bc ossl, permissions, whatever).
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that's right. I started like everyone with NPCs. But I found out very soon that even 20 NPCs are already taking same performance as if I would have 200 animesh. My Succubus Band was first NPC Band. Just this 5 NPCs on stage drop massive framerate today. Here my very first video with NPC band in Central park. https://rumble.com/v3uhvt2-home-sweet-home-succubus.html
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Doesn't animesh have a lower complexity though then a typical NPC? Some of the NPC's I have made were pretty high in that way.
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yes animesh have much less complexity. Usually you clone your avi to make NPCs. Usually you don't wear painted clothes. For animesh you can care that they wear painted clothes. You care much more for different look. I saw that old ugly animesh had 50 prim impact or more. Is not needed if you create them handmade inworld. 10-15 is enough usually. And if you create them with AI you get also easily animesh with 5 prims and less complexity than a hat I wear. Is also a question with how many triangles you import the dae file figure. I always import with 900/300/100. Is enough for opensim or secondlife. For unity and unreal engine you need 100 times more to look ok. But there we have anyway 64 bit environment and not 16 bit.
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Oh Mr Snoodle. I know there is no hate. We are best friends. No worries. But is good that all other know then too.
Arguments are the process of debates. Only this matters.
Now to your suggestions. Yes If you have Avis in Firestorm on no limit and reduce to 16 or less that is moving then you are right that framerate goes up enormously. Default is 16 and I think most people never change it. They won't see all people moving at the Central Park stage. Too big crowd for default in preferences.
But you are right. This is a big problem at 4 places on the sim with big crowds.
But to rez then 80 people at once is an overkill. I have the rezzer and tried out at big stage for audience. Took ages.
For the KFM scripts there is other solution. To tune the opensim ini for more CPU Core power for this sim. The problem is that opensimulator is not multithreading and running on one core in principle. So the opensim ini tuning for CPU is then advantage for my sim but disadvantage of for all other sims on the grid. As long the other sims don'T need much CPU performance it is ok. We had also other solution just to put my sim alone on one grid on other computer. And now Big City Life is also on another grid just on Jimmys super computer he is using as user. lol trains run much faster there as on decadence grid. So it is all possible to get the KFM related scripts running smooth and fast just by tuning the opensim ini for CPU and faster computer.
I had other idea with Tron and you to solve the whole problem just to remove whole land and replace it all with mesh. Then there is still the physics problem but this was then also the idea just to convert all in unity and then give the whole sim just unreal engine. Of course, all the scripts won't run anymore and would have to be made new for unreal engine. But this would be in 5 years or so anyway the case.
It has to stay all realistic as it is. As long Jimmy has framerate of 40 about and I can walk straight with my MacBook air and even can take videos all is fine. In 5 years at least the oar will come in unity and unreal engine will be installed to let it run. that's the plan so far.
here an example with unreal engine for crowd of many people in city https://www.facebook.com/permalink.php?story_fbid=pfbid02f...
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You just need to get a bit creative with the key frame motion scripts. They can each listen on a specified channel for the name of the note card to run.
You could incorporate a master control script that would rez out a bunch of animesh in an area when someone is near, then regionsay the note card name on the appropriate channel for each key frame motion script to activate. It wouldn't be very hard to have the key frame motion script listen for a die command to remove them when all avatars have left the vicinity. Sure there will be a bit of overhead while loading them in, but it will just be a brief event the occurs when needed, and most of the time when they are not rezzed it reduces the skeleton count and thus gives better FPS.

It didn't seem to matter that the animesh wasn't in my draw distance. The FPS was still low until I hid all the animesh. I'm not on about the max avatars setting. I'm saying completely hiding all animesh from Advanced/Rendering Types/Animesh

I'm sure there is scope to optimize performance if you really wanted to. It wont be a simple task, and many things will need tweaking or redoing entirely. Like I said in my first post. Try and only have moving things that a nearby avatar can actually see from their avatars position. There is no point calculating the movement of a car that is miles away out of sight. Save the CPU cycles and spend them on things avatars can actually see and benefit from.

Instead of having a bus circling the entire region constantly, Have a bus rez out of sight near each bus stop when an avatar is in range. Have the bus drive in from out of view and up to the bus stop and wait for a while for a passenger, if nobody gets on, it will drive off out of sight and despawn. After a few minutes if the avatar is still in the area repeat the process. If a passenger gets on at the bus stop, then it will do the full route, and will despawn shortly after they stand up and they are not near the bus anymore.

The least amount of stuff you have moving the better performance will be.

Anyway that's my thoughts :)
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I know what you mean. And I tried out with the rezzer for audience. But it takes ages just to rez them all. And not all animesh are moving directly. Some even stand with spread arms then and stay this way. When you come there and they are all already moving then I can see them all directly. I have no problem with my MacBook to see them directly and all moving. Of course, framerate would be higher as you said. But the sim lived from all the traffic and movements and activity. My sim is called Big City "Life" because it is alive. Not just planted some buildings and streets with trees on a sim without any city feeling. The traffic itself makes it. Not some Skyscrapers that are Lego boxes with textures.
Opensimulator has the option that you can tune one sim for more CPU power especially for all KFM scripts. It is sad that opensimulator is not able for multithreading. But that's how it is. All other sims on the grid don't need so much CPU power. If you have just an island with a house as sim then you don't need much CPU power. So it doesn't matter.
Biggest problem is still other thing for visitors. To load first in cache all the stuff so that it is all rezzzed and you can enjoy a drive. If you have slow internet connection or if many people are on the sim then it can take time. I talk about 5 minutes. But that's why I put the video inworld to watch it first while standing at landing point. You watch the video and in the meantime most is loaded to start. I tried out with empty cache with my MacBook. It works well. For all you PC people with your gamer computers it will be much faster and better anyway. By the way one of my residents has a new Gamer Laptop for 5300 Euro. She has always 60 fps like in games with 1024 draw. So it still works.
When the whole city as oar will be put in unity to convert for unreal engine then I can even have 60 fps like in resident evil .:-) For next generation this will be then same like you play atari games on your PC today.
That's my thoughts.
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The one from the Light and Sound Museum doesn't have any script errors for me. The script worked and saved without any errors.
The only reason I can think of as to why yours has an error is because the script engine on your region is X Engine?
I think I am using Y Engine and it works fine for me.

The DJ note card needs to be named "@your name"
The contents in the example note card is wrong too. it should be as follows:

Dj whoever
==================
IP:
Port:
Password:
texture=uuid
stream= http://192.192.5.5:6666
=================
Top 40 Genre

I think the only bit that matters is the stream url
I think the Ip, Port and password are just for reference for the DJ to log into the server from their DJ program.
The Genre seems to have no point either.

EDIT: after looking through the script i figured out you can also put a uuid for a texture to display in the DJ note card too
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alternatemetaverse.com:8002:LIGHT and SOUND MUSEUM

I think it is a few floors up, above all the lights
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Not sure I can help much, but what type of setup have you got? Dream Grid? Diva Distro? Osgrid? Other?
Its pretty easy to get the Warp3DImageModule working on Osgrid, but when I tried to get it working on a Diva standalone it didn't work. I think I had to enable a different set of service connectors, probably Setup_Warp3DImageModual. I didn't figure out how to enable it. After trying a few things I gave up.

On my Osgrid regions it works fine, but it does take an ungodly amount of time to render the map when you try and generate it. Often spits out lots of errors while trying to decode textures. So like you said, I have turned off auto generating of the map, and manually do it when I think its worth doing.
When your simulator gets stuck loading does it say anywhere in the spam "Generating Map", it could just be taking its time generating the map on startup. It can take 10 minutes or more depending on the situation.
I would love to get the nicer maps working on my Diva stand alone, so will keep an eye on this post to see if any smart people chip in with solutions.
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Mine is running full grid mode on Linux with .Net. Its a standard so Robust and 56 Simulator instances with no "additions".

it MAY be that I just need to leave it longer on start up - but if its not set to autogenerate maps - then it shouldnt be doing THAT when it starts up. Will try it on an ocean region tomorrow probably just to see. When I tried it it just "sat there" after loading objects. No mention of generating map.
The console never came to a prompt - and the region never appeared in world. However I proably only left it for like 2-4 mins at that stage as I needed the region back up. Will try tomorrow on a region I can leave off for longer. If I know it works - I will do it on the other regions. 10 mins is ok for a one off and I'm not planning to do enough changes on the region to make this "out of date" badly. I may just get the images and use them for what I need and then revert the maps to the old ones even.

I may try it on my OSGrid regions and see there to see the difference.

Thanks for your input MrSnoodle :)
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I think you are right that something else is not configured properly, as you have map generation disabled, it should just start the simulator without generating the map. That is what mine does on Osgrid.

On my diva stand alone I tried changing the MyWorld.ini (Diva's version of opensim.ini) to how I have it set on Osgrid, but it just crashed out. I forget the error message, but it was unable to load something map related. I found a config file (DivaPreferences.ini) which had
Setup_Warp3DImageModule = "disabled"
I tried changing "disabled" to "enabled", "true" and none of that worked. So I gave up. This was 6 months ago, so I have forgotten the details. The Diva Distro is setup in a weird way that is easy to setup providing you don't want deviate from the defaults it provides.

There are so many config files that have so many interconnected modules that need to be set just right, and I just don't really know how to work it all out.

If you find the solution I would love to know. It might help me to figure out how to get it working on my Diva standalone.
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Ok - well I think my initial issue was not expecting how long it would take!

It seems it DOES generate a map on startup - but hopefully not regularly as its set to 0 (and I probably wont KEEP it set to this anyway I just want nice tiles for putting in Val's rental map kiosk!). I tried it on a region without much (177 objects) - and it took around 6 mins to start up and had generated a tile (https://gyazo.com/620233ef34c19fd90ef4e1cfa44b6199). This was definately better than the normal one.

However in this case I had still set the option to attempt mapping mesh/sculptie to false (default) as it stands to reason that will make it much worse. So then I shut the region down and made that change and started it up again. This time it took a little longer I think (dammit I forgot to time it!). However it was definately an improvement and more usable (https://gyazo.com/02856bd7dd4279098e51cacc1c87f67d).

Compare these to the default tile (https://gyazo.com/74b9a39880c750e519acdf91a3b5dcb8) and I think these are great!!

I think then - that I just need to be more patient. This takes around 6-8 mins for a 4x4 with 177 objects (many are mesh)..... For my main regions with around 3000 objects - I think I can prepare and eat a 3 course dinner :D

All I did btw was enable it and set some options below and just "waited" all I was doing wrong yesterday was not realising quite how long it will take!!

[Map]

GenerateMaptiles = true
MapImageModule = "Warp3DImageModule"
MaptileRefresh = 0
TextureOnMapTile = true
DrawPrimOnMapTile = true
TexturePrims = true
TexturePrimSize = 48
RenderMeshes = true
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That's great, glad you got it working.
I have GenerateMaptiles = false
That way it just starts the simulator nice and quickly, and when I feel like updating the map tile I just type: generate map.

I just need to figure out how to enable it properly on my Diva standalone. Some service connector shenanigans in a config file that baffle me no end. I'm sure it has something to do with:
Setup_Warp3DImageModule = "disabled"
But what do I change to enable it though. I tried "enabled" and "true"
I can't find any useful documentation about it.

oh well at least you got it to work :)
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Ok - so an update. IT worked on my small 177 object region. It worked on a larger 900+ object region (results were awesome there tbh) - but on one of my main regions with over 3000 objects.... it falls over with a helpful "killed" message.

Before that - the simulator was using 100% of the cpu assigned to it - but thats not a problem - and the server was using 25GB of the 32GB assigned to it. Never went out of memory that I saw. It just falls over.
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I often see lots of errors thrown up like:
failed to decode texture exception EOF reached before finding contiguous codstream box. Maybe there is a troublesome object that totally crashes the process.
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Yeah - got a lot like that but followed up with the statement "killed" and dumped back at the CLI. Turning of Mesh calculation on it - then will reduce other options and see what it takes to get it working.

Handy tip on the "false" will try that.
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Weird that false did that for you. Mine is set that way on my osgrid region and it just loads up without generating anything.
This is my settings.
GenerateMaptiles = false
MapImageModule = "Warp3DImageModule"
MaptileRefresh = 0 (is commented out)
TextureOnMapTile = true
DrawPrimOnMaptile = true
TexturePrims = true
TexturePrimSize = 48
RenderMeshes = true
The rest of the mapColor options are commented out
my 3x3 sim with 13k objects takes about 10 minutes, but never really timed it.
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So - took 45 mins - but finally got a result without it attempting mesh/sculpties. Grabbed the texture so I can use it in the Map Kiosk for the rentals.

Unfortunately the GenerateMaptiles = false throws a wobbly and crashes with invalid format. With it set to 0, it DOES regenerate the map every time it restarts (although doesnt regenerate periodically). Unfortunately while 45 mins load time may be acceptable to generate a map tile - its not for normal use. I guess I could grab the tiles and then have static tiles but thats too much work for me.

I'm reverting to the "normal" map generation once I've got the textures I want for my kiosks then. It's been an interesting experience though.

Not sure if the Warp3D is new or been around for a long time. It's a shame it is not as usable as would be nice but it's still nice to have for special things.
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hg.osgrid.org:80:Agora
has some games in the central area by spawn
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My hunch is that they possibly banned some MAC addresses that happen to block massive amounts of data centers that are known to host opensim grids in the bid to stop a troublemaker, but in doing so have created a sort of blanket ban on a much bigger scale than realized.
I seem to be able to get there from my home hosted regions without a problem.
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I never really understood breeding animals in SL. It always seemed like a pure cash grab by the creator. You had to buy food and stuff constantly, and nobody would ever buy your animals at auction at a price where you would make your money back on all the food you had to buy. The animals ultimately don't have any value as they are just copies with a few color variations. What is the new owner getting out of buying your animal? Now they have to buy food for it and breed it trying to obtain some made up stat that is meant to add value and try selling it for profit that never happens. The ultimate winner is the creator for milking its customers.

I assume as your grid is closed to everyone, you are trying to monetize these prim animals in the same way as it works in SL. You know full well that if you open up to the HG that there would be no money to be made as nobody would buy the food and would just hack the animals to eat for free. The concept of an auction just wouldn't work on the HG as there is no money/economy here.

In short this post really just seems like an advert trying to entice people to sign up to their closed grid so they can milk a little cash. I'm not sure what the point of making an account on a closed grid is. You are just stuck there and are limited to what that grid has. Unless the grid is massive like SL there really is no point joining a small closed grid as far as I can see. SL is the only grid that has a "functioning" economy and trying to create a functional economy in open sim will never really work due to the lax permissions on items.

Its sad to say but this venture is likely doomed to fail. The lure of some monetized toy animals probably won't entice many people away from the hyper grid.
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It wasn't set for sale and I was not able to take a copy either. I guess its the thought that counts :)
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Hallo MrSnooddle, you must wear our Group and you can get it. :-)
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I do like to see the item, but having everything rezzed out is normally horrible for performance. In second life years ago I had a vendor that had the option to temp on rez the item on request before buying it. It even slowly rotated the object if desired too. It was a bit annoying to setup though. Not sure if there is anything like that already in OS.
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I think I could get ChatGPT to do that....Rez a copy of the object inside of it, on-click, and delete it after X time....mmm. Doesn't sound too complex for what I have asked chatGPT to do...
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I think the vendor I had allowed you to cycle trough different items using arrow buttons and had a rez and buy button. You had to name the item and the display texture the same name and it would rez out the item and give you a menu telling you to move the object to the location you wanted and to select if you want the item to rotate or not. once saved it would rez out the item relative to the vendors position and rotation. I think it had a config note card for setting the prices, but that is probably not needed here.

chat GPT can do some quite useful stuff after a lot of iterations. I have made it make me some stuff I would never have been able to script myself. It helps to know a bit about scripting so you can tell it a better method if its going down the wrong path.
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While having everything on one level makes exploring easier, it often causes horrible a frame rate and makes the experience less enjoyable. Having to load all the textures/objects at the same time tends to make browsing more difficult as you will have many blurry textures waiting to load in.

Having smaller sections separated out of sight from each other helps to improve the frame rate and makes moving about a much nicer experience. Not having so many textures trying to fight for memory and thus loading times will be better. The downside is you have to have a good TP system that clearly tells people where and what is at the different locations.

My personal preference is to be able to explore without feeling like a lag pit and to see everything loaded in properly. Some malls get so bogged down with too many items that the viewer starts chugging and even using the camera becomes hard. Just assume everyone is using a potato for a PC and go easy on the polygons and amount of texture in sight at any one time and I'm sure whatever you come up with will be great.
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Yes, my thinking exactly. R. Lion does that very well in terms of separating each section from enough draw distance so it doesn't take a toll on load time.
I'm thinking maybe a box for landing (so people have time to literally rezz their asses), then something at ground level (maybe skins) and levels.
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I have recently been playing with the free chat GPT 4.0 mini in the duckduckgo search engine to write scripts. I have had some success in getting it to modify scripts or even write them from scratch. https://duckduckgo.com/?t=h_&q=b&ia=chat

I pasted chat GPT the giver script that Arcfury posted, it give me a rundown of the code and explained it to me. Then I ask it :

"how would i modify this script in such a way that it would check for an object called X and a note card called Y in the objects inventory, and instead of giving the objects, it would say the objects were correctly detected in local chat"

it gave me this new (untested) script:

default
{
touch_start(integer num_detected)
{
string objectName = "X"; // Name of the object to check for
string notecardName = "Y"; // Name of the notecard to check for
integer objectFound = FALSE;
integer notecardFound = FALSE;

integer count = llGetInventoryNumber(INVENTORY_ALL); // Count of all items in prim's contents
string itemName;

while (count--)
{
itemName = llGetInventoryName(INVENTORY_ALL, count);
if (itemName == objectName)
{
objectFound = TRUE; // Set flag if object is found
}
else if (itemName == notecardName)
{
notecardFound = TRUE; // Set flag if notecard is found
}
}

// Check if both the object and notecard were found and send a message to local chat
if (objectFound && notecardFound)
{
llSay(0, "Both the object '" + objectName + "' and the notecard '" + notecardName + "' were correctly detected in the inventory.");
}
else if (objectFound)
{
llSay(0, "The object '" + objectName + "' was correctly detected in the inventory, but the notecard '" + notecardName + "' was not found.");
}
else if (notecardFound)
{
llSay(0, "The notecard '" + notecardName + "' was correctly detected in the inventory, but the object '" + objectName + "' was not found.");
}
else
{
llSay(0, "Neither the object '" + objectName + "' nor the notecard '" + notecardName + "' were found in the inventory.");
}
}
}


I found that if you take baby steps and just focus on adding one thing at a time, and testing that it works as expected before asking it to add more features it can work quite well. Though its not perfect and sometimes it goes down a path it cant recover from. If that happens just fire the conversation and paste the script again and rephrase your question stating the issue and the desired result.

I got it to write me a lap timer script from scratch which keeps track of multiple racers, the current lap time of each racer and also keeps an ordered list of the fastest time per racer. It took many questions and iterations back and forth, but it did something that I couldn't have done on my own.

There are limits on the length of chats and amount of chats per day, so try and be efficient and don't waste questions. Though you can get quite a lot done before hitting these limits.
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Its scary what we can do with ai and chat now :) Thanks for giving that a try! I really really appreciate all the help!!
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well I don't fully understand what you need it to do, but paste the script to it yourself and ask it to modify it according to your needs and see if it can help you :)
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It did work though :) This is close to what i want !! Say I have an oven that needs to check a box that has cherries, pastry, sugar in it. When it sees that the box does have the items in it the oven will give a cherry pie. Is that possible?
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Keep in mind that an object cant tell what is in another object directly. The two objects would need to be scripted to communicate with each other.
Anyway you have the link to the chat GPT that i was using. Ask it stuff and see if it can help you do what your trying to do.
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Thanks so much for your help ill give it a try!!
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When your farming, harvested items have a spoil timer that persists even if you take it back into your inventory.
Say you harvest some corn and it expires in 5 days. If you take it into your inventory and rez it out 6 days later, it will have expired. The script knows the time and date you harvested it, and uses that to determine the expiration date. The timer doesn't pause when its in your inventory.

If you know how to script you could modify it to not do that, but many people would consider that cheating :)

On the topic of crops dying, if you are not able to attend your farm very often your crops suffer. There is a farmer NPC you can use. It can water, harvest and store items for you. It just wanders around doing the chores, but it does need a little care when setting up. If it cant find a suitable storage container it will just end up with heap of harvested items following it around lol. I think the NPC can even craft items if you configure it properly.
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Thank you MrSnoodle for your reply. I have found that the items expire right away when taking into inventory and then rezzed out straight away. The storage system does not take it in. I am wanting to adapt this system for a questing type world I am building and need the items to be taken into inventory. :)
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it has been a while since i played around with the farming stuff, I think you are right about not being able to take the items back at all. I just pulled out a bucket and looked in the product script. The script resets on rez.
At a pinch you could find the "on_rez(integer n)" part of the script and comment out the llSetObjectDesc and llResetScript lines below it, but it might be more complicated than that.

Best of luck with the project :)
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Points to myself and mumbles something about being a scripting dummy. I will try but if I set off a nuclear warhead, pls forgive me, Ill be in my bunker!
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if you don't know how to comment out a line you simply put // before it.
so find

on_rez(integer n)
{
llSetObjectDesc() = "";
llResetScript();
}
and change it to this:

on_rez(integer n)
{
//llSetObjectDesc() = "";
//llResetScript();
}

Just add the // before those two lines and the script wont reset when you rez it out of your inventory.

I have no idea if it will actually work as intended and might need many more modifications to actually work.
just keep the original copy of the script just to be safe.
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MMm i tried that no success :( thanks though i really appreciate your help
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You can make a playlist in VLC and stream it on loop or shuffle. Instructions are on the osgrid wiki. No need for a shoutcast/icecast server. Providing you can open the required ports and firewall stuff.

Here is the osgrid wiki instructions.
https://download.osgrid.org/VLC/
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Thanks for the link. I don't have the bandwidth to have my own stream. Plus the set-up requires both tcp and udp protocols. Having an inbound udp port always open would make it possible for someone to mess with my computer.
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yes, exactly. I was just stating that you don't need to setup a dedicated shoutcast server to stream too. If all you need to stream is a single file on loop, then VLC can do it without the need for addition steps. It sounds like you are jealous of my suggestion and need to make a big deal out of it lol

At the end of the day, they can stream in any way they like, i was just providing an option with instructions.
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One thing I notice with some of the single tree variants you kindly provide is that the LOD tends to decimate the tree out of existence quite soon, as they are smaller than the bunches of trees. I tend to use the single trees as a focal point. Like a single tree in a planter in a central plaza area. When you look out across the plaza the tree has crumpled up and become unrecognizable.
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Thx for the the feedback. I keep my LOD on maximum (4.0) and sometimes I forget the default settings on FS is 2.0 lolol
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I often wonder if people coming over from SL decide to leave because there are so many little things that don't work as they should.
I have got used to the way it works here, but there are so many little things I wish worked as intended.

The most annoying things for me are:

In the build/object menu the "save back to object contents" option doesn't work. Meaning if you pull an object out of the inventory of a prim onto the floor and make a change to it, you can't save the change back into the prim using this option. You have to clog up your inventory with it and put back in the prim manually. Its just a small gripe, but it saves so much time when iterating a build.

Next is the janky way avatars have trouble walking up small steps. This seemingly random thing can be really annoying. You are trying to walk over a bump that is ankle height and you just can't make it over it. Yet sometimes I can walk right over an object taller than me. Trying to walk backwards over anything is impossible as it only seems to check for a step in front of you. Whatever that code is doing to push you up steps is ineffective and buggy. In SL you can glide over things with little effort. Here walking can be annoying as you are often fighting with the movement controls to unstick yourself.

Now voice is another issue. If you don't have a Vivox account then you're stuffed. Almost all multiplayer games have the ability to talk to other players these days. How open sim has not found a solution to this is very disappointing. While you can use 3rd party programs like discord, its not a smooth seamless experience to quickly talk to a random person that has just pooped by and you are likely never going to see again. We need a solution that works everywhere by default that everyone can access without modding the viewer or having to leave the viewer to start the voice chat. This really should be sorted out by now.

I won't go on about the permission system being broken or the lack of economy because of this.

I have many other niggles that I could bang on about, but I'm sure people coming over from SL notice stuff that puts them off.

What annoys you about open sim?
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Nothing annoys me about Opensim, though some things do frustrate me at times, usually those who use these worlds, but that's a given wherever there are people, and is even worse in RL. Opensim doesn't behave like Second Life simply because it isn't Second Life. That might sound a little trite, but it's just the way it is. Nowadays Opensim is far closer to Second Life in the way it works than it ever was in the past. Personally I had hoped that by now that Opensim would be light years beyond Second Life, but things change and whilst that might have been possible in the earlier days when Opensim had a number of developers, that isn't the case now, when there is only one developer working on core Opensim. The issue of voice has been covered previously, and I'm not about to enter that fray except to say that there are projects that could be developed, but no one is prepared to finance them... Ditto some of the capabilities of the viewer that don't work in Opensim. There have been various attempts to create an Opensim only viewer, but once again, they have been individual projects, and whilst Firestorm still allows access to Opnesim, the FS team have difficulties attracting Opensim developers, especially those with Linux skills. Viewers that also allow access to Second Life contain a lot of code that is not only unneeded for Opensim, but actually impede operations in Opensim. There is no easy way around this issue, as all mainsteam viewers are optimised for Second Life, which is to be expected, given that the numbers of users on Second Life dwarf the numbers who use Opensim.

The physics engine that affects the way an avatar walks is an ever ongoing thing. When I started in Opensim there was only really ODE physics running on X Engine. Avatars could walk, and run etc, but vehicles were not exactly well supported, and we had the grand choice between one of Sara Kline's golf carts, or Neb's Racer and maybe one or two other options. Evidently it had been decided, but I don't know who, that Opensim wouldn't have vehicles... Then, around 2014 a survey showed that of everything, the most desired thing was vehicles that worked, and so work started on Bullet physics and later of course we got ubODE and Y Engine, which brings vehicle script behaviour closer to that of vehicles in Second Life. As far as steps are concerned, since the change to Bullet required a different, and considerably bigger avatar capsule, walking up and down stairs and steps became a little problematic. I've had to adjust some of my builds to accommodate the physics changes, but in terns of getting your avatar to walk up stairs and steps smoothly I've found it necessary to include an invisible prim that allows the avatar to glide up and down steps.

Most who come from Second Life usually don't stay because they find Opensim quite empty of avatars, and many don't grasp that Opensim is a confederation of grids, and not one grid like SL. Opensim also runs on servers quite literally located all over the globe rather than in just a single datacentre somewhere in the USA as is the case with Second Life. Things don't work like Second Life here, because it isn't Second Life. Most who come here aren't builders either, but we have far more who don't build nowadays than in the past where virtually everyone built and also ran their own regions, if not their own standalones or even separate worlds, like Dorena has done since quite early in in Opensim history.

The great thing about Opensim is that it's opensource, so if there is a feature you want there is nothing stopping you creating it, all you need are the skills. That applies to a voice module as it does to developing a dedicated viewer solely for Opensim, or even a completely different feature that you think might be good. Let's not forget that's how we got things like Varregions, the 4096 bug crushed, the tide module, or even an inworld currency module.
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My thoughts exactly! Well said! Can't complain about something, and wait for people to create it.
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"Most who come from Second Life usually don't stay because they find Opensim quite empty of avatars, and many don't grasp that Opensim is a confederation of grids, and not one grid like SL."

A common mistake amongst those who have just gotten into touch with something decentralised and federated is that they take the lighthouse instance for the whole thing. In OpenSim's case, they think OSgrid is the OpenSim grid.

Fresh SL converts in particular try to navigate OpenSim or even just OSgrid just like they navigate SL. Via categories. No wonder they hardly find anything because hardly any sim in OSgrid is filed into one of these categories and therefore directly accessible in the viewer.

I kid you not, there are absolute SL veterans who have never in their lives used the map to teleport. They don't even know you can do that, much less how. Truth be told, though: Even though I've never been in SL, it took me a while to figure out how to teleport and especially Hypergrid using the map because there was nothing and nobody who could have told me how.

Which takes us to the onboarding issue which comes on top of an even steeper learning curve than in SL. But that's another story and shall be told another time.
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The avatar walks up stairs much better on the UbOde physics then Bulletsim. If one has builds that don't have the physics map, then select the Hybrid option in Dreamgrid or in opensim.ini select the older Meshmeriser option rather then the Ubodemeshmeriser.
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The point is that the problem exists and Bulletsim is the default physics engine. People from SL will notice how janky things are in comparison.
Have you ever been to the clothing sim Agora on Osgrid? You spawn in a trough with an ankle high lip around the edge that is hard to walk out of. A real person would be able to simply step over it, but here you get stuck like moron walking into a brick wall. In SL you would simply bump over it without an issue.
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That, and ubODE is its own can o' worms. It can't handle certain hollow meshes as hollow, and then you can't enter certain buildings although there isn't even a door in your way. That's also what you get for ripping SL content, importing it into OpenSim and never testing it. SL meshes aren't made for ubODE compatibility.

It's possible to work around the stairs issue with BulletSim by adding an invisible diagonal prim to the stairs. But hardly anyone knows this trick, and seriously, who builds anything with prims these days when people would love to be able to "buy" entire ripped SL sims and plop them down in one piece if they could?
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Most who have been around for a while are well aware of the prim ramp fix and often do that. I've already mentioned the workaround for resolving the issues with ubode. It would have been easy enough for them to have included the original meshmerizer that what only needed four lines of code to be activated. Core in its wisdom decided not to do that and try to insist on a physics map for meshes whereas simply utilizing the mesmerizer option will fix it with no downside that I'm aware of.
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Sure I'm well aware that many regions use Bulletsim, either because it is default or one is using it for certain vehicle scripts. The reasons it was left as default is a little involved but the option is available to switch to Ubode physics. Even the Developer Misterblue acknowledges that Ubode is the better physics engine for smoothness of stair climbing and the only physics engine still maintained as he will only do small fixes on Bullet as it has reached its limit of what is possible.
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I think that Foo thing is related to the note cards you can make to issue a list of instructions to carry out. I think they can handle if statements and other stuff that can be modified on the fly depending on how the NPC is interacting with other things. I have not messed with them yet, as all I really need is some foot traffic wandering about. I will have another read of that section to make sure I understood the feature properly though.

The way points are rezed from a HUD to form a web of pathways. You have to touch the newest waypoint maker, then a previous marker to link them so that the script can work out a route from any point to any other in the web of way points. once done it saves two note cards in the controller. One has the way point positions and names and the other has the list of links. There is no wait time linked to each point. You just say the NPC's name and go to "name of waypoint" and it will navigate there (waiting for way to long at each point) or you can say "name leave" and it will wander about randomly.

There are a few llGetUnixTime functions in the script, but its so complex that I can't figure out what its doing. Its above my scripting ability.
I wouldn't be surprised if the script just has so much going on that its processing the way points between doing other things.

I do have another system that can make a predefined path, but it can't cope with junctions in the path. It does have the advantage of not having a huge pause at each way point unless you specify a wait time at a certain point.

Its a shame this system has this issue as its really cool that it can work out the best path to take to get around.
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Yes...you repeated things from the documentation nc :-) But maybe here under the article wait commands: https://opensimworld.com/library?view=4
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yes I think those wait commands are for when you are writing a note card of instructions. This is not how I'm using it.
I'm just issuing a simple chat command to tell them to go to one of the way points. in the "Overview of commands" section
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Well...I use a different NPC script. And like in satyrs all the commands come from notecard(s). This what I wanted to say that obvious its not in script for times to wait. I didnt test satyrs intensively. I remember when other NPC were killed, so I stepped on.
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Thanks for the reply, here is the entire script https://pastebin.com/Y14r97h0

its the Active NPC system found on the opensimworld sim in osgrid.
hg.osgrid.org:80:OpenSimWorld

The script is massively complex and I have looked through it to find the part that deals with navigating the waypoints, but there is so much stuff that is interacting with that section that there was no obvious thing to adjust.

its acting like it has a set time to get to the next waypoint regardless of how long it will actually take to get there. Instead of adjusting the time to suit the distance. I assume the script has no way of detecting when the NPC actually gets to the waypoint in order to request the next one, so it just waits an arbitrary amount of time and hopes for the best before proceeding to the next point.

If you have a few points close together to navigate a bend then it takes forever for the NPC to make any progress.

Many thanks
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You may try to hit up the creator of the script. He's also the admin of OSW, but I've read that it's easier to get into contact with him by IMing him in-world or sending him a notecard.
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I would have said "I look totally normal, maybe you need to relog"
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What are the symptoms to look out for?
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The worst symptoms I saw in Barefoot Dreamer grid and a little in Virtualife and I dont remember where else but there were at least two other where I saw problems I thought was because HG jump...
The most often it is on body colors, some skins (bom I think) making top of the body white or only lips, I lost "asset not present in database" for ears or AO too. Parts of Athena body changed colors or turn transparent (and even seem as not existing at all when pointing on them with the mouse).
Scripts are vanishing too, sometimes not entirely, in some hud (emoticon for example) you can still have parts functionning while the other half is dead...
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Appearance issues sometimes happen to me when grid hopping. I can normally just edit my appearance and exit without making any changes and it will fix me. I make sure to keep all my outfits/body parts in my suitcase so I have access to them while grid hopping and can reattach things if things get wonky.
If all else fails then as soon as I return home I look normal again. My appearance never seems to mess up if I'm teleporting around within my own grid.
I have not found any assets missing from my home grid either. Though I'm running Diva Distribution that has not had an update for a long time, I think its still on 9.2.1 and I am using FS 6-6-17 Linux Mint.
The only asset related thing I notice is the occasional yellow message in the console about request for missing material on some objects. Though this has been a thing for as long as I can remember and is just a bad mesh I picked up on my travels. I never get that message for any meshes I have made myself, its always on something I picked up.
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