a tale of Wyverns, Dragons and Ponies

It’s an event…

November 19th, 2008 Posted in Purple Wyvern Designs | No Comments »

Sometimes weird bugs creep into scripts especially those that have morphed and grown over time.  I was having a problem with settings not getting stored by the object and getting reset to default or stuck on an old value.  I was wondering if I had found a weird SL bug, but it turned out I had been unintentionally using a workaround that was no longer working in the latest server version and I had a basic script mistake that I was working around with some over complicated functionality.

My problems stemmed from the fact my scripts often contain the following statement:

default {
on_rez(integer start_param){
llResetScript()
}

I primarily do this in any script where I use llGetOwner() in order to ensure that any listeners or other functions depending on the users key are set up correctly.  However, resetting the script means that it sets any variables used back to default values.  My work around for this was to store the variables in the description field of a child primitive, a technique known as primitive parameter overloading.

If my objects were just rezzed on the ground, I would of been OK at that point.  But they are not, they are worn attachments.  Attachments don’t tend to easily let you edit there description fields when worn.  If the description is blank, it seems to let you write it once or twice, but not always.  Attachments will revert any object name changes on being un-worn, it looks like the description field gets reverted as well.

However, after a little advice from a friend who mentioned that I was probably doing something fundamentally wrong and I that shouldn’t be using llResetScript() in the on_rez event if I wanted to persist data, I decided to go back and revisit events and how they are triggered.

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Stargates!

September 25th, 2008 Posted in Purple Wyvern Designs | No Comments »

When Abalus was first set-up, one of the first things Nimbus rezzed was the Stargate at the sim entry point.  This gate had all the functions you might expect, flashing lights, noises, event horizon and a kawooosh!

When I first came into SL in 2006, I remember stumbling across the Cleary region and finding a stargate there.  I took one of their free stargates and placed it at my home in Jsindo.  At the time I was on a 512m² plot and a stargate ate badly into my prim allocation so I removed it and thought nothing more.

The Stargate looks cool and serves as a nice central item for the sim rez point in Abalus.  It also provides a link into a network of other gates.  But does it have any other uses?

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Sim Building!

July 1st, 2008 Posted in Places | No Comments »

Following the terraforming of Abalus by Daryth and a few minor adjustments by me and Nimbus, the next task is to decorate the sim.  We have 3750 prims on the sim of which we want to reserve 750.  This leaves 3000 prims to do our own builds and for general sim landscaping.

Purple Wyvern at Abalus

I don’t have the time or skill to build everything a sim needs, so time to go shopping!

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Buildings Tools - LSL Editor

June 26th, 2008 Posted in Purple Wyvern Designs | No Comments »

Most of what I do involves scripting (aside from the odd animation or texture). There are many annoyances to a scripter, most of them in-world. In no sort of order these are:

  1. Asset failed to compile/save (generally when the asset database is throwing a hissy fit)
  2. SL ate the script
  3. Finding scripts reverted in objects
  4. Silly errors in scripts!
  5. Script stopped running

Some of these just come down to doing things correctly and having patience (#3 is often down to taking an object back into inventory after modifying a contained script, before it has compiled and saved). However, trying to develop and debug scripts in-world can often be very time consuming. When SL is being laggy, often it takes some seconds for a script to compile, save and reset ready for testing.

One of the alternatives is to use an offline script development system. The one I use is LSLEditor which is an open source tool created by Alphons van der Heijden.

LSL Editor performs a number of functions, it has code completion and code tips (useful for if you can’t remember all the arguments to a function, or the exact name). It can check if your LSL is semantically correct and it has a debugger function. There is also a “Solution Explorer” which allows you to build a virtual object and test the interactions between multiple scripts.

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Abalus rises!

June 24th, 2008 Posted in Isle of Wyrms, Places, Purple Wyvern Designs | No Comments »

On the 18th of June a new sim rose from the waves, west of the new Equus sim (soon to be the new home of Lone Star Ranch).

Abalus Sim Day 0

Abalus, also known as the Island of Amber, is an Open Spaces sim. The sim is shared between the Purple Wyvern group and the Caudra Draconis group. This will soon be the new home location for the Purple Wyvern outlets. Jsindo is staying, alas delegated to second fiddle. This means that the Avendale Ruins location will be for sale soon!

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