[Opensim-users] Opensim-users Digest, Vol 15, Issue 11

Seth Nygard sethnygard at gmail.com
Thu Jun 11 18:50:41 UTC 2015


I would recommend uploading the working script to OSgrid's forum.

There is also a new, but not well known, script resource library created by
the folks at Spellscape Grid. http://www.spellscape.co.uk/resources/scripts
I would suggest adding it there also.  I think once it gets used a bit it
has potential to be a very useful resource for all of OpenSim.

Another popular resource is at http://www.outworldz.com/cgi/freescripts.plx
You should upload it there as well.

-Seth



On Thu, Jun 11, 2015 at 2:06 PM, <opensim-users-request at opensimulator.org>
wrote:

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> Today's Topics:
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>    1. Re: Boat script for bullet engine (Thomas Ringate)
>    2. Re: Boat script for bullet engine (Vegaslon)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 11 Jun 2015 08:42:54 -0400
> From: "Thomas Ringate" <tringate at gmail.com>
> To: <opensim-users at opensimulator.org>
> Subject: Re: [Opensim-users] Boat script for bullet engine
> Message-ID: <BE5C0BA9A89240B494E262805F16C291 at TomsDesktop>
> Content-Type: text/plain; charset="utf-8"
>
> The wiki would be a good place.  I posted mine to the OSgrid forum in the
> script section.  Hopefully it will be added to the consolidated list of
> scripts there, making it easier to find.
>
> http://forums.osgrid.org/viewtopic.php?f=5&t=5486
>
> From: Dahlia Trimble
> Sent: Thursday, June 11, 2015 1:07 AM
> To: opensim-users at opensimulator.org
> Subject: Re: [Opensim-users] Boat script for bullet engine
>
> *votes for a sample script wiki page on http://opensimulator.org/
>
>
>
> On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue <misterblue at misterblue.com>
> wrote:
>
>   There have been several requests for sample scripts  that are known to
> work. With all the scripts floating around, it is hard to find the right
> place to start.
>
>   If I was to start collecting such scripts, where should they be stored
> so new scripters will find them?
>
>   ==mb
>
>   On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate <tringate at gmail.com>
> wrote:
>
>     Mister Blue,
>
>     I closed the mantis.  The problem was with not setting hover height to
> something other than zero.  That is the value used in the lsl wiki and I
> thought it meant to hover right on the water, not disable hover.
>
>     I will post this script once I finish cleaning it up and commenting
> it.  Then others like me will be able to find it in the forum in the script
> section for something that works.  They can modify it to their liking and
> add other features.
>
>     Tom
>
>     From: Mister Blue
>     Sent: Monday, June 08, 2015 9:40 PM
>     To: opensim-users maillist
>     Subject: Re: [Opensim-users] Boat script for bullet engine
>
>     As BulletSim's maintainer, I would like to fix the problems you've
> been finding.
>
>     I thought I'd fixed the sinking problem in the latest master. There
> used to be a problem with setting buoyancy (BulletSim is like SL when
> dealing with buoyancy and vehicles and not like ODE).
>
>     If you can file a Mantis with a short script that fails, I will take a
> look at it. I want vehicles to work with BulletSim.
>
>     == MB
>
>     On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <tringate at gmail.com>
> wrote:
>
>       I have been trying to modify the vehicle script for the
> bulletsim-jetbike v1.0.lsl written by Shin Ingen.  I want to use the script
> in a Jet Ski.
>
>       The issues I need to solve are:
>       - do not sink when driver sits
>       - detect region borders and veer away
>       - detect shoreline and veer away
>
>       The most critical of these is the first.  Searching using Google
> shows that the most common problem for a boat is that it sinks when the
> driver
>       gets on the boat.  I am able to keep the boat afloat using the above
> script if I never turn it.  Once I maneuver at all it slowly sinks to the
> bottom.
>
>       Unfortunately, after reading for many hours about vehicles in the
> wiki, I find nothing I change or try does anything but make it worse.
>
>       There are no published working bullet scripts for a boat that I
> could find as an example to achieve a boat that would maneuver and stay
> floating.
>
>       Is there such a script?  If so can someone point me to it please.
>
>       The above script is really a lot of fun speeding around a region
> diving into water, scaling mountains and flying back to ground level.
>       As long as you avoid the regions borders it is great.
>       I have added code to detect the borders, veer away and slow down
> while doing it.
>       Unfortunately there is no way I have found to do this the same way
> as running into a non phantom prim.
>       I have to set the border limit to 15 meters to give the script time
> to react, slow the vehicle and start the turn operation.
>       It is still possible to overshoot the border and that is sudden
> death for this script and vehicle.
>
>       Tom
>
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> ------------------------------
>
> Message: 2
> Date: Thu, 11 Jun 2015 14:06:34 -0400
> From: Vegaslon <vegaslon at gmail.com>
> To: opensim-users at opensimulator.org
> Subject: Re: [Opensim-users] Boat script for bullet engine
> Message-ID:
>         <
> CAEjPjWh+wJaMXAdm91UYq01HmPk7+KneobBd0bgYbnrVHnM5mw at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> * is not opposed to a sample script wiki page if it is made easier to find
> then the current bulletsim vehicle tweaking pages. Also think any example
> vehicle scripts should be hosted on a wiki so future inprovements that
> change behavior for these scripts can be documented. With the hope people
> will look at these pages as a trouble shooter to find solutions when they
> notice altered behavior in their vehicles.
> On Jun 11, 2015 8:43 AM, "Thomas Ringate" <tringate at gmail.com> wrote:
>
> >   The wiki would be a good place.  I posted mine to the OSgrid forum in
> > the script section.  Hopefully it will be added to the consolidated list
> of
> > scripts there, making it easier to find.
> >
> > http://forums.osgrid.org/viewtopic.php?f=5&t=5486
> >
> >  *From:* Dahlia Trimble <dahliatrimble at gmail.com>
> > *Sent:* Thursday, June 11, 2015 1:07 AM
> > *To:* opensim-users at opensimulator.org
> > *Subject:* Re: [Opensim-users] Boat script for bullet engine
> >
> >  *votes for a sample script wiki page on http://opensimulator.org/
> >
> >
> > On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue <misterblue at misterblue.com>
> > wrote:
> >
> >> There have been several requests for sample scripts  that are known to
> >> work. With all the scripts floating around, it is hard to find the right
> >> place to start.
> >>
> >> If I was to start collecting such scripts, where should they be stored
> so
> >> new scripters will find them?
> >>
> >> ==mb
> >>
> >> On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate <tringate at gmail.com>
> >> wrote:
> >>
> >>>   Mister Blue,
> >>>
> >>> I closed the mantis.  The problem was with not setting hover height to
> >>> something other than zero.  That is the value used in the lsl wiki and
> I
> >>> thought it meant to hover right on the water, not disable hover.
> >>>
> >>> I will post this script once I finish cleaning it up and commenting it.
> >>> Then others like me will be able to find it in the forum in the script
> >>> section for something that works.  They can modify it to their liking
> and
> >>> add other features.
> >>>
> >>> Tom
> >>>
> >>>  *From:* Mister Blue <misterblue at misterblue.com>
> >>> *Sent:* Monday, June 08, 2015 9:40 PM
> >>> *To:* opensim-users maillist <opensim-users at opensimulator.org>
> >>> *Subject:* Re: [Opensim-users] Boat script for bullet engine
> >>>
> >>>   As BulletSim's maintainer, I would like to fix the problems you've
> >>> been finding.
> >>>
> >>> I thought I'd fixed the sinking problem in the latest master. There
> used
> >>> to be a problem with setting buoyancy (BulletSim is like SL when
> dealing
> >>> with buoyancy and vehicles and not like ODE).
> >>>
> >>> If you can file a Mantis with a short script that fails, I will take a
> >>> look at it. I want vehicles to work with BulletSim.
> >>>
> >>> == MB
> >>>
> >>> On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <tringate at gmail.com>
> >>> wrote:
> >>>
> >>>>   I have been trying to modify the vehicle script for the
> >>>> bulletsim-jetbike v1.0.lsl written by Shin Ingen.  I want to use the
> script
> >>>> in a Jet Ski.
> >>>>
> >>>> The issues I need to solve are:
> >>>> - do not sink when driver sits
> >>>> - detect region borders and veer away
> >>>> - detect shoreline and veer away
> >>>>
> >>>> The most critical of these is the first.  Searching using Google shows
> >>>> that the most common problem for a boat is that it sinks when the
> driver
> >>>> gets on the boat.  I am able to keep the boat afloat using the above
> >>>> script if I never turn it.  Once I maneuver at all it slowly sinks to
> the
> >>>> bottom.
> >>>>
> >>>> Unfortunately, after reading for many hours about vehicles in the
> wiki,
> >>>> I find nothing I change or try does anything but make it worse.
> >>>>
> >>>> There are no published working bullet scripts for a boat that I could
> >>>> find as an example to achieve a boat that would maneuver and stay
> floating.
> >>>>
> >>>> Is there such a script?  If so can someone point me to it please.
> >>>>
> >>>> The above script is really a lot of fun speeding around a region
> diving
> >>>> into water, scaling mountains and flying back to ground level.
> >>>> As long as you avoid the regions borders it is great.
> >>>> I have added code to detect the borders, veer away and slow down while
> >>>> doing it.
> >>>> Unfortunately there is no way I have found to do this the same way as
> >>>> running into a non phantom prim.
> >>>> I have to set the border limit to 15 meters to give the script time to
> >>>> react, slow the vehicle and start the turn operation.
> >>>> It is still possible to overshoot the border and that is sudden death
> >>>> for this script and vehicle.
> >>>>
> >>>> Tom
> >>>>
> >>>> _______________________________________________
> >>>> Opensim-users mailing list
> >>>> Opensim-users at opensimulator.org
> >>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >>>>
> >>>>
> >>> ------------------------------
> >>> _______________________________________________
> >>> Opensim-users mailing list
> >>> Opensim-users at opensimulator.org
> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >>>
> >>> _______________________________________________
> >>> Opensim-users mailing list
> >>> Opensim-users at opensimulator.org
> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >>>
> >>>
> >>
> >> _______________________________________________
> >> Opensim-users mailing list
> >> Opensim-users at opensimulator.org
> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >>
> >>
> >
> > ------------------------------
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> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
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