Re: Opensim-users Digest, Vol 15, Issue 11

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Re: Opensim-users Digest, Vol 15, Issue 11

Seth Nygard
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, <[hidden email]> wrote:
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Today's Topics:

   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" <[hidden email]>
To: <[hidden email]>
Subject: Re: [Opensim-users] Boat script for bullet engine
Message-ID: <BE5C0BA9A89240B494E262805F16C291@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: [hidden email]
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 <[hidden email]> 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 <[hidden email]> 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 <[hidden email]> 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 <[hidden email]>
To: [hidden email]
Subject: Re: [Opensim-users] Boat script for bullet engine
Message-ID:
        <[hidden email]>
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" <[hidden email]> 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 <[hidden email]>
> *Sent:* Thursday, June 11, 2015 1:07 AM
> *To:* [hidden email]
> *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 <[hidden email]>
> 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 <[hidden email]>
>> 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 <[hidden email]>
>>> *Sent:* Monday, June 08, 2015 9:40 PM
>>> *To:* opensim-users maillist <[hidden email]>
>>> *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 <[hidden email]>
>>> 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
>>>> [hidden email]
>>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>>>
>>>>
>>> ------------------------------
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>>>
>>>
>>
>> _______________________________________________
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>>
>>
>
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