how about way easier:

the client-side AO implementation that I use in my TPV stores its setup in a 
folder tree, similar to how phoenix firestorm does it (no small wonder, it's 
the same AO).

How about this:

whenever you save an outfit, a link to the ao config folder that is active at 
that time is stored in the outfit, and when you put on an outfit, the "putting 
on a saved outfit" code checks if a link to a folder that is contained in the 
outfit is pointing at a folder inside the AO structure, and if so, activates 
that AO config.


no reading of notecards or serializing stuff, only two links.

bye,
LC



Am Montag, 16. April 2012, 07:01:49 schrieb Ricky:
> As much as I'm not a fan of hacks, until there's proper server-side support
> this is what I suggest: Dahlia, I think I've taken a liking to your
> suggestion of the notecard idea, but with a twist.
> 
> First, the client would create a new inventory folder named such that
> the likelihood of it being already in existence is extremely low. "Outfit
> Animations - Firestorm x.x" could be good for Firestorm, where the x's are
> a version code.  This folder would be hidden from viewing in the
> client default so that it does not clutter up inventory, with an option in
> the client to make it visible.  Inside this folder are notecards, each
> named after the outfit it's designed to match.  These notecards contain
> LLSD serialized data designed to make it simple and fast for the client to
> pull down the animation data, update it, and store it back in the notecard.
> 
> A simple GUI would be designed to make management and creation simple.
> 
> Yes, this hack has the limitation that a given animation set cannot be in
> place for multiple outfits, but if there is a simple, easy way to clone an
> animation set to another outfit such would be mitigated.  The ability to
> manually select another outfit's animation set is also an option.
> 
> Ricky
> Cron Stardust
> 
> On Mon, Apr 16, 2012 at 12:31 AM, Dahlia Trimble 
<dahliatrim...@gmail.com>wrote:
> > The AO could be coded such that it looks at the name of the currently worn
> > outfit and selects the appropriate animation list for that name. I believe
> > the name of the currently worn outfit is sent to the viewer as it's used
> > to
> > highlight it in the appearance selector menu.
> > 
> > I suggested the notecard approach as an alternative that could also allow
> > notecards in outfits for other uses besides AO animation lists. However
> > given that it would likely require a server side change, it's probably
> > much
> > less likely to happen than just re-coding the client-side AO. Personally I
> > would prefer anything that is associated with my avatar to not be client
> > dependant as I switch computers and clients a lot.
> > 
> > On Sun, Apr 15, 2012 at 10:50 PM, Erin Mallory <
> > 
> > angel_of_crim...@hotmail.com> wrote:
> >>  Why would it need to be in the inventory taking up space when it would
> >> 
> >> ONLY do the same thing that either of these options do?  If you can link
> >> a
> >> client ao to activate when the outfit is equipped that would satisfy the
> >> need for it to automatically turn on when you equip a new outfit AND keep
> >> the inventory MUCH less cluttered.
> >> The entire reason I use Firestorm's ao is so that I could get rid of as
> >> many copies of aos as I could and swap between ao sets almost instantly
> >> even in high lag areas.  Right now they do not have a way to equip
> >> automatically when I set an outfit, however it is two extra clicks to
> >> select the one I want from a dropdown.  If I could have a menu option on
> >> the outfit folder to allow me to associate each outfit with an AO so that
> >> it automatically swapped when I changed outfits that would be neat and do
> >> the same thing you wanted it to do.  If I wanted to change the
> >> association
> >> or dissociate it I could do so from the same command.
> >> What I envision would simply be another option with a menu item such as
> >> "Set AO" and contain a drop nearly identical to the list in the AO drop
> >> down menu except it would also have a "none" option. for example if I had
> >> an outfit folder named "feral neko" with several attachments and clothes
> >> in
> >> it and wanted to associate my Puli Neko AO with it then all I would need
> >> to
> >> do is right click the folder for "feral neko" select "set ao" and click
> >> "Neko Puli AO" and then until i changed the associated ao every time I
> >> equipped the outfit "feral neko" it would automatically switch the ao to
> >> the Neko Puli AO set.  That way i would not need any box or notecard or
> >> other object to clutter my already overwhelming inventory.
> >> Please explain what such a system would lack that either type of object
> >> you are talking about could provide because I simply do not see the
> >> benifits or requirements to have any object in the inventory other than a
> >> single notecard for each ao set and a copy of each animation that is
> >> included in any set.
> >> 
> >> > CC: opensource-dev@lists.secondlife.com
> >> > From: secret.arg...@gmail.com
> >> > Subject: Re: [opensource-dev] allowing client side AO's to swtich with
> >> 
> >> outfits
> >> 
> >> > Date: Sun, 15 Apr 2012 21:34:30 -0500
> >> > To: angel_of_crim...@hotmail.com
> >> > 
> >> > On 2012-04-15, at 12:13, Erin Mallory wrote:
> >> > > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so
> >> 
> >> that pressing that hotkey will both equip the outfit and activate the AO
> >> 
> >> > > 2) Script in a right click menu option at the outfit folder level
> >> 
> >> that asks if you want to link an AO config to activate the ao when
> >> equipping the outfit. IE: you right click the outfit folder and when the
> >> menu pops up it has something like "Set outfit AO."
> >> 
> >> > Neither of these are acceptable, it _has to_ be something in the
> >> 
> >> inventory that is managed with the inventory tools. Otherwise there's no
> >> reason not to keep using the existing scripted AOs.
> >> 
> >> > Ideally, it's just a box, like an existing AO, except instead of having
> >> 
> >> a script in it it's attached to an "AO" attachment point or has a name
> >> like
> >> "#AO".
> >> 
> >> > Alternatively, a scripted object could run and llOwnerSay a series of
> >> 
> >> magic strings containing the animation name and animation type, in
> >> on_rez()
> >> or attach().
> >> 
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