Keep Informed

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Tuesday
Sep202011

MUG Meeting Oct 18th, 2011 

[16:59]  Antonius: Hello Sub!
[17:00]  Antonius: Hi Devildog!
[17:00]  The Devil: hello well woke up to some rl problems suppose to be in bed but guess not
[17:00]  sub43: i love your Mice on a Beam
[17:00]  Antonius: Thanks Sub!
[17:01]  Antonius: Hey Devil. You're staying up late tonight!
[17:01]  The Devil: lol just got a call lol was asleep
[17:01]  The Devil: so lol well hope this is not in voice
[17:01]  Antonius: No it's just chat for now.
[17:02]  Antonius: So how long have you been using MOAB Sub?
[17:02]  sub43: well i use it when i need it
[17:02]  The Devil: and then there's me who's never used it lol
[17:03]  sub43: but when i bought it , i was more nosy about ..mmm what your " prg " can do..
[17:03]  Antonius: Well you're just getting started Devil. Give it time.
[17:03]  The Devil: but from what everyone says its by far the best scripting program
[17:03]  sub43: it reminds me a bit of visual basic
[17:04]  Antonius: Well depends on your need. The thing about MOAB is that it's based on a RL methodology so it can handle the most complex designs if need be.
[17:04]  Antonius: It also of course can handle simple ones too.
[17:05]  Antonius: There are other scripting helper programs that are also good to learn about LSL.
[17:05]  sub43: u did a good job
[17:05]  Antonius: Thanks so much.
[17:05]  sub43: at least one person who trys to make it easier
[17:05]  The Devil: which was what i was wanting to be able to make scrips that are so complex
[17:05]  The Devil: i mean gotta learn the basics but still
[17:05]  The Devil: well far easier than doing it by hand
[17:05]  The Devil: i will say that much
[17:05]  Antonius: I told Devil earlier today that the next release will be out next month. I think you'll really love the improvements.
[17:05]  sub43: but what i am missing
[17:06]  sub43: is an lsl importer
[17:06]  sub43: u thought about that ?
[17:06]  Antonius: Ah yes. It has been requested several times. Unfortunately it's not as simple as it might sound.
[17:06]  sub43: yeah
[17:06]  sub43: lol
[17:07]  Antonius: Creating the graphics for one would be a major effort. Not impossible, but having to lay out the structure, etc.
[17:07]  Antonius: It's something I have on the list and will think about it some more in the future.
[17:07]  sub43: oh about the notecard "whitelist "
[17:07]  sub43: in the door script
[17:08]  sub43: ok you should give a picture example about the notecard in the door example
[17:08]  Antonius: Do you mean showing how to put the names in it?
[17:08]  sub43: no
[17:08]  sub43: how whould u write the notecard if u dont know it ??
[17:09]  sub43: 1 line per agent ?
[17:09]  sub43: all in one line
[17:09]  sub43: separated with a ;
[17:09]  sub43: or a ,
[17:09]  Antonius: I see. I thought I mentioned that it's one per line in the video. I'll check that.
[17:09]  sub43: but separated with a ,
[17:10]  sub43: like sub43 restless ,
[17:10]  sub43: or with an ;
[17:10]  sub43: and can u have /// in the notecard ?
[17:10]  Antonius: By having it one per line, then you don't need a separator and since the program reads in one line at a time you don't have to parse the line.
[17:11]  sub43: ok
[17:11]  sub43: thank you
[17:11]  Antonius: I wanted to keep it as simple as possible for tutorial purposes.
[17:12]  sub43: awesome tutorials anyway
[17:12]  sub43: everyone should able to work with it
[17:12]  Antonius: Thanks. Once I get this long-overdue release out I plan to make lots more of them.
[17:12]  Antonius: Is it ok if I call you Sub, or do you prefer something else?
[17:12]  sub43: its fine
[17:12]  sub43: what are u planning ... may i ask ?
[17:13]  Antonius: For the next releases's features take a look at Sneak Peek I: http://bit.ly/pkEp7D
[17:13]  Antonius: and Sneak Peek II: http://t.co/MWPG6B8N
[17:14]  Antonius: The both provide short descriptions and links to pictures of the major features in the new release.
[17:15]  Antonius: I can show some of them here too Sub if you want.
[17:15]  The Devil: cool just took a gander at that
[17:15]  Lady Çata: Hello all :)
[17:15]  Antonius: Hello Lady Cata and welcome!
[17:15]  The Devil: nice new error compilation in it
[17:16]  Lady Çata: thanks Antonius
[17:16]  The Devil: so I will know if I did something wrong
[17:16]  sub43: that update sounds good
[17:16]  sub43: just looked at it
[17:16]  sub43: hey love
[17:16]  Lady Çata: smiles
[17:16]  Antonius: Yes one of the major new features is the new error reporting system. Will help you catch errors earlier.
[17:16]  The Devil: state exploror
[17:16]  The Devil: hehehehhe so everything will be setup right when I use it
[17:16]  The Devil: genious antonius
[17:17]  Antonius: The State Explorer was a direct request from a user. Made a lot of sense to me so I put it in.
[17:17]  Antonius: Guess you two know each other.... :-)
[17:18]  sub43: she is my love
[17:18]  sub43: she uses me lolol
[17:18]  The Devil: well lol makes alot of sense to me and I have never used the program
[17:18]  Antonius: The flagging of undeclared identifiers is critical too and many users will be happy to see that feature.
[17:19]  Antonius: So Cata are you a current user of MiceOnABeam?
[17:19]  Lady Çata: not yet I guess
[17:19]  Lady Çata: laughs
[17:19]  Lady Çata: i'm guilty of that
[17:20]  Antonius: Maybe I should offer family discounts. :-)
[17:20]  The Devil: well dont feel bad I am just learning scripting
[17:20]  sub43: ohh yessss
[17:20]  sub43: that would be an idea
[17:20]  Lady Çata: that will be good
[17:20]  Antonius: LOL
[17:20]  The Devil: just learned about the open and closed state today and the ending of a command ; and the <open varibles and closed > varibles
[17:20]  Antonius: Sub, so what type of scripts have you used MOAB for so far?
[17:21]  sub43: i havent used it really that much
[17:21]  Antonius: @Devil: Are you following along with the video tutorial step by step building the model?
[17:22]  The Devil: nope only got as far as learning basic lsl liked you asked
[17:22]  Antonius: Yes that's the first step.
[17:22]  The Devil: but after reading about lsl wiki my brain was like OMG over load
[17:22]  sub43: but i will try to make a whip with it lolol
[17:22]  sub43: like a sensor
[17:22]  Antonius: Take it in small doses and then use immediately what you learn in MiceOnABeam.
[17:23]  Antonius: Start with something small and then build, enhance it.
[17:23]  sub43: writes the names around u in a menu
[17:23]  The Devil: only got as far as the } Close state {openstate ; endinga even < Open Variable > close Varibkle
[17:23]  The Devil: ok
[17:24]  Antonius: Are there any features or concepts you have questions on or would like me to clarify?
[17:24]  Lady Çata: giggles
[17:25]  The Devil: yes in the script editor in secondlife you got the insert tab ok my question is it ever part of the inserts within the program
[17:25]  The Devil: or do u only just have the ll
[17:26]  Antonius: You can use the tab key in the code editors in MOAB too.
[17:26]  Antonius: It also does some formatting so will automatically tab to the same indentation as the previous line when you press the Enter key.
[17:26]  sub43: why did u named it Mice on a beam ß
[17:26]  sub43: ?
[17:27]  Antonius: The name is a transliteration from a phrase in French.
[17:28]  Antonius: In French the term "mise en abyme" refers to things that have recursion.
[17:29]  Antonius: I thought it related well to MOAB's capability to have states within states to any level (of course subject to memory constraints!)
[17:30]  Antonius: So I had a bit of fun with the words. Mice On A Beam popped into my head when saying the word in English, and the name stuck from that point on.
[17:30]  Antonius: Crazy huh?
[17:31]  Lady Çata: yup
[17:31]  Antonius: But it stands out- which I guess is rule #1 in marketing.
[17:32]  Antonius: I was going to call it Visual LSL, but figured I'd run into trademark problems with Microscoft which own every "visual" name, and SL which trademarks all their terms too.
[17:32]  Lady Çata: hmmm
[17:33]  The Devil: antonius can I ask can I get those links you sent to me in IM again when I logged out sl doesnt keep back messages
[17:34]  Antonius: Ok. I will send them to you in a notecard.
[17:34]  The Devil: cool right on
[17:35]  sub43: lol
[17:37]  Antonius: There you go Devil. It's a log of our earlier conversation.
[17:38]  The Devil: right on i should really also do that
[17:40]  Antonius: Any other questions Sub?
[17:40]  Antonius: Oops. Guess not.
[17:40]  Lady Çata: nop lol hav a good night
[17:40]  Antonius: Did we lose him Cata?
[17:40]  Lady Çata: no, he has to talk to some customer...
[17:41]  Lady Çata: please excuse me
[17:41]  Antonius: You too. Nice meeting you.
[17:41]  Lady Çata: my pleasure
[17:41]  The Devil: so that concluded the meeting omg i got so many questions but i need to learn about lsl first and stuff
[17:43]  Antonius: I'm still here until 18:00.
[17:43]  The Devil: grrrrr oh'well antonius can i add u as a friend that was i am not waiting for emails and can ask questions right away
[17:43]  Antonius: Sure. Note that I'm not always online.
[17:44]  The Devil: right I figured since you continue to update this program and stuff
[17:44]  The Devil: thought of a tool thou
[17:44]  Antonius: If you have any questions on LSL I can do that too.
[17:44]  The Devil: thats not in it and that has been brought up lately in the group a few times actually
[17:45]  Antonius: Ok. What's the idea?
[17:45]  The Devil: particles is seen alot of people asking for particle tool within the program so we can build our own particles also within the program since that is also lsl coding right
[17:46]  The Devil: that way you can build the particle and also script it at the same tiem since when i build with particles scripting and particles seems to go hand in hand in my builds
[17:47]  The Devil: only problems I usually have to ask somebody to build me the script to go with my particles
[17:47]  Antonius: Well one thing that MOAB supports is the use of reusable components. Someone could develop a particles component that you could then import and configure in MOAB.
[17:47]  Antonius: The component infrastructure in MOAB is pretty neat. It's fairly advanced though and so it's something for more experienced users.
[17:47]  The Devil: right I just meant to have a particle program within the program itself
[17:47]  Antonius: Also with each release I add more LSL Actions and I will look into putting in some actions for particles.
[17:48]  The Devil: now for a update like that and you started charging for the future updates on your program with that one feature I would be willing to pay the extra for that on each release
[17:48]  The Devil: lol
[17:48]  Antonius: lol
[17:49]  The Devil: what does the back layout do I get the states
[17:49]  The Devil: and then connecting the states
[17:49]  The Devil: with transitions
[17:50]  Antonius: What do you mean "back layout"?
[17:50]  The Devil: well in your tutorial the first one
[17:50]  The Devil: you say click on the layout or the whitepart
[17:51]  The Devil: and then start by making it phantom and stuff
[17:51]  The Devil: so u can walk through it
[17:51]  The Devil: I thought that is what the states do
[17:51]  The Devil: just make states and link them together add what you want each state to do and compile it
[17:52]  Antonius: The basic editor is the State Editor, which is what is shown on the screen here.
[17:52]  Antonius: It has a toolbar of various modeling components that you can use.
[17:52]  The Devil: right but the whiteback ground you told us to right click and choose set variables and stuff
[17:53]  The Devil: after we make the opened closed (state)
[17:53]  Antonius: To create a state, you click first on the state icon in the toolbar and then click on the white background of the State Editor where you want the state to appear.
[17:53]  The Devil: not those but the white background
[17:53]  The Devil: you say click the white background
[17:53]  The Devil: and then you add a integer
[17:53]  The Devil: then you add component which then goes to texture set to phantom
[17:53]  Antonius: Oh I see. Yes, each state can have variables associated with it.
[17:54]  Antonius: The top state of the model is represented by the top State Editor when you first open up or create a model.
[17:54] 
The Devil: right but what does that background have to do with anything I thought you just set the states which kind of make them a { event
[17:55] 
The Devil: but forget about the states lol I mean the white background
[17:55]  Antonius: If you want to create a variable for the top level state, then you must right-click over the white background to open up the State Variables/Functions Editor.
[17:55] 
The Devil: ah ok
[17:56]  Antonius: Remember that in MOAB, variables that are defined at one level can be seen by all the states contained within that level.
[17:56] 
The Devil: so basicaly the states are the events or what you want it to do
[17:57]  Antonius: (The transitions represent the events and you wait in a state for one or more events to occur. When an event occurs, you take the appropriate transition and do any actions associated with it and then move to another state and do any actions associated with it.)
[17:56] 
The Devil: and the white background is what defines the whole script all together
[17:56]  Antonius: So a variable that is defined at the top-most level of the model can be seen by ALL states within the model.
[17:57]  Antonius: Yes.
[17:57] 
The Devil: heheheheh I am starting to get it lol
[17:57]  Antonius: I knew you would!
[17:57]  Antonius: You can think of it as a hidden top level state that you're looking inside of.
[17:57] 
The Devil: see I can read pretty fast and understand alot
[17:57] 
The Devil: I got a photogenic memory
[17:58]  Antonius: Wow! I wish I was that lucky.
[17:57] 
The Devil: hence why I got the program since its basicaly like drawing it
[17:58] 
The Devil: which helps me out since I remember by images
[17:58]  Antonius: Oh neat!
[17:59] 
The Devil: the funny thing about this I could probably look a tyour model in part 3 of the tutorial & remember what it looks like how it was built just by glancing at it and then put it all together only problem though is the functions underlying it that make it work
[17:59] 
The Devil: lol
[18:00] 
The Devil: so it wouldnt work
[18:00]  Antonius: But that's a great start. That's the advantage of MOAB, you can if you'd like first lay out the structure and then fill in the details afterwards.
[18:01]  Antonius: So you can always see the overall logic flow and opposed to trying to see it in your head when just looking at dozens of lines of LSL code.
[18:02] 
The Devil: well I would rather draw it than type it
[18:02]  Antonius: For sure.
[18:03]  Antonius: In MOAB the code you put in is usually in very small snippets; in transitions, or entry code, etc. so you never have to look at long stretches of LSL code.
[18:04] 
The Devil: right on
[18:04] 
The Devil: I really hope you add a particle generator that woudl be so cool of you to do
[18:04]  Antonius: I will put it on the feature request list for the next set of LSL actions or a built-in component.
[18:05] 
The Devil: and when you do please dont just add 3 particle effect transitions to it lol most in sl have only three particles you can make to combine with the one
[18:05]  Antonius: Don't forget to take a look at the built-in components that are already there.
[18:05] 
The Devil: ok cool
[18:22]  The Devil: good chatting with you
[18:22]  Antonius: Same here. Have a great night.
[18:22]  Antonius: Bye.
[18:22] 
The Devil: u also