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Subversive Writer added a comment - 15/May/07 07:25 AM
A "currently worn" tab would be /very/ useful. However, it may be even more useful as a tab which can also be opened as its own window (think RPG-style inventory)
Yes, please, there simply are not enough attachment points. Too many things need to go into the same spots, especially around the head and torso. A hard limit of total prims worn would still keep things from getting ridiculous.
This would also make SL more friendly to those with less innate building ability. Example: If you want your avatar to have a face full of piercings, but are not good with the edit functions, you will currently be in a lot of trouble when trying to adjust the fit of a large set of piercings. From a design standpoint, breaking the jewellery up into smaller sets (1 nose ring, 2 separate earrings, 2 separate eyebrow rings, 3 separate lip rings, 1 nose bar, 1 ear industrial, etc.) makes more sense, and is much more user friendly. The problem is the user runs out of attachment points too quickly. Something that increases attachments will please designers and users alike. I support the suggestion for multiple attachments per point, but I don't think there should be a prim limit, just a higher limit of attachments per point (say 5 per). Some people have spent a LOT of time (or paid someone to spend a lot of time) creating an awesome, detailed, accurate avatar... one that uses a LOT of prims. Limiting the prims per av would make that all for nought.... I'll go a step further saying it would encourage poor craftsmanship in attachments, just to save a prim (can you just imagine signs advertising- "Flexi hair! Only 10 prims!")
I'm not sure either about limiting by prims, as it's hard to say what the limit should be. But a hard limit of attachments in total should be fine. I mean currently we can have what...maybe 20 attachments (may be wrong), with one per attachment point, then the limit could simply be 20 attachments total. You can then place those 20 attachments wherever you want, and go around wearing 20 left-shoes and no other attachments if you really wanted to.
This way we have the same overall limit, but no restriction on where we can put things. Its simply crazy that there is not a neck attachment, given all the jewelry and such that is created in SL. Right now I have to wear my collar on my spine in order to be able to wear anything else in the chest spot. and yes, I think adding a rt and Lt brow would be good. perhaps even a rt and Lt eye with the new prim eyelashes.
From building a prim-av recently, why in the heck does the stomach attachment point not allow a middle-ground between chest and pelvis?! We need an attachment point that attaches around the stomach area but is not essentially the same as the pelvis, as one of the problems I have is that to cover the stomach I need to overlap parts in the pelvis/hips with the chest, which can result in a lump appearing on the front or the back of the avatar during certain animations, or in some dances the parts will even 'slip'.
A piece that angles to be between the two would be INCREDIBLY useful for creating prim stomachs for a full-prim avatar =( I for one would like to see another attach point created, as well as this other stuff. Create one labeled tail. It should be at the base of the spine on the basic av. That way tails just wouldn't be in the way at all.
I agree, a tail attachment point would be useful for all of us furries out there. And the other attachment points possible for this (belly and pelvis) are too often needed for other stuff like prim clothing or less mentionable parts
And I have needed the ability to be able to attach more things than one to a given attachment point more often than I could count :-/ Definitely need more attach points! Prim eyelashes and prim nails are two examples, even for those who aren't furries with all of THEIR attachments.
I would love to be able to wear nails AND a ring or two AND pick up and hold something. Long story short – I'd love to have more configurability with my attachments. This came up during one of Ben's UI triage sessions, and it's certainly a popular and longtime feature. (As some of you know from the old Feature Voting Tool.) However, I'm marking it as "Needs More Info" because this sort of thing has big design implications as alluded to above... and some graphical mockups would help too.
This sort of thing is realistically unlikely to happen unless a group of devs had the time and resources to commit to it and took it, as well as related avatar enhancements, under an "umbrella" as a project to work on. The same sort of thing applies for other "big wishes" on the Issue Tracker, so feel free to action them similarly. So "Needs More Info" here refers to being more specific about a proposed design that the majority of you can hopefully agree on. "I want more attachments per point!" is a lovely idea, but to make it realistic and actionable, we have to collectively figure out how we'd want to make this happen... then the appropriate Lindens can take a look and reply in kind. Thanks. One area to start on this is to create a wiki page to draw up the design, layout the steps, and even post screenshots of what it would look like or how it would work.
If there is a continued interest in this, I can help with the design process. Just IM me. Here is a link to the wiki One solution that shouldn't surprise people or be hard to implement would be to extend the "Center 2" scheme and simply have "second" attachment points for all attachments. You would move permanent attachments that are part of the avatar to (for example) "Right Hand 2", then when you pick up a "Right Hand" cup of coffee it wouldn't blow your hand off.
Additional attachment points: 1. Tail: an attachment point pivoted at the pelvis, but with the same angle as the spine. You can very easily see all worn items by entering "(WORN" in the white search text area at the top. Still, a body inventory tab could be very handy. My only concern with this request is that I like the fact that wearing an item that attaches at point X replaces the current attachment. A possible way around that is to change the right-click menu for inventory objects and folders from having simply "wear" to both "wear" and "wear also". "wear" would work the same way it does now. Any attachments at the given point would be replaced. Any instructions for wearable products would continue to be meaningful. "wear also" would add the new item to the attachments at that point. This poses the question, what should happen when we use "attach to" – should we also have "attach also to"? I think that's more complexity than necessary, and "attach to" could have either behavior by default (the current 'replace', or changed to 'add') and it would be fine, since we only use this when setting up a new object. Torley I'm really not sure how much more info is needed! The premise is simple in the original post;
Instead of one attachment per point, we can have any number we want per point, but a limit to how many attachments we can have in total. I don't think that part is hard. I'm re-opening this because dev-time or not it's a big request and I see no reason to shove it to one side when the solutions are relatively simple. Oh goodness yes. I think I have only 2 or 3 attachment points left. Often when I have to put something on, another attachment goes flying off. Yes I attach in a different spot and edit it up to where I need it. Sometimes that isnt a pretty sight though when I am walking, sitting or dancing. It can either coming pushing out of my body and showing when it shouldnt or cut my neck in half.
Yes please, more attachments. SL's economy will soon come to a grinding hault if I have to stop shopping. @Haravikk, the concept of the extra attachment points are understood. That isn't being put aside. What is wanted is more definition to how the UI and other interfaces will look and feel. Those types of details are not here, and it leaves devs guessing on how to do it. I suggest to create a wiki page to start the design of the different UI elements, so people can look at it and agree.
I'm gonna resolve this again as "need more info". Please see the sub-task VWR-1925 to continue the design effort.
While the UI design element may take up a big chunk of the textual space, it isn't the actual feature request! It is merely an addition that would help make it more workable. I also fail to see how it can be difficult in any-way to understand, the example I gave is just as informative as any image would be.
The actual feature request (a very popular one) is having more attachment points or attachments per-point, as seen by the number of votes this issue is very popular and as such should be left open so it can be seen by anyone wanting to add their votes to it. It is in no-way resolved or in suitable need of closing. Thanks for creating the sub-task though. Please see VWR-1925 for a couple of mock-ups of the system as I described it here.
As for actual implementation, as far as I understand it, each attachment point on an avatar has an entry in the avatar's data-object, these then store a key identifying what is attached to these points. A much better system would be to simply have a list of finite size which lists all attached objects with a constant identifying where on the avatar they are. e.g: This allows for much more flexibility in where items can go as there is no limitation, and it would only require a single list opposed to one for every attachment point. It would even make it easier to handle attachments as you only have to go through the list of items that are actually present, rather than looking at each attachment point to see if there is anything there. If the current system even vaguely resembles that already then it shouldn't be difficult to adapt to allow for multiple attachments, and with the UI as shown it wouldn't be especially hard to use (and default behaviour can remain as is with the attachment replace dialogue asking if you want to add, replace or cancel an action. I fear this may result in strange chimera-furry experiments as people combine outfits.... just kidding. I really like this idea. I especially like the idea of simply limiting us to 20 attachments TOTAL, rather than one attachment per spot. It makes much more sense from an end-user perspective.
I'm not sure I like the idea of making a special-case new inventory tab just for this. I'd rather see a new window specifically for attachments and clothing currently worn. Dragging a folder into this window could trigger wearing the items in it. There already IS a window for clothing in the debug menu, although it's rather rudimentary. I noted in VWR-1925 that the folder structure could later be adapted to a kind of drag-and-drop avatar pane/screen later on, is this what you mean? Even cooler would be adapting the Appearance 'screen'; ie it would show your av in a generic pose with little floater windows listing what's attached to each location, you can then drag and drop to add, or use the floaters to remove items from a location. It could even default to have your inventory window neatly filling one side of the screen so it's easier to move things onto your avatar. The drag-and-drop functionality is all there, just don't have the ability to add attachments how we want, or the little floater windows yet. I might try to do a mock-up of that idea later as well.
But I figured a simple hierarchical folder structure would be easier to do to start with, and would hopefully open things up a bit for any budding Open Source UI coder to play around with to create such a design. We currently have 31 attachment points at the avatar, and 7 at the HUD.
I, personally, would be frustrated if I would need to do without some of my attachments (yes, sometimes, I max them out). So, if we keep the number available attachments, I'd like the idea... Sorry I didn't realise we had that many, I have amended the original text to reflect this, I too do not wish to lose any spaces
Mutliple attachments per point is really something that's needed. With sculpties and flexi-prims, prim clothing is becoming much more popular, eslecially since SL's clothing system is clunky and outdated.
Multiple attachement point would also be greatly cheered by the furries, who due to the way their avatars function, have even LESS roon to add attachments. If you could have, say, three more attachment points (including new secondary attachments at existing points), what would you choose?
This is something that I have thought of as a programmer myself. The secret would be to make it as easy as possible for the people programming the system. Make it easy to re-use existing code or use features that are already in the code.
The idea that I came up with is this: Allow multiple attachments per attachment point. I thought 5 (we have 5 fingers - 1 ring for each). The Edit -> Detach Object -> <location> menu would open another menu (this code already exists) for which attachment in that particular location. Take Off -> Detach -> <Location> would open another pie menu (code already exists) for which attachment in that location. New attachments at a location would just drop into the first available slot. This would give full backwards compatibility with attachments already created. Except for allowing 5 times the attachments as previous, this should be quite workable. With the advent of sculptie prims, prim counts for each attachment should be dropping though (I am in the process of building a sculptie cat avatar - head is only 3 prims). neck....definitely!!! pretty pretty please..the sooner the better
belts (with or without attachments) head(forehead?) for hats and such or back..since many weapons have sheathes that are worn on the spine right now and that can mess with clothing @Bohkka Rasikas
At it's simplest, programming this is just a case of taking the existing structure and turn it into a list of key/integer pairs. So it would look something like this: 1. "12345-1234-123145-12313" AVATAR_HEAD Currently I imagine what we have is that each location (head, left-leg etc.) has a 'slot' and whatever key in that slot is what will appear there. This is not very good as expanding it requires more slots to be added that may or may not contain anything. If we had a simple list then all the viewer has to do is go through each entry pulling out the key, looking at the integer constant and placing it in the correct location. The overhead of doing this should be little or no more intensive than we have currently. To avoid ridiculous sizes of attachment lists we just put a limit on how many you can have, of 31 (the current maximum). @Tofu Linden Extra attachment points ARE needed, but that's a seperate issue, I'd say.
More than absolubtly ANYTHING, we need multiple spots on the hands. if it's feasible, 36 would be a nice number. This is a great idea... attachment points should be like folders and we shoudl be able to click on a cross-section of a body on the attachment points and have a pop-up menu appear wiith each item attached there.
We also should have "attachment point objects" which are inventory objects that have the X, Y, Z, and orientation data of an attachment (so we can have an easy way to attach different things in the exact same way) We've imported this for future discussion in a Resident eXperience meeting – it came up recently at our UI bug triage.
W00t! Anyone else with UI design ideas had best start attaching them to this issue (Choose "Create sub-task" in the menu on the left)!
One other one that I still haven't had a chance to mock-up yet is one in which the view changes to that of the appearance menu, however at the same time all other UI windows are hidden, your inventory window appears on the right (showing only objects and clothes) and a number of small windows appear next to attachment points, allowing you to see which point has what even more quickly (and more visually). May require some attachment points that are basically the same (pelvis and stomach for example) to be combined into a single mini-window. Tidied up the issue a bit since the sub-tasks now cover UI issues
I just noticed a comment from one of last-month's bug-triages on the wiki (thanks to the new search actually, yay!):
"Imported for internal discussion; general feeling was that we should support up to 3 attachments per point." I'd like to point out that there is that with the technical notes I've mentioned there is zero technical reason why a limit of 3 per point would be desirable, especially if the interface can support unlimited without too much trouble. The Wiki entry is here: I strongly agree with Haravikk. There shouldn't be a limitation per attach spot at all, only an overall limit of about 30 attachments across the whole av.
I too would like to see this increase to attachments points. But I don't see reducing the present 30 as some here mention, to 20 that can be attached anywhere as being any sensible.
Yes lets have the ability to multi attach to single points but lets at least double the attachment points. Surely the havok 4 engine when it comes online can cope well with a x2 increase. As regards developers working on this before it becomes viable, sorry Torley but should'nt Linden devlopers already be working on this we pay enough. The current limit is 30, not including HUD attachments. So I think that should be the limit. Maybe a few more for huds, too/.
Femina. more attach points is a seperate issue. As I understand, it's fairly trivial to add, though. ANd Havok 4 has nothing to do with attachments. It won't make the slightests difference in that regard. I disagree that it's a separate issue, as if you doubled the limit you could allow two attach points which as it is more than one is multiple attach points which is what this is about, duh.
Secondly i was referring to the ability of havok 4 to deal with the physics of increased prims and complexity on an avatar, not to deal with the actual attach points. So thank you for giving me the opportunity to show all women are not as stupid as some men seem t think they are. There is a complicating issue, scripted attachments. Scripts can causes objects to attach and detach from the avatar.
@Strife:
Hmm, easiest way to counter that would be to have it replace all attachments for the target point by default (since scripts may currently rely on the replacing behaviour) and supply a new function later on that also allows the scripter to specify the replacement mode (additive, replace-all). This way the scripts should not be affected in any content-breaking way, it inconveniences the user slightly if they are using older scripts that don't support the new functionality, but otherwise isn't a major issue I don't think. @Femina This underwent internal triage and we're considering it a "Someday Maybe": due to performance issues and implementation complexity – as witnessed by differing opinions on how to approach design both here and in the many previous discussions that've preceded it – this isn't likely to happen anytime soon.
We'll keep it open; if any Open Source contributors want to make headway on this, you're most welcome to. IMO, you shouldn't let the differing opinions stop you; it's inevitable that no matter what you do, or how it gets implemented, you're not going to be able to please everyone.
Personally, I'd be just fine with something like this: (1) Allow two objects per attachment point. Yeah, I know some people would prefer three or five – but like you said, performance issues. (Maybe someday when we all have 8-way multiprocessors with 64Gb of RAM, graphics cards capable of rendering a trillion polygons at 60FPS, and 10-gigabit optical fiber directly to everyone's house... (2) Implement Haravikk's suggestion, above, about what should happen if a scripted object tries to replace items on an attachment point, to try to keep from breaking existing items. (Obviously won't be 100% successful, but what is?) (3) The user interface for attaching things could simply add a submenu to each attachment point, so that when you select an object, the sequence would become Attach To -> [body part] -> [primary / secondary]. (Or "[1st 2nd]", "[Alpha / Beta]", "[Attach A / Attach B]", or whatever other name strikes your fancy. The point being, each existing attachment point effectively becomes two points, while still keeping the menu reasonably sane and nonintimidating for newer users.) I can't help but think that this would cover most situations easily enough. Yes, I know some would prefer a more flexible and arbitrary system of "X objects, attachable anywhere", but that does seem, to my admittedly limited understanding of how SL's internals work, to present serious implementation issues on a number of fronts. A simple "two-per" system would seem to be something that could be implemented relatively easily without having to rip out large sections of existing code or tie yourselves into knots figuring out how to make it backwards-compatible with existing scripts and objects. Torley can you please clarify what the performance issues are? The implementation I'm proposing (a list which specifies where each list entry goes) should only add a very small amount of overhead, while at the same time being more memory efficient in the majority of cases (as few avatars will use all 30 attachment points).
More information or a transcript of the internal discussion would be very useful. I propose that attachments are simply attached to your avatar, and not to a specific point on your body. The attachments should then be allowed to be specified 'where' on the body they appear (and physically attach to like they do now, so that physics still work) but the attachments not take up any space.
So, for example... You right click an attachment and simply press "Attach" and then do "Place on: ..." and choose a body point. Then we can just have a fixed attachment limit (I propose something like 50), allowing multiple attachments in the same place. The problem with that Ethari is that currently attachments attach based upon skeletal locations used for animation. This is good because the rotation and so-on can be easily calculated (it's just the same as the particular "piece" of avatar you have attached to.
If you can attach to an arbitrary location on your avatar then that becomes more difficult, the UI also would be a lot more complex. Also a note; attachments are irrelevant to the physics engine, they are treated as phantom extensions to your avatar. Only your avatar itself can collide with things. Hi Haravikk,
When I said "(and physically attach to like they do now, so that physics still work)", that is what I meant in relation to the skeletal locations. Doing "Place on" will make the attachment act just like it would if it was attached to that location (so it will point in the right direction). When I said "physics" I didn't mean actual physics - I meant what you said. Sorry for not being clear, I couldn't think of the right terminology at the time. As for an arbitary location, I intended for that to simply 'follow' a point on your avatar, such as your hand. Could be any, it doesn't matter. By that I mean for invisible attachments you just simply use for their functions. This isn't important if you can place things on the same attachment point. I could just simply stick lots of these invisible attachments onto my Left Upper Arm for example. Nononono... No detailed and intricate attachment things! What needs to be done is either A. add more attachment points, or B. Add secondary attachment points to the ones that are already there. Someone suggested putting a folder in place of it- baaad idea. Very bad idea.
Can you imagine walking around and having somebody running around with 30 or so rings that BLING? Sorry, and honestly, I don't care if I offend anyone that likes bling, but such a thing gaudy and LAGS. What I'd like to see is simply Back hand, Palm, and maybe just overal hand would be nice. Simply because, as a furry, our hands take up ...well, our HANDS. We either A. have to link it to the forarm piece, or B. add it TO the forarm, thus making our hand stick out and thus making it look terrible. The servers allow multiple attachments per mount point, but the viewer itself controls how many are allowed. If the release viewer were altered to allow multiple attachments per mount point it would cause a lot of confusion for newbies (e.g. you are wearing 15 Hair prims, or holding two weapons in one hand, and don't know how to take them off, especially when they are all mangled within each other.)..
I would like to see moveable mount points for things such as rotating weapons, juggling, throwing, etc. Hmm, cracker if that's the case regarding server support, then all we need is an interface that makes such a system manageable. There are currently three interface ideas that can be seen in the sub-tasks to this proposal:
VWR-1925 proposes a folder structure that represents your avatar and its attachment points, allowing you to drag attachments to and from the relevant folders in order to attach them, or remove them. As always, alternative ideas are welcomed. If someone has an idea for a user-interface for multiple attachments then please feel free to add a sub-task and give us a quick summary as a comment here! If you can't add more than one attachment per point, then I would propose the following as extra attachment points:
Those 9 points would already help dramatically, even if we cannot have multiple attachments per point. However, if you can add a secondary set, that'd be very nice as well! However, just simply adding more points sounds easier in a technical standpoint. A comment I made on this subject on a forum related to a slightly different idea than just making the number of points larger. We really have three issues here:
1. Objects that have script/effects we want, like a flight ring/band, but have to trade with something else, since we already "have" an attachment at that point. 2. The need, for non-humans, or just for descent looking humans, to use some of those attach points to "fix" themselves, so they don't look dorky. 3. Its not terribly convenient to move some items to a new location to "fix" them. Issue #1 - Could be resolved by having "hidden" attach points on the prims themselves. If someone wants to make an ear that has an "attach point", then you could attach an item there, as though the ear slot was free (no recursion though, just on level), but the "prim" and any effects that depend in its shape would "not" be displayed. Something like a multi-tool, which attaches at that point wouldn't "need" to be visible to operate. It wouldn't need to be adjusted, changed, etc. either. It could show up as a "hidden prim" when viewing those, but not be editable unless you detached and rezzed it normally. Issue #2 - We badly need either better baseline characters, or some baseline "options", which can be adjusted the same way the existing one can, but lend themselves to making something different than humans. You might not need to many. Most non-humans are going to have legs that bend differently than people, most will have muzzles, etc. It may be possible to morph canids and cats between those extremes, lengthening or shortening the muzzles. Things like how the hands and feet appear would be as simple. You would probably only need humans, feline-canid, lizard-alien?... Not many at all really. By having decent start models, in a small set of types to pick from, you reduce the number of people drastically changing themselves with attachments (most of which only kind of, sort of, work anyway). Issue #3 - This is just simple math people. If you know what the "normal" angle(s) and position(s) for an object "should be" at an attachment point you do the equivalent of: revert_object_to_origin(prim) This is done all the time in programs like POV-Ray for inverse kinematics, where you need to "temporarily" revert an object to the origin, so you can rotate/position it around center, before placing it back where it needs to be. Though, in the case of POV-Ray, you would actually be doing something like: rotate_at_origin(object) Since you don't actually want to move it any place, just adjust it as though it was still on its own "center". In SL, you actually need to revert it entirely, then reorient it to the new attachment location. Even if it was off a little, it would save "a lot" of time trying to fix it. This issue truly is a pressing one, especially with the furry community of avatar makers. The head is getting to be my biggest issue, what with all the new pieces that we've found to attach, such as separate eyelids, separate ears, hair, head, eyes, mouth, and then some that we wish could go on more easily, perhaps such as easily attaching a nose ring or other jewelry to the head instead of having to detach, edit and reattach the head. It becomes extremely frustrating for newbies who can barely make and move a box as it is. Let us not forget the tail problem, with the whole "My tail poofed when I put my skirt on!" dilemma.
Please LL, make this happen. Fix your more critical problems first... like, say, the asset server. But this should certainly be up there in your ranks of priorities. As of today this is the 3rd most voted on, currently open issue for the viewer, and yet it, along with the other top 4 which are all above 200 votes, have seen no positive action from Linden Labs. No-one has said why we can't have it, or what hurdles there are from LL's point of view. How are we supposed to refine the idea into a workable proposal if we don't know what's wrong with it?
As far as I can gather the simulator isn't the issue, it supports multiple attachments per point already. The only issue therefore is that there is no obvious way to represent this new feature to the user so that they can take advantage of it. To this end we have three sub-tasks presenting different ideas, please do view them and vote for ones you like or leave comments, or add more yourself if you have another idea how it could be done! Haravikk, thanks for emailing me about this. I don't currently check PJIRA much as I mainly work on video tutorials and Second Life skills education, so I appreciate the heads-up. Aye, this continues to be a wanted issue; I noticed that internally, we marked that we're not working on it currently and don't have foreseeable plans to. I'll ask our Resident Experience Team if there's any other info we can share, too.
And re: the priority change and a general explanation for why, please see https://jira.secondlife.com/browse/WEB-659 It would be a shame to go to the effort of implementing this and not have it apply to HUDs too.
Many multifunction HUDs (Omicron, Psitec) have incompatible APIs for building plug-ins to mix-n-match functionality, which is needed because the number of HUD attach points is in limited supply just like the body attach points. If you could have more than one HUD attach per point each function might be able to live on its own. Folks already attach HUDs and then displace them visually far from where they are nominally attached, but end up filling them all. @Torley;
I'm re-classifying this issue to major. Irrespective of my objections to the "new" priority, this issue is one that is so demanded by residents as to be considered of major importance. It is one of the most voted on JIRA issues open today and it can't simply be swept under the carpet as being a pipe-dream. People REALLY want this feature, and as stated it seems not to be such a truly difficult thing to implement. For this reason serious discussion is now needed on how to present this feature to the user (which seems to be the only missing link), not on whether or not it will be implemented. Indecision on LL's part is not an excuse, residents have already decided for you, it's your jobs now to figure out what implementation is best technically, and balance this with one that is easy for people to use. Otherwise we might as well close down the JIRA if voting is to be just ignored like this. this has my vote. being an anthro myself, Ive often felt the limits of the current attachment system, especially when trying to hold something in a paw, which would then detach.
the issue of performance isnt apparent on first glance, but I believe it is a valid one, but I do have a solution for this too. the following system was suggested:
the issue with the above solution:
solution or at least partial solution:
this should ease some of the performance issue i would hope, and give especially us furries an easier time in equipping our avatars, and im sure many others will also feel the relief.
The issue of replace versus add could be addressed by adding an "attachment type" to each wearable object. Objects already can store their default attachment location (so you can just "wear" something, rather than having to specify where to wear it) - all that's needed is an additional field in an object that can describe what sort of object it is. If this field were a key, values could be defined by LL for common things like "skirt", etc, and the developer community could add to the set of well-known object-type keys as the need arose. The semantics would be that by default "Wear" and "Add To Outfit" would remove all objects already on the attachment point that have the same object-type key as the object being added. That way, a skirt worn on the stomach point would replace another skirt already worn there, but not some other object worn on the stomach (like a belt). Existing objects would be taken care of by initializing this new field to some fixed value (maybe NULL_KEY), which would mean that pre-existing objects would replace other pre-existing objects, as they do today. In fact, NULL_KEY could be treated a bit like a wild-card - an object with attachment-type NULL_KEY would be replaced by any object being worn at the attachment point, and would replace all objects when it s worn, regardless of the attachment-type of the other objects. That way, existing objects retain their current behavior totally, while new objects can take advantage of the new flexibility. There would have to be a UI for setting the object-type (in the object editor and/or the object properties panel), which would let you bring pre-existing objects into the new model, and perhaps also a way to do an additive wear, even when objects of that object-type are already present. It's not obvious that the latter feature is needed though, as the user could simply change the attachment-type of one of the objects. You'd have to be able to set the attachment-type of objects you own, regardless of object permissions (just like you can set the default atachment location for no-mod objects).
I'd like to know the details of the performance issues. Without this, we don't know whether the issue is the number of attached prims or the number of attached objects, or even if there really would be any performance hit from allowing, say, 64 total attachments. I would be surprised if calculating the motion of a rigid body attached to the avatar skeleton really is that expensive compared to what else the client is doing. @psistorm ikura:
Your point regarding performance is a valid one, I myself would certainly adding things to my hands/paws, as well as make things like full-prim clothing since currently all I can make/attach is nothing larger than underwear to my full-prim avatar! However; I think it's clear that we can't really impose new limits so easily, as it is, someone with a ton of attachments can be excessive already. I think it is more the job of the LOD coding to counteract this by reducing detail on especially bad avatars. We also now have in the 1.20 RC clients a feature that displays avatar-rendering cost, which gives us a basic idea of the cost of your attachments etc., hopefully through greater awareness avatars will reduce in unnecessary detail over time. @Nue Broome: So long as it is obvious to the user what will happen then it shouldn't be much of an issue either, provided they have the controls they need to get what they want. So really we need in the menus: For a simple item:
For multiple items/a folder:
This should provide us with a good mix of options; along with a good interface (please see the sub-tasks on this issue for ideas) this can allow straightforward manipulations. The main question though is what to do with the default behaviour of "Wear". My thoughts are to have it as an option somewhere, whereby you can either leave it set to "Replace" (replaces all attachments on that point by default, existing behaviour) or change it to "Attach/Add". Why don't make it like the good old RPG game character stats page?
It show a sample picture of the body with a box/button where each attachment can be placed. When you click on the button, a list of objects on that attachment is shown on a listbox below the picture. Where you can choose to add/remove it as you wish. There goes my vote. I am also an anthro, and I need to hold stuff with my hands, which is frustrating because I have to attach it to the forearm, making it all stuck, and the hand crossing my paw... also sometimes I wear prim clothing, which is more frustrating because the forehand is already used by clothing...
I'd say... I agree with the attachment limit, since we don't want people using it in the wrong way to lag us all... but I think... we should use a few more attachment limit than what we have... I think it would be a good idea, and people wouldn't be limited without killing performance. Maybe we don't need a limit of attachment per points, since we are already using a maxium number of simultaneous attachments... Even if more than one attach per point is not allowed, additional attach points would be a good thing. Upper, mid, and lower spine, maybe a tailbone attach point, perhaps more than one skull attach point...
Well, you get the idea. Having a tail point would be 'purrfect' for many nekos...
Also I'd like to hopefully see things like mouth1/mouth2 which attach to the same base point, but would allow me... say, to have a sucker in my mouth and also have large fangs poking out (due to the sucker not being a full time attachment). Think this would save the trouble of people needing to copy objects just to link them to whatever (and in effect would reduce some inventory clutter.) Tail point would be nice, yeah, but we still have to remember that anthros requires at least something like "Right hand object" and "Left hand object"...
...but actually I guess the best idea is still being able to add more than one object per attachment point... would be the less restrictive way. Multiple objects per attachment point is the aim of this proposal, please keep discussion on additional attachment points (tail etc.) in VWR-1065.
Although my opinion (and the reason I posted this issue) is that additional attachment points are too inflexible, especially if they are identical to existing ones. Much better to just let us add more than one item to an attachment point that exists already, or we could end up in an unending circle of adding duplicate attachment points that not everyone needs. Better to just leave it up to the individual by letting them do what they want. There are however some new attachment points that would be useful, such as a proper neck attachment point, or an /actual/ stomach attachment point that corresponds to the stomach "joint" on the avatar. The current attachment point named "stomach" is actually just a copy of the pelvis attachment point, which, while useful for tails etc., isn't great if you want a stomach section for a full-prim avatar =( Exactly, plus, we have to keep in mind that multiple attachments wouldn't be restrictive, so we can be safe if we need more attachments in a part of the body... and they wouldn't require a modification of the actual avatar joints, so it could save some work... I guess... (maybe I am wrong O.o)
It is amazing to me that this issue has been on the books for over a year without being addressed.
Multiple attachments are so very much needed. Ever tried to wear a gauntlet and a sword at the same time? How about two rings on the same hand? How about wearing a belt, armor and a tail at the same time? Unless the items are modifyable, can't be done. Linden Lab, if you want to please your customers, it would be good to consider issues like this... issues that have received massive votes... and see what you can do about accomodation. I am always the first person to point out the need to fix bugs rather than adding new features. But this feature has been requested for so long (far longer than the year this JIRA post has existed) and there are so many people who want this feature, it might be well to consider. Someone once suggested having 5 attachment points per body part. That would be just about right. There are so many things that are needed on this system... such as an internal sculpty creator/painter... a tool for measuring script overhead on individual objects (that would really help in reducing sim lag)... the ability to upload full songs and have them play on one's land parcel (stored in-world and played from inventory rather than streaming from an external computer-- see Kaneva.com)... the list goes on and on. If you're going to have two dev teams... one for bugs and one for new features... myself, I'd like to see some features more useful and valuable than eye candy. Multiple attachments per attachment point. That's one of the useful ones. ; ) Has my vote. I was going to say the same in a few days... I'm surprised, because I saw posts on the SL forums from 2006 requesting this... and this feature has already 320+ votes... I'm surprised that there's no assignee or anybody working on this...
Im pretty new to Second Life, but this topic definitely has my support. Truthfully, I'm surprised that there isnt already something like this present in SL.
I would love to see multiple attachment points introduced, I have a number of items I want to attach to my avatar, but I can't because some of them use the same slot, eventhough they appear in different places. I also hate that when ever I try to use an object in my hands/paws one of the paws is replaced by the object. When I'm finished using it, I have to detach that object the re-attach my paw, I know it doesn't sound like much, but it is a pain after a while and would be resolved if multiple attachment points were introduced. If you notice, Torley Linden basically comes right out with it above. The amount of code rewriting that would need to take place to implement this issue is quite high and as such, it causes this to basically be backburnered indefinitely.
Quoting Torley Linden: There's a few things that are proving to be the real hangup, at least from a developer's point of view. A) There's not a consensus as to how to actually implement it (the comments keep going back and forth and it's obvious that some people aren't reading what came before) and B) regardless of implementation, it would take potentially a very long time to implement due to heavy code changes. So, here's my attempt to submit a proposal that will work. Before I begin, a bit of definition: ATTACHMENT POINTS are only potential places where something could be attached to. In essence, it is the list of available areas that could be used for attachments. More attachment points are desirable because there are quite a few places that would be handy to have as attachment points - e.g. individual fingers, wrist, left/right nipple, neck, left/right eyebrow, upper/lower lip, left/right nose, a true stomach point, pelvis point, waist point and so on. All this means is defining additional places things could be attached, not necessarily adding slots. The next part is actually allowing for more Both are necessary because there are problems putting together complete avatar sets that work with the "one slot per attachment point" system we have now. Objects become conflicted. For example, I have no way of wearing a necklace or a set of prim breasts at the same time unless one object or the other has been edited heavily to work, and even then it may look odd when I try to walk or move. The new attachment points allow everyone to work on things that can go different places; while the raised attachment limit allows you to basically have more things on you, which would ultimately fix the problem, I think. In spite of all the discussion I'm still inclined to believe that the solution I originally outlined is preferable; with the exception of a suitable UI for managing attachments it's not very complex, and that said the UI itself needn't be technically complex either, it's more the design/usability that's the issue. The guts of the solution is to simply store an avatar's attachments as a flexible list instead of as a fixed "one item per point" set-up (essentially an array). I'm given to believe the simulator code may already support this.
After that it's just a case of getting the viewer to handle the change in attachment format (again I think it supports receiving multiple attachments for a single point, they just don't persist if you teleport atm). Then we change the attach/detach menus to have a further sub-menu listing all of the items on a particular point. Then we add in a UI to make the whole thing simpler for everyone, with the possibility of scripted support in the future (for now the behaviour of scripts would be maintained for compatibility's sake). There are now several sub-tasks showing possible UI ideas, all of which are mine so far, if others do have an idea then PLEASE post it! It's hardly a mammoth undertaking for such a widely demanded feature; the technical aspect of it is neither demanding or complex. The biggest hurdle is just in presenting it to the user in an intuitive way so that we don't end up with newbies wearing their entire inventory and unable to take it off. I for one would be happy with any of the sub-tasks presented, though currently favour the "Bubble mannequin" one. The thing that galls me most is that Windlight got a whole team to it but wasn't really wanted, yet all this feature needs is a short design phase and one or two developers. This is a case where Linden Labs really needs to look at the proposed ideas and decide for themselves which is the ideal solution to the problem; everyone posting here may prefer a slightly different solution, the Lindens just have to get a few people with the right experience together and pick one. I mean, this issue predates the damned JIRA! This proposal alone has been here for over a year. The thing of the attachment being attached on a fixed slot is not a good idea at all...
The slot should be chosen as "the first one avaible, the one that I decide to attach", automatically, because if it was about fixed slots, then the rotations/positions would be lost, objects would still replace others without us noticing it, and would be frustrating having to re-rotate everything... My idea, as I posted before, would be a unlimited slot list... and a maxium of 40~45 simultaneous attachments... then, when something is going to attach to a part that is already used by another attachment, it is still attached, just in a different slot... ...Although, now that I think about it, I don't know what would be easier for developers... but if the changes are going to be the same, I'd rather having the idea I posted... but still I could live by rotating/positioning everything (is still better than having just 1 slot per point). I'd just choose an special slot for "Hand objects" or "Hat/Random head crap" The top 4 issues on the "Popular" list all deal with avatar improvemnts. All four issues are over a year old. Only one of them, alphas for skins, has even been assigned. The issue of wanting/needing more attachments is a huge one (not to slight the other ones at the top of the list). Why is it being ignored? We don't need a perfect solution right away, but some progress would be appreciated.
Any developments on this? I'm up for any solution that allows for more points even if it's just a matter of adding extra bones to the avatar skeleton for attaching stuff to. what ever it is. but I'm dying for the ability to add more. Especially for the chest, stomach and pelvis regions.
Since We are talking attachment points... maybe a good strat would be to attned to the left and right Pec points. these, if my anatomy lessons have not been entirely in vain, are the great triangular muscles that cover our chests, from the shoulders to the breastbone. as such they should move along with the upper body, i,e, parallel to the chest and spine points. what they do however, ist to stay put relatively to them, resulting in an apparent back and forth motion as the avatar moves slightly. i have never seen any attachment that is designed to link there, and i cannot, for the life of me, think of anything that would fit there.
There actually are certain multi-tools that use those points, like the Mysti-Tool Implant object.
The pectoral attachments are indeed used by many tool attachments. They're also used by various kinds of armor and jewelry, and non-human avatar prim attachments.
Honest, we do need more attach points...or the ability to attach more independent objects. This is a very good idea, and I had the same idea for a while, just never figured it'd get anywhere on the Jira. Indeed, multiple attachments to certain parts of an avatar is a good idea, however it could conceivably be used to greif. IE, wearing 31 guns on the same hand and overlapping them so that they look like one. As such, perhaps a limit of two attachments per body part, or simply adding one extra attachment point to certain body parts like hand, spine, pelvis, skull and stomach.
Also, if possible, permitting object rezzing for only one of the attachments on a specific bodypart at a time. That would be helpful too. It could also allow for the use of more than one weapon with a toggle, as long as both scripts aren't active at the same time. I'm unclear as to why wearing 31 guns would be griefing. And what could be done that way that wouldn't be doable any number of other ways?
Any and every feature of second life could be used to grief ... just ask the guy that accidentally crashed a sim with an (unreleased) list sorting script.
As it is, 31 guns in one hand is possible: One per attach point, moved and rotated to overlap in that one hand. This is something the lindens really need to implement anyway, some avatar types and even general attachments, tools, clothing and the like are getting heavier and heavier on the attachment points. Sorry Watchers for another junk post.
Solar, Iexo, Guns can be pointing backwards they'll still shoot fowards, it doesnt care where they're attached, they even work attached to HUDs as far as I remeber. 31 guns in one hand is not possible, unless the animation was static and didn't move/change, or if all the guns were linked together (what can only be done with the correct permitions). So lexo, whats the fuss? It doesn't matter if you can attach multiple griefing tools, if X or Y was smart enough they'd bundle all the scripts and projectiles of however amount of weapons into one object, attach it to their HUD and cause chaos. I agree that the notion that this would enable griefing that's otherwise impossible is silly. They can already attach the same object to different points, or combine the scripts of them all. 2 seems like a way too low limit for me. While 31 certainly is a high amount, I don't see any big problems with it.
It's quite simple. In an RP-type community, if you have a whole pile of guns attached everywhere, it's farely obvious, because you can see them, and thus the GMs can warn or kick the player, or void the RP. With this, however, unless regulated, a normal looking person could appear to be wearing one weapon, when it's actually 10 overlapped, giving them a hugely unfair advantage, and one that's not easily traced by GMs.
However, I'm not saying this is a bad idea, I'm merely advising caution, and that provisions should be made to prevent greifing. Perhaps a maximum of two or three attachments per point, or a way to turn off object rezzing from all but one attachment, so that the only way to wear more than one functional weapon on the same hand is to toggle them, sling one and draw the other. I know this can be done, object rezzing is turned off on no-build sims, and anything but vehicle scripts are disabled in no-script zones, so clearly the ability to stop rezzing specifically, or halt certain scripts and not others exsists in SL. Applying it to certain attachments could take an extra bit of work, but it should be doable, and would be well worth the effort. as it has already been said, there are already plenty of easy ways to have several rezzers working that might not be noticeable jus tby visual inspection, wearing on HUD, packing several in a single link set, making them have very small prims etc
Don't cripple good uses just cause the game developers are lazy, if there is any game where you're concerned about it, talk with the developers and ask them to adapt the api for the meters and such so they can detect how many guns avatars got on etc OK, first of all let's stop calling cheating at RP combat "griefing". Cheating isn't griefing, so you can stop waving that bloody shirt.
Second, let's recognize that limiting attach points does nothing at all to prevent RP combat cheating. "It's quite simple". If you think your GMs can find out what capabilities an avatar has by inspecting the avi in their viewers, you're deluding yourself. As has been pointed out, it's not at all difficult to build a God-mode weapon that uses only one attach point. And is invisible. And is displaced to some difficult to find location. SL isn't WoW...and let's not turn SL into WoW, OK? My opinion is: if you don't trust someone not to cheat on your combat system, don't play with them. Winning an RP combat by cheating is a special case of the "winning an argument on the internet" meme...and the outcome is the same. For one thing, it's considered greifing to the RPers. Just because it's not the PN doesn't make it any less greifing.
For another, I'm not suggesting they limit attachment points to one, merely use caution. Just because it can be done other ways doesn't mean we should add yet another, especially coinsidering that all of those ways require a little bit of doing, this would not. This is something that any Ahern n00bizard could do just by wearing one weapon over and over again. Basically, it's just to remove yet one more avenue of dishonesty. Just because people can kill their computers by downloading spyware-ridden software from shady download sites, and visiting sleazy sites they saw in popups hasn't stopped Microsoft from patching holes in Windows when they can. Likewise just because people can cheat in other ways doesn't mean we should just let them cheat this way as well. As I said, I'm not trashing the idea. I voted for it, after all, I'm simply saying that some manner of safeguard should be incorporated into it. We all saw what happened the last time LL made a big change without a safeguard, when they allowed unverified accounts. Suddenly everyone had 15 alts, and trash alts were crashing sims en masse every day. There always have to be safeguards, or there are problems. If a combat system already accepts all bullets as damaging no matter from what weapon they come, then the RP system is open to annul any kind of "griefing protection" anyway. And if it's only compatible with selected weapons, the creators of these weapons could prevent this kind of cheating simply by letting their weapon check if there are other weapons attached.
That's at least my opinion. I don't want any kind of limitation on this. Oh, and just to correct something I stated above: LL shouldn't do the work of the RPG/shooter game developers, it shouldn't be hard to make sure all weapons that have any effect in the game are approved, and then all approved weapons would have a little beacon or whatever that scripts would use to see how many weapons you have on, or meters could limit the amount of damager per second per avatar and no matter how much more bullets you try to fire you still just do the amount of damage the designers intend you to do, or perhaps the player meter would register the key of the last weapon attached and broadcast that as the only weapon other meters should pay attention to from that player or whatever, the amount of different ways this could easily be achieved without limiting other possible functionalities are close to infinite
I'll repeat, don't cripple good uses just cause the developers of the particular game you're interested in are lazy/unskilled/dumb/naive/whatever I could claim that I "consider speeding to be murder" but I wouldn't expect to be taken seriously.
The same applies to "RPers who consider combat system cheating to be griefing". You can claim to "consider" anything to be anything else you like, but words have meanings. Having many more attach points is not a vulnerability by any serious measure. 32 total per avi has been suggested. Also 32 per attach point. We'd like more group slots too, shall we claim that limitation is a "spam protection"? IMHO the biggest hazard to many more attach points is the UI considerations; it needs to be easier for the user to manager their attach points. The issue of multiple weapons is moot I think; any scripted combat system in common-use should have some safeguard (e.g a max damage-per-second) for use against multiple weapons firing from a single avatar, meanwhile the Linden damage system already lets you attach copies of the same gun to every one of your attachment points and fire them all at once.
Handling combat exploits is therefore already the burden of the combat-systems and Linden damage-model, this issue will not make it any worse. @Yakumo: I wasn't aware weapons could do that. However, it still might be easier to just put the feature into the client to enable object rezzing from only one attachment to a specific attachment point at a time, returning a script error for any other objects on that attachment point that try to rez. It would help, it would make cheating harder, and it would make the multiple attachment feature alot more attractive to LL, who are always wary of the greifing potential of new features, and often limit or cancel features because of it.
@ Maggie: If you're speeding and kill someone, it IS considered Vehicular Manslaughter. next you will ask them to make the builtin browser not be able to open Google nor Wikipedia so people can't cheat on quiz games?
why do I have to keep repeating myself? complain with the crappy combat game makers about this, don't cripple good uses btw, the client can't do anything about scripts rezzing stuff, if there would be anything like that, it would be the server that would do it
Not the client, the server, pardon me. Anyway, RP combat is a bit more common, and a bit more serious, if you will, than a quiz game. As well as that, any quiz game online is succepable to wiki-ing, if not from the internal browser, than from an external browser. RP combat, however, at the moment, is stabile. Most weapons are no-mod, preventing script play. Only one can be worn per attachment point, and adding another elsewhere, even if in an invisiprim, is spottable by GMs, or other players, either through Ctrl + Alt + T, or by spotting a second stream of projectiles. Cheating is so hard to do, it's not worth it.
However, if multiple attachment points are allowed with no restrictions, cheating would be as easy as making 20 copies of a weapon, and wearing them all. Any newbie could do it. It's so easy, it could even be done by accident. Moreover, it wouldn't be immediately apparent. Projectiles would rez in the same line, the weapons would perfectly overlap, and there would be no visible clue that multiple weapons are being worn, except that the wearer would have an unfair advantage, and one that would be impossible to spot. This would make RP combat in SL pointless, everyone would use 20 guns at least on the same hand. SW, Ordo, and all the military groups that rely on combat systems of any kind would be crippled, and sims would be crashed. Whether or not you view this as a threat, it's a good chance LL will, and it's a good chance that, unaddressed, this threat would kill any plans they had for going ahead with this feature. Instead, I'm offering a suggestion on how to deal with this problem. A suggestion that would not only make this feature practical, but would also hopefully make it more palettable to LL. Yet another instance of use-case tunnel vision...a notorious source of misfeatures. We all know what the road to hell is paved with. I suppose the idea in this case is to keep only noobs from cheating at RP combat. But in any case, imposing arbitrary restrictions on avatar capabilities just to make the use case you are currently hugging easier isn't a good design decision.
Nor does adding additional requirements to a feature does not improve how attractive it is to an implementer. Maybe you should look into the Restricted Life viewer... (I can actually tell the difference between speeding and vehicular manslaughter. One is a summary offense and the other a felony, and for good reason. Isn't it nice that one can't be turned into another by sloppy thinking? "You teach yourselves the law. I train your minds. You come in here with a skull full of mush, and if you survive, you'll leave thinking like a lawyer." --Professor Charles W. Kingsfield Jr.) Unless the weapon has been specificly coded to actually place the bullet corresponding to the attachment point, regardless of where the gun is placed the bullet will always rez at the same spot relative to the current position of the av's hips as viewed by the server (ignoring animations etc), and people can still attach guns to hud, inside their bodies etc. I already gave a few suggestions on how the people in control of your combat games can ensure people won't be cheating in any way possible regarding bigger amount of guns, if you want, put all the people in charge of that stuff in a thread about this and if they can't figure things out themselves I'll drop in and give them those suggestions plus probably a few more depending on their feedback.
Please answer this question. Am I wrong by assuming you're not nagging the gun/meter/system makers of your favorite combat systems to be sure people can't use more guns they're allowed to, anywhere nearly as much as you are us? @ Maggie: The fact that you're insulting my inteligence has doomed your argument. (ie. No flaming.)
@Tigro: This feature doesn't exsist yet, it's still on the drawing boards, but tens of thousands of weapons and hundreds of combat systems do. It's difficult to cheat with these RP systems. It requires effort, and it's usually identifyable. It would be so easy with this feature, if a safeguard isn't implimented, that it could be done by accident. Moreover, I am not nagging you, I'm offering a suggestion to the Lindens that may be looking this over, as to how it could be made more attractive. (And yes, Maggie, LL DOES care about whether or not a feature can be used for greifing, one of the reasons we don't have mega prims, alpha as skin textures, and other things.) You two arguing my suggestion does not help this issue, your case, or SL in general. All it does is adds controversy that may only serve to scare Lindens away from the subject. After all, you know how much Lindens LOVE to get involved with personal drama. So, do us all a favor and leave my suggestion be. I have my opinion and I've expressed it. You have your opinion and you've expressed it. Let it go, and get on with your lives. oh, you haven't heard? we're getting transparent avs
( VWR-812 ) this "griefing" concern of yours, it would be easilly fixed by the people that make the games you're talking about. If the system is using no-mod weapons, one of the many easy ways to deal wtih this would be a script kinda like: //written straight into the comment box on jira, haven't tested yet, I might have let minor details slip attach(key id) } } if you test it, let me know if I let any detail slip, though I'm pretty sure the idea behind the script is clear enough @Tigro: That script was what I meant by "Weapon creators being able to restrict this". Just was to lazy to tipe it as a full script ^^
@Iexo: And as I said, if the combat system accepts every kind of bullet for damage (not only "licensed"), it basically is already gamed. There even is already a HUD that specifically targets combat meters. And even without that HUD... I could wear 8 guns (Or rifles, or rocket launchers) on my HUD, and NO ONE would ever notice, even through they'd be fully functional. They'd be invisible to everything. Add a ninth in my hand, and it looks as if I'd shoot normally, while I was in fact shooting nine bullets at once. And this is even without editing... If they're mod weapons, I could resize them and move them into my body - Again, unnoticeable, even for "Highlight Transparency". Those tricks are basic stuff, and anyone even remotely interested in cheating in an RP probably knows this. So, the only ones stopped by your suggestion are new ones, while something which might actually be used by others for constructive things gets blocked. (Yes, I'm mostly repeating what others said before, but mostly because it seemingly got ignored/wasn't noticed...) LL may care about actual griefing, but RP combat cheating isn't griefing. No matter how many times the claim is made, it's still not true.
In discussing the question, he used to liken the case to that of the boy who, when asked how many legs his calf would have if he called its tail a leg, replied, " Five," to which the prompt response was made that calling the tail a leg would not make it a leg. – "Reminiscences of Abraham Lincoln" I don't really think the limit thing is a good idea... There are many attachment objects that use multiple rezzing which turn out to something with huge loads of script errors if what you suggest is implemented...
Like people said before, that "cheating" can be done already even without modify rights. You can simply attach a huge arsenal of weapons to your HUD, move them away of it and you are a perfect serial killer, and there goes your cheating without multiple attachments per point... that script is just one of the many possible easy ways that this could be dealt with without fucking with crippling stuff for everyone, I've mentioned a few other ways in previous comments, though without actually showing examples of scripts using the ideas
@ Yakumo: That's precisely what I'm talking about. The new players, cheating because it's easy and untracable.
@Maggie: Cheating at RP is considered greifing to RPers. Just because it isn't for you, doesn't mean it isn't for them, and it also doesn't mean that it doesn't concern LL. @Everyone: What is the problem with having a script error when two attachments specifically on the same attachment point try to rez things at the same time? If you're working on something constructive, surely you can devise a way to make the same prim, or at least different prims in the same object, rez things simultaniously. Why is it so necessary to have TWO attachments on the same attachment point that rez things at the same time? What purpose could that possibly serve BESIDES cheating? @Iexo:
Two or more objects, by different creators. No way to sync them up. And I wouldn't want to permanently switch rezz permissions between several objects, just because their creators destined them for the same attachment spot. Those who'd be stopped by this would loose interest in RP anyway, even through cheating. They wouldn't stay for long, and would be by far the minority of "griefers". What is the damned problem here? THIS PROPOSAL ALLOWS NOTHING NEW FOR COMBAT SITUATIONS!!
If a user wants to attach multiple weapons, then they can already do so, it's ridiculously easy, it's a completely invalid concern. Whether the guns are attached all over your body or concentrated on your left-nipple is IRRELEVANT. If the combat system can't throttle damage in a meaningful way, then it is fundamentally flawed and USELESS. Get a better one. It is NOT HARD for a combat HUD to track the source of damage, and throttle it to X amount of damage-per-second, or better yet, completely ignore (and undo) damage from a player who is causing a suspiciously high amount of damage. This feature will not add griefing to your precious RPG combat systems that they aren't already open to right now. Any newbie can go out, buy a few small weapons and hide them inside larger attachments, most weapons fire from generic locations anyway so no-one would be the wiser. If a combat system can't handle cheating, then it's just asking for people to exploit it, this feature won't make that any worse. Hell, it adds more to RPG simulators then it could ever possible detract from them; we'll finally be able to have proper sculpted non-human Jedi in Star Wars sims, werewolves with weapons in fantasy sims etc. etc. Please drop this discussion about RPG simulators; it is not a valid concern for this issue! Hell, any scripted system that doesn't try to consider possible future issues, or provide a way that it can be updated if issues do arise, is again fundamentally flawed. We cannot halt progress just because someone's badly scripted device might break! Calling a tail a leg doesn't make it one. Neither does "considering" it it to be a leg.
If not, I hereby "consider" the act of "referring to RP cheating as 'griefing'" to itself be griefing, so you have to stop now. In fact, everything I don't like is now officially griefing, so everybody knock it off. @ Yakumo: It wouldn't be permanent, and it wouldn't turn off rez on one of the items, but rather disable it from rezzing anything within say... such and such fraction of a second of another object. If you're wearing two active weapons and fire them, one will fire normally, and the other will give either script errors or alert messages. When you wear two weapons and one is active while the other is not, that one will fire normally. If you switch them, the current active one will also function normally.
@ Haravikk: The idea isn't to completely prevent them from attaching multiple weapons, but to prevent them from using two weapons simultaniously that are attached to the same attachment point. That way, some Ahern n00bizard fresh from help island can't take a gun, make 20 copies of it and attach it to the same spot, and thus make an undetectable, invincible superweapon in less than 30 seconds. They'd have to work at it to cheat, like they do now. @Maggie: I consider your open and vocal contempt for my opinions, and subsiquent attempts to stifle them with insults and condescension to be greifing. You must stop now. @Everyone: For the third time, my suggestion (and that's what it is, nothing more) is not a crusade to stop greifing or cheating, nor to change anyone's mind on which this issue pertains to, as Maggie seems to think it is. The purpose of my suggestion is to prevent this PARTICULAR feature from making cheating alot faster, easier, and less detectable than it is now. After all, just because law enforcement can't stop ALL the crime in the country doesn't mean we should fire all the police and do without. Likewise just because we wouldn't be stopping cheating all together doesn't mean we shouldn't bother making sure new features can't make it easier. Nobody else seems to want to cripple avatar capabilities to just to prevent some simple-minded RP combat cheating.
Given the plethora of combat systems and their widely varying notions of what constitutes "cheating", I find it to be bad software design to reify one small use-case by nerfing otherwise useful avatar capabilities. Don't expect the SL platform to enforce your metagaming rules for you. That's not what it's for. as I said before, it would be easier and elicit much less complaints if the people making the games took care of this instead of having a hardcoded arbitrary limit that would affect way more stuff than just crappily coded combat systems
A combat system that can be cheated by having 10 guns in a single attachment point, can be cheated a dozen ways. Enough ways that limiting the rez behavior of this feature'd hardly make any kind of difference. As somebody said, you could already attach all the guns to your hudspace, and poof. Just as undetectable (read: why the heck are 10 intersecting bullets coming out of one gun??) as having them attached to the same limb.
It's hardly enough to warrant crippling some functionality. Look! Iexo was right!
http://nwn.blogs.com/nwn/2009/02/the-ultimate-combat-avatar.html Oooooooooooooh geeze. since people want to nit pick and run from griefers and the likes, how about 2 more attachments for the torso (chest and spine), and one more for each hand? And I think the whole combat convo should be moved to another thread. This is more to broaden the range for content creators than it is for how to program ccs, dcs, or whatever. plus if It was that big of a problem I'm sure we all would have seen Gun ladden griefers MUCH more often.
More locations, rather than just more attachment points, would also be nice. Knees and elbows would be two examples, right now it's impossible to have anything on your knee or elbow without making it either follow the bone above or below them, making things like armors more complicated than they should be.
Pardon my absence, I've been doing other things. First off, I'd like to say, that this is my opinion. I've expressed it, and you're free to express yours. Flaming me, and my opinion will not further yours, or serve any purpose except to scare Lindens away from this issue, due to the controversy.
Second, I would like to state that this would not prevent cheating or greifing, nor would it enforce any rules. All it would do is make the exsisting rules easier to enforce. This is important because LL is always concerned about the potential for cheating or greifing. It's the reason for the grey goo fence, and our lack of megaprims. However useful this might be, whoever it may or may not effect, it would likely make the feature more attractive to LL. And really, come on. What use could there POSSIBLY be for multiple objects rezzing things from the same attachment point, EXCEPT cheating with no-mod weapons? Any legitimate use for multiple rezzing could easily be fulfilled by making multiple prims in the same object rez the different items. After all, you'd be building the item. The ONLY possible use this ability could ever have is allowing people to easily and undetectably cheat with no-mod weapons, and they wouldn't even need to be an hour old in SL to figure it out. (And a side note to Icon Allen: This isn't to deal with the obvious gun greifers, but rather help with identifying not so obvious instances of stacking multiple no-mod weapons on the same attachment point. A problem with a similar effect, but that would not be as apparent to an observer, or a GM, yet would be considerably easier than alternatives.) And lastly, I'd like to reiterate, this is MY opinion. I am free to it without harassment, as are you. Flaming me or my opinion can only hurt this cause. Now that both our opinions have been stated, just let it go, and move on with your life. After all, in the end, this issue and it's developmental pursuit aren't your decision or mine, it's all up to LL. Whether they like your idea or mine, we have no say beyond stating our opinions and allowing them to read them. Any further argument is moot. A sentence that begins "What use could there POSSIBLY be..." clearly demonstrates the use-case myopia I'm talking about.
Do feel free to wander off now, Iexo. We don't need this feature nerfed, thanks. First off, I'd like to make clear that mega-prims and fast rezzing have also been nerfed for similar instances of "use-case myopia", as you put it. It's clearly not a condition which aflicts only me.
Second, it should be of note that you started this ...debate... And mind you, I use the term loosely. You have been hardly civil about it, despite multiple requests. If this issue is nerfed, it won't be by my doing. In short, after you. 'LL is always concerned about the potential for cheating or greifing. It's the reason for the grey goo fence, and our lack of megaprims.'
Yes, LL is concerned about griefing, when it comes to actual sim stability or grid stability. Hence the grey goo fence. However, LL does not do any kind of enforcement of user-made rules, combat systems or the like. They never did, they probably never will. They haven't even fixed their own combat system, where, after months and months and months, one still can instantly become undefeatable by sitting on a phantom prim. So much for that. So, your analogy that LL tends to stop cheating of any system is quite flawed. They care about sim stability and public peace, and that's mostly it. Not somebody cheating at some random user-made combat system. Once they start doing that, it'll open up a huge can of worms where every system creator might come running to LL, asking them to put mechanisms in place to prevent cheating X or Y for their new best thing. Personally care enough to actually FIX it? No, they don't. Just worried they may view this as too much of a pain with possible complaints to impliment unless there are readily offered solutions to prevent the complaints.
Here's hoping for implimentation, though, lotsa neat stuffs we could do with this, from wearing paws with weapons to wearing multiple weapons that can be switched out on the fly by command, to adding weapons or addons to exsisting avatars on points already occupied. P.S. A side note to LL's combat system: It sucks. Call the Nobel prize comittee, that last revalation was an earth shaker. xþ The problem I see it is that LL complain that there's no clear way to do this, yet they give us no technical insight into this whatsoever to help us think of more ideal solutions.
From what I understand of the technical side (no help from the Lindens at all), the original proposal here would work just fine, there are several perfectly usable UI ideas added as sub-tasks and we've covered ways to handle compatibility with current scripts, and changes to the menu. All the information as I see it is already here, and covered to death. If the Lindens can't make a workable feature from the ideas and insights here then what the hell /can/ they do? This issue has hundreds of votes, it couldn't be more obvious that there is demand for it yet it is being ignored without any good reasoning for doing so! Bah, they want us to THINK there's no way to do it. In fact, they're just too lazy to bother.
Mhm... They're working already on the avatar alpha layers... Maybe they'd think about this after setting the avatar alpha layers... hopefully... although there doesn't seem to be any comments about that from Lindens, which makes me think it is just an hypothesis.
okay, seems people really want this... here is something to play with if your really interested in getting work started in on this...
In your approximate to this folder "C:\Program Files\SecondLife\character", find a file called avatar_lad.xml. Guess what it defines attachment points, but hold on its not that simple. While its true you can clone an attachment this way fairly easily, there is a problem in the client doing it this way... if you do add a custom one you will need a new custom id number for it (for LSL I am guessing). All things considered.. should make it 40 or greater (technically 29, but 40 sounds better). Say we add the following Not to bad, it looks right to us on our viewer, for me it even looks right on another viewer on my same computer, I don't know if it looks right on another system however. Yes it was this EASY to do. it works in the RC for me... LL might of been planning to surprise us and drop this on us with a gotcha. I cannot be sure the ID is unique though. Since id="40" is also something called "Male_Head" and it may cause conflicts, my avatar is female so I am not sure if that matters for me. Now before the LL secret police come to take me out (or delete this comment), use this at your risk, I cannot be certain it always works for everything in every viewer for every avatar etc. I just found it silly to have the attachment points defined in a file and not be able to clone an existing one if I gave it a unique ID. There are some great proposals for making the Linden Combat/Damage system not suck. See SVC-3377 and the issues it is linked to.
Sorry my 29/40 thing for the ID was silly I guess, since I think now that the ID should be unique across the file. (cannot be sure).
Aeron,
the avatar_lad.xml way works fine with the viewers that use this modified file, however AFAIK all other viewers by other people will not show those additional attachments. but does the server recognize that all the attachments are attached at the same time? (like scripts in all attachments work etc)
I believe I've seen this demonstrated before, the server seems to handle it just fine, but I dunno if it actually saves the information when you log-out. However, every viewer that sees you can see the extra attachments provided they have the same attachments file with the same IDs etc.
So it seems the technical side is all there, and actually has been for a while now, I think an earlier comment here may even have mentioned it, but the real issue is how do you give users access to it? Designing a good interface for managing these things isn't trivial, but a number of good ideas have been provided already. I agree more attachment points would be great! Personally - I would be specifically interested in attachment points for the fingers. Avatar fingers are very different than the toes. Many people spend lots of time and money to create AO's, take and create pictures, and create claws/fingernails, etc. Having hands that close and open and whatever is attached just 'hovers' can be quiet troublesome in some instances. Thanks
May I ask you to write down the exact steps to make and use those additional attachment points in a notecard and send it to me please?
May I have what TigroSpottystripes asks too? I'd be really interested about trying this myself.
@ Maggie: Thanks, that's a great idea, I've voted and commented, and will send to friends.
@ Anastasia: That's also a great idea. From rings to actual MOVABLE paws to ...well, any number of things, finger attachments would be a really good idea. I'm surprised noone's mentioned it before, thank you. oooh there is a way to try it? can I get that note card as well? Even if the server doesn't remember it it's worth a try.
Edit- so whether it's by allowing for 2 attachments per point, or adding more points or maybe even adding more points only in certain places. I dunno. But this is a big issue that LL really should get heavy research into. edit edit - edit edit edit (lol) - hands are essential for those with paws, forget about the guy that only plays with flawed combat systems
Ok something weird just happened, but it was kind of an amazing type of weird. As a back note, before messing with that file, I had made a safe copy of it. After I finished playing around with it, I deleted that file and placed the original file back in position. I logged into sl and while I was playing I saw something moving around with my av and I'm like "what the hell is that?" Lo and behold the object I had attached with the modified file was still attached to my av even with the original unedited file now in place. I was even able to right click and detach it from me. Could it be that the servers are ready to handle more points and it's just the viewers that limit us? Just more thoughts, but I'm gonna mess whit that again and see if it was just a fluke. o o
PS: All of this is only in RC 1.23 that I'm using. We'd actually need more attachments per point in ALL points, not only for paws, but for prim clothing. I have clothing which use the arm attachment spot, but I can't use the elbow fluff of my avatar because that spot is already taken. Same for masks and heads, glasses, hair, tails and belts, weapons and paws/gloves/w.e.
I still think the most practical idea would be having an infinite amount of possible attachments per point, that means, no limit if you for example want an entire avatar in a single slot, and just limiting the max number of simultaneous attachments, let's say, for example , count all attachments we can wear now +7, for example. OK I got to test that glitch I mentioned and it is indeed the case. Using the modified Avatar_lad.xml file I created an extra chest attachment. I then attached a basic prim to it and logged out. I then put back the default Avatar_lad.xml file and logged in. The basic prim was still "attached" BUT....... by attached I mean the server sees it and the client sees it, but the prim doesn't follow the avatar around at the attach point. Also, the object does not show up as worn in the inventory.
However, if you right click the "attached" prim you will be presented with the option to detach it, as well as pull up avatar info, gestures, appearance, and edit like any other attached prim. The only difference being that it's not moving with you. This of course I attribute to the hacked attach information not being there. The client and server knows it's there, but just doesn't know where to put it. @Shakeno- tested on: Second Life 1.23.3 (122255) May 30 2009 13:13:41 (Second Life Release Candidate) I wonder if this result would add any additional information to that bug where attachments were left behind in the air after some teleports (has it been fixed?)
and what happens if you create a new HUD attachment? without the hud attachment point present would the attachment get rendered in world? Hmm didn't know there was a bug with that, but at least this instance makes sence in that it's attached but there's no info on what it's attached to. I'll have to try the Hud thing and see what happens.
Quite honestly, I seriously think this can be eeeeeeeeasily done and LL is just sitting back smiling with a cup of coffee and waiting for us to settle on something before they just press "enter" and publish it lololol. @Icon: You see... I had exactly that thought about LL doing that when you did that hack with the XML's....
Who knows... maybe that's the actual reason they released the viewer as open source. XD @ TigroSpottystripes Katsu-
Okies so i tried the extra attachment in the HUD but seems like it's a no go. Either the ID is a different range or the programming is not there to alter the hud layout. I dunno, so unfortunately I couldn't test that one. actually, i just found out fro my wife's friend's friend that this is easy to impliment.
i already made my avatar, and hers, have TWO chest attach points "chest" and "chest 2" by giving them slot id 39. I plan to make all attachment points have 2 sub-slots, (chest,chest2,chest3)and release the XML file to the public with instructions to install it. the only drawback is that since it's a user-side mod, everyone else sees it wrong. they see the attachments on your hip or so, but if you give them the file to install, and they relog, it fixes it, and your attachments work fine for them. the only downside i can see here is that some (few) attachments have a script that detaches them if they aren't on the right attach point (left_hand). and unlike what someone said earlier, the attachments are moving fine. Her newly hack-attached collar is going everywhere she goes, and not having any displacement issues. but then, i have the same patch file she has. EDIT JULY 4TH: MOD UPDATED TO V1.2.
Cross-posted from VWR-1065, posted by Ray McKeenan: This is taken from a Readme that is in a Zip file called attachments and it says that it gives114 attach points. The link is here <link removed, obsolete, see bottom of post> I have it and I love it. this is simple to explain, but if you | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||