[sldev] Script/Parcel/Memory Limits
Carlo Wood
carlo at alinoe.com
Fri Dec 18 04:25:51 PST 2009
On Wed, Dec 16, 2009 at 08:18:18PM -0800, Dahlia Trimble wrote:
> Of course prim animators use many scripts to get around the 0.2 second delay
> now, so yeah, maybe just getting rid of it is a good idea :)
Sorry, but the whole "sleep" punishment is a typical Linden
way to "solve" things that just never will work. Whatever you
try to solve that way (ie have people pay L$ 10 for freebies
to 'encourage' them to not list them; or use a punisher multiplier
on LSL scripts to 'encourage' people not to use them etc etc,
STOP. That is NOT the way. You don't even have to think about
it, it just is NOT the correct way to solve whatever problem
you have.
So, yes, adding any "sleep" to any of the functions should
never have happened in the first place. Look again at what
the problem REALLY is, and then solve the problem at the core
instead of making the life of people miserable with artifacts
hoping that they'll be forced (out of misery) into doing things
in a different way:
First:
method A sucks 10.
method B sucks 20.
people use method A.
Linden Lab wants people to use method B.
The correct solution would be to make method B suck only 5.
The solution that Linden Lab chooses is to make method A
artificially suck 40... The end result is that SL will suck,
and people will leave.
--
Carlo Wood <carlo at alinoe.com>
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