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	<title>Comments on: Scripts == LAG, an anecdote</title>
	<link>http://www.daikonforge.com/webtab/2008/01/13/scripts-lag-an-anecdote/</link>
	<description>News and thoughts about my adventures in Second Life, Combat: Samurai Island, and Virtual Worlds</description>
	<pubDate>Wed, 07 Jan 2009 02:35:40 +0000</pubDate>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/01/13/scripts-lag-an-anecdote/#comment-214</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Mon, 14 Jan 2008 02:13:49 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/01/13/scripts-lag-an-anecdote/#comment-214</guid>
		<description>Yeah, there's another one that adds to the script count; so many people have some variation or another of a multitool, whether it be MystiTool or MultiGadget or another.  At least most of those make more of an effort to be script-efficient, though, depending on who made them.  

And unlike my combat announcer script, the majority of scripts people have running in attachments and the like will not announce themselves.  I can't count the number of people I've seen in C:SI sims with EoH or PsiTec or other 'weapon' attachments, even though their use is generally forbidden they are quit common.

This just proves how difficult it is for sim admins to keep script counts as low as they reasonably can, and why they should care.</description>
		<content:encoded><![CDATA[<p>Yeah, there&#8217;s another one that adds to the script count; so many people have some variation or another of a multitool, whether it be MystiTool or MultiGadget or another.  At least most of those make more of an effort to be script-efficient, though, depending on who made them.  </p>
<p>And unlike my combat announcer script, the majority of scripts people have running in attachments and the like will not announce themselves.  I can&#8217;t count the number of people I&#8217;ve seen in C:SI sims with EoH or PsiTec or other &#8216;weapon&#8217; attachments, even though their use is generally forbidden they are quit common.</p>
<p>This just proves how difficult it is for sim admins to keep script counts as low as they reasonably can, and why they should care.</p>
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		<title>By: Colin</title>
		<link>http://www.daikonforge.com/webtab/2008/01/13/scripts-lag-an-anecdote/#comment-213</link>
		<dc:creator>Colin</dc:creator>
		<pubDate>Mon, 14 Jan 2008 01:59:27 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/01/13/scripts-lag-an-anecdote/#comment-213</guid>
		<description>That's a good point.  I just now edited the scripts in my multitool so that it doesn't listen on channel 0, only on channel 1.  I will give out the modded multitool to anyone who IMs me (see my website link if you don't know my in-world name) in the pursuit of a less laggy grid. Later I might try to combine the 15 or so scripts that the multitool uses into one.</description>
		<content:encoded><![CDATA[<p>That&#8217;s a good point.  I just now edited the scripts in my multitool so that it doesn&#8217;t listen on channel 0, only on channel 1.  I will give out the modded multitool to anyone who IMs me (see my website link if you don&#8217;t know my in-world name) in the pursuit of a less laggy grid. Later I might try to combine the 15 or so scripts that the multitool uses into one.</p>
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