nyuuzyou/wikis huggingface dataset:
Skripte

===Was sind Skripte?===
Skripte sind kleine Programme, die man in Objekte steckt.
Dadurch erhalten diese ganz verschiedene Funktionen und können mit den Bewohnern oder anderen Objekten interagieren.
Du bist geskripteten Objekten bestimmt schon begegnet. z.B. hast du in den Anfangsgebieten die Karten mit den Informationen durch ein Skript bekommen.
Oft sieht man auch kleine Bälle auf die man sich setzen kann und die dann zum Beispiel Tanz- oder Sitzanimationen starten. Solche Bälle nennt man auch "Pose Balls", und man kann sie überall in SL finden
===Wie mache ich ein Skript?===
Skripte werden in LSL programmiert. Einer eigenen Programmiersprache für SL, die sich an Sprachen wie Java und C++ anlehnt.
Klingt kompliziert, doch die meisten Skripte sind sehr einfach.
Mach einfach mal einen Prim (wenn du nicht weißt, was das ist, dann kuck mal bei Bauen_in_Second_Life). Bearbeite ihn (Rechtklick, edit) und drücke im neuen Fenster auf den blauen "More"-Knopf.
Das Fenster vergrößert sich und du siehst verschiedene Karteikarten. Wähle dort nun "Content".
Hier gibt es den Knopf "New Script". Du erhältst ein einfaches Skript und dein Prim begrüßt dich bereits.
Das Skript sieht so aus:
<lsl>
default
{
 state_entry()
 {
 llSay(0, "Hello, Avatar!");
 }
 touch_start(integer total_number)
 {
 llSay(0, "Touched.");
 }
}
</lsl>
Abschnitte sind mit geschweiften Klammern abgegrenzt.
Im Abschnitt "default" steht das Hauptprogramm. Hier hat das Hauptprogramm 2 Unterpunkte.
"state_entry" ist der Startzustand.
"touch_start" definiert, was passiert, wenn jemand mit links auf den Prim klickt.
"llSay" ist ein Befehl zur Textausgabe. Die Null davor legt den Kommunikationskanal fest. 0 ist der öffentliche Chat.
Ändere einmal den Text in den Anführungszeichen und drück im Skriptfenster auf "Save".
Wenn du mehr über LSL wissen möchtest, besuche das Wiki, in dem die Sprache dokumentiert wird:
*LSL Portal
*http://wiki.slinfo.de/wakka.php
== Ersteller/Contributor ==
* Funaria Moose
Category:Text from In-world Notecards (German)
SkyBeam Microcontinent

SkyBeam is a Microcontinent structure found on grid map at Coordinates 854-860/1157-1163, Grid Sector H11, Western Ocean. Its transitory name is A143.
== Structure ==
This is actually not a microcontinent. Its surface is divided by missing sims into 3 microcontinents. Majority of sims share the word SkyBeam in their names.
== Geography ==
All 3 microcontinents offer a high variety of land. In West, there are many small residential islands. Nountains, hills and plains can be found anywhere, even a sandbox exists. A maximum Altitude looks to be 93 meters. In SkyBeam Phoenix there is a small railway.
== Land Status ==
There is a single setate owning all 3 microcontinents. Land is available for sale.
An interesting fact is that almost every sim has a welcome area for teleport entrance.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Slerp

Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant speed motion along a unit radius great circle arc, given the ends and an interpolation parameter between 0 and 1.
More detail: .
The following slerp algorithm uses a and b for ends and t for the interpolation parameter.
To continue the rotation past the ends use a value for t outside the range . 
rotation slerp( rotation a, rotation b, float t ) {
 return llAxisAngle2Rot( llRot2Axis(b /= a), t * llRot2Angle(b)) * a;
}//Written collectively, Taken from http://forums-archive.secondlife.com/54/3b/50692/1.html
Source: http://forums-archive.secondlife.com/54/3b/50692/1.html
A slightly faster, but less concise implementation:
// formula: slerp = (qa*sin((1-t)*theta)+qb*sin(t*theta))/sin(theta)
// where qa, qb are the rotations and theta is half the angle between them
rotation slerp(rotation a, rotation b, float t) {
 float theta = llAngleBetween(a, b)*0.5;
 if(theta) {
 float is = 1/llSin(theta);
 float st = llSin(t*theta)*is;
 float sti = llSin((1-t)*theta)*is;
 return <a.x*sti, a.y*sti, a.z*sti, a.s*sti>+;
 } else return a;
}
See also: Nlerp
Sliding Door

<lsl>
// Create door. X is up/down, Y is open close.
// Put script in door.
// Set door at closed position, then reset script.
// Touch to open or close, or closes on timer
vector pos; // closed position when script is reset
vector opos; // open position
rotation rot;
float amt = 1.8; // how far to slide, in meters
integer dir = -1; // direction to slide. change sign to switch
float offset = 0.1; // a little in or out as opposed to left right.
integer open; // TRUE is open.
float delay = 20; // seconds to stay open
integer slice = 4; // how many steps during open and close
slide( vector tgt )
{
 vector npos = llGetPos();
 vector delta = (tgt - npos)/slice;
 integer s;
 for( s=1; s < slice; ++s ) 
 {
 npos += delta;
 llSetPos( npos );
 }
 llSetPos(tgt);
} 
close()
{
 llSetTimerEvent(0);
 slide(pos);
 llSetPos(pos); 
 llSetRot(rot);
 open = FALSE;
} 
 
 
default
{
 state_entry()
 {
 pos = llGetPos();
 rot = llGetRot();
 opos = pos + dir*(<0,amt,offset>*rot); // assumes x axis is UP
 open = FALSE;
 }
 on_rez(integer n)
 {
 llResetScript();
 }
 touch_start(integer total_number)
 {
 if( open )
 {
 close();
 }
 else
 {
 slide(opos);
 llSetTimerEvent(delay);
 open = TRUE;
 } 
 
 
 }
 
 timer()
 {
 close();
 }
 
 
}
</lsl>
Slow Motion Animations

While it's usually easiest to check your animation in whatever program you use to create them, there are times you need to troubleshoot problems that are only visible in-world. For example, when your ease in or ease out, or loop settings, are incorrect.
Slow Motion Animations is an invaluable tool in these situations. By seeing your animations play more slowly you can get a better idea of the cause of the problem, and what you need to do about it.
Slow Motion Animations can be found under the Develop menu. If you can't see the Develop menu, you can make it appear by pressing 
Category:LSL_Animation
Small Railways

Railways can be divided in two main groups: Multisim Railways are large and complex transportation systems and are list at the end of this page. Small Railways are those rails that don't cross over the borders of a sim.
== What is a small railway? ==
Small railways usually have a different type of track then standard Heterocera railways and have their own model of trains. Some of these railways are made only for decorative reasons and no train ever runs on them. Most usually, trains are traveling on them when a traveler approaches. A small railway is never connected to a multisim railway, but can get very close to it. That is the case in Heterocera, where small railways are often seen near the branches in West.
The following list contains landmarks about all small railways Second Life Geography team has detected. Note that some of them might vanish over time and some new rails might had been created.
== List ==
* - Achemon Railway
* 
* - not functional
* - train starts on command
* 
* - automated
* - automated
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* - automated
* 
* - train starts on command
* 
* 
* - SJRR style
* 
* - not functional, ruins 
* - not functional
* 
* 
* 
* 
== Multisim railways ==
Main article: List Of Railways
*Babbage Railway
*Bay City Railway & Trams
*Caledon Railway
*GSLR
*German Railway
*Lionheart Railway
*New York Railway
*ONSR
*Premium Railway
*Tombstone Railway
*Second Life Railroad
*Second Norway Railway
*SJRR
*Virtual Railway Consortium
*West Atoll Railroad
*WW II Railway
== See Also ==
Second Life Geography
Smart Scripting

Once there was a scripting box as empty as could be...
I decided to write in the box - if even temporary;
I started slow then built of speed -Oh my sheesh ka bee!
Its letting me! What's going on? I am typing fast you see?
But then I realized perhaps this is just a scripting box...
I needn't make the ends to rhyme, it is such a paradox!
I should instead attempt to script the most efficient way....
Until that happens boys and girls, please have a pleasant day!
Smiley 360

Smiley 360 is a Conduit Toolbar that keeps you connected 24/7 to your favorite Main Grid/Teen Grid services.
==About==
The Smiley 360 toolbar has a huge index for both grids, and is free of charge. It can be downloaded for Internet Explorer or Mozilla Firefox. 
==Future Release Plans==
The toolbar will soon be in-world too, and will be a part of the upcoming (Codename: ) Mod Your Second Life pack that will allow you to tweak the SL client safely without knowing C# or even unpacking the client open source archive.
==For more information...==
For more information, go here
===More details to come...===
Snake Microcontinent

Snake is a Microcontinent also known with temporary name A058. Its position is at Coordinates 993-1001/1339-1346, in Grid Sector I13, Northern Ocean. Name is unofficial and comes from the fact that many sims have snake-related names.
== Structure ==
Snake is a large microcontinent, with 19 sims. It is not compact, but not stratched over a too large area.
== Geography ==
Largest part of this microcontinent is flat, with rare hills and mountains (even so, there is a high peac, very sharp and accesible only by flying, with maximum Altitude of 75 meters). Water is present and forms rivers, lakes and swamps. There is fog above swamps.
Most impressive here is the road network, one of the most advanced and complex on the grid. There is a suspended speedway in Hognose sim (most interesting is that it is paved road, not asphalt). Other roads are visible throughout the entire microcontinent, with complex shapes and different road textures (includes also off-road sections). There are tunnels (and inside a tunnel it's darker). Other tunnels expand into the water. From inside, you can see that the walls are made of glass and aquatic ecosystems are visible. From outside, the tunnels look like opaque concrete. 
== Land Status ==
Land With Restricted Access might exist, but since the Protected Land (road system) covers the whole microcontinent, it is easy to visit the whole place.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Snapshot

If you are looking for the Opensource page related to "Snapshots ", please browse to Snapshots OS
A button in the UI that will open up the snapshot preview window () with a screenshot of your current view ( will save the snapshot directly to your hard drive). Every snapshot saved to your inventory will cost L$ 10. 
Snapshots are marked with a snapshot icon in the inventory and can be used as (and even: are) textures.
In the advanced menu (), you can activate High-res Snapshot for higher resolution snapshots, as well as Quiet-Snapshots to Disk, in order to avoid the clicking sound and animation when you take a snapshot.
== Screenshot ==
A screenshot often refers to a snapshot taken with an external application. It is also sometimes used as a synonym for snapshot, for example in the Help > Report Abuse menu. 
==See Also==
* Snapshot resources
* Video Tutorial/Sending a postcard
* Video Tutorial/Take a snapshot
* Torley's snapshot tips
* Profile Image
* Snapshot API
* Advanced Snapshot Tips
Category:Textures and Snapshots
Snapshots OS

: If you're looking to learn Second Life photography, see this guide.
=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Snapshot test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Bulk Upload - Specifically uploading textures.
=== User Guides ===
(none)
Sneakin

====Theme music when you walk/run/crouchwalk====
--BETLOG Hax UTC+10: 20090810 0403 [SLT: 20090809 1103]
// BETLOG Hax
// UTC+10: 20090728 0733 [SLT: 20090727 1433]
// Was Messamo House's script, which he may have copy pasted from Hen Streeter or vice versa, but i *totally* rewrote it.. TOTALLY
// https://wiki.secondlife.com/wiki/Sneakin
//----------------------------------
// **** LICENCE START ****
// http://creativecommons.org/licenses/by-sa/3.0/
// Attribution licence:
// You must:
// -Include this unaltered licence information.
// -Supply my original script with your modified version.
// -Retain the original scripts' SL permissions. [+c/+m/+t]
// Or:
// -Link to the wiki URL from which you copied this script.
// -Document: "Uses parts of <scriptname> by BETLOG Hax"
// **** LICENCE END ****
//----------------------------------
key gMode = NULL_KEY;
default
{ state_entry()
 { llStopSound();
 llSetTimerEvent(0.333333);
 }
 timer()
 { integer i = llGetAgentInfo(llGetOwner());
 key mode=NULL_KEY;
 if(i & AGENT_WALKING)
 { if(llVecMag(llList2Vector(llGetObjectDetails(llGetOwner(), ([OBJECT_VELOCITY])),0))>4.0)
 mode="770cf677-5fda-56fe-85dd-ee1f07c63005";//run
 else if(i & AGENT_CROUCHING)
 mode="f7db8364-4369-712f-f034-92799ee26193";//crouch
 else
 mode="cc493463-b22d-cf0f-49ef-285e641a87f4";//walk
 }
 if(gMode!=mode)
 { gMode=mode;
 llStopSound(); 
 if(mode!=NULL_KEY)
 llLoopSound(mode, 1.0);
 }
 }
}
//----------------------------------
Category:LSL Examples
Snippets Comedy Club

Snippets Comedy Club is a venue for live stand-up comedy, part of the Snippets Entertainment Complex located near the center of the Prankster South Sim. This venue customarily hosts an Open Mic event where all established and new stand-up comedians can come and perform Saturday afternoons at 5:00 PM Second Life Time (Pacific).
Just as customarily, owner Traeger Jawetz introduces the afternoon's talent with a joke of his own, the same joke he always tells, which goes thusly:
: "A priest, a rabbi, and a lawyer walk into a bar. The bartender looks up and says, what the [expletive] is this, a joke?"
Snow & Snowlands

This article contains deffinitions and a few listings about snow and snowlands. If you want to read about the snowlands of Sansara, see Snowlands Subcontinent.
Snow is present in various ways, so it influences the landscapes of many places. When it is snowing, in fact some devices create the snow with llParticleSystem function. Snow and covered surfaces are sometimes white prims (sculpted or not). Finally, to create snowlands, it is required to change ground texture to white.
== Deffinitions ==
*Snowlands are large surfaces premanently covered with snow. This means that the entire area must be themed so.
*Water Ice is found along large rivers and lakes. Currently, this exists only in Sansara and Sharp Continent.
*Tundra is a transition place between a snowland and a greenland. Currently, the only such land is in Sansara.
*Special Snowlands are places where ground texture is not that of snow, but the landscape was transformed to look like a small snowland. A good example is in vine sim, Heterocera.
*Temporary Snowlands are places where ground texture becomes white and it is snowing in real-life winter. This change caused serious problems for Second Life Geography team while editing the winter census for List Of Microcontinents And Sim Clusters.
== List of snowlands ==
The following list contains items that are placed by size.
*Sansara Snowlands - see Snowlands Subcontinent
*Sharp Continent Snowlands
*Austria Microcontinent - center
*Premium Sea - premium snowlands
*Pleasant Microcontinent - small snowlands
*Sansara (Islanders Subcontinent)
*Eden - Frozen Banana
*New York Microcontinent - far to North
== See Also ==
Second Life Geography
Snowglobe/Internet Relay Chat

There are a number of IRC channels that are used in the development process of Snowglobe by many of the contributors. The channels are all hosted on the Freenode network. If you don't have an IRC client, you can access these channels using Freenode's web-based interface.
The main channels are
* #opensl - Main development channel related to Secondlife/opensource
* #opensl-jira - jira bug tracker announcements in real time
* ##snowglobe - Channel bridged to in-world Snowglobe group for two way communication.
The channels feature some support "bots" that provide various services
* SVN commits - announced on #opensl
* Build results - announced on #opensl (and successful builds also on ##snowglobe)
* Grid status - any announcments on http://status.secondlifegrid.net
* SL Blog update - any posts to http://blog.secondlife.com
* All bug tracker activity - All new bugs, updated bugs and changes on http://jira.secondlife.com are posted to #opensl-jira
After a commit to the Snowglobe SVN by a developer, the Linden Labs Team City build server will attempt to build a new Snowglobe release, if this is successful it will be announced on both #opensl and ##snowglobe with a link to the link to the Snowglobe download page. The latest automatic builds are now available on Snowglobe download page.
==IRC Guidelines==
There are some basic guidelines to follow when using the IRC channels :-
* The IRC channels are not a support medium - Please don’t ask for general support with Secondlife, the channels are for development related issues, if you are asking about specific issues with the Snowglobe viewer that is fine, or asking about problems building your own viewer, or issues within the source code is also on topic, but we cannot assist with things like issues with your SL account.
* Please don't ask to ask, just ask your question and wait for a reply
* Please have patience, if you don't get a reply straight away then please just wait. People are in different time zones and many of us leave our clients connected 24/7 but may be at work/asleep/busy or the people currently around may simply not know your answer.
* Please try to show respect to each other. Everyone on the channels is there because they want to be. Even the Lindens on the channels are there because they want to be not because it is part of their job to be there so please be respectful.
* Remember that anyone helping you is doing it in there own time, it is no ones duty to help you.
* Please try to avoid bad language, although discussions do get heated at times and frustrations vented so also please don’t take offence at the occasional expletive.
Snowglobe/de

== Was ist Snowglobe? ==
Snowglobe war ein Open-Source-Projekt, das Viewer entwickelte, die auf das Second Life Grid zugreifen. Seine Ziele waren unter Anderem:
* Entwicklung alternativer Viewer fördern, damit Benutzer eine Auswahl haben
* Zu Innovation und Ausprobieren im Bereich neuer Viewer-Funktionalität animieren
* Mit der Community zusammenarbeiten, um Verbesserungen in den offiziellen Second Life Viewer zu integrieren.
Snowglobe (manchmal durch 'SG' abgekürzt) wird auch als Bezeichnung für die vom Projekt entwickelten Snowglobe-Viewer verwendet.
== Downloads ==
=== Release-Downloads ===
Für den Alltagsgebrauch werden diese gut getesteten Versionen empfohlen.
=== Entwicklungs-Versionen-Downloads ===
Diese Versionen sind aktueller, aber können fehlerhaft und wenig getestet sein. Bitte melden Sie alle Probleme, die sie mit diesen Downloads haben, auf Englisch im Issue Tracker oder auf der OpenSource-Dev Mailing-Liste.
Die Installations-Downloads der allerneusten Entwicklungs-Versionen sind jeweils auf der sldev-commits Mailing-Liste zu finden. (Entsprechende Mitteilungen beginnen mit "Successful Build for ".)
== Links ==
* Quelltext anschauen: snowglobe branch in Trac - Schauen Sie sich den Quelltext an, an dem wir arbeiten.
** Die neuesten Downloads zum Installieren: Suchen Sie nach der letzten Version auf sldev-commits mailing list.
** Schauen Sie auf Version control repository für Informationen zum Ausprobieren des Quelltexts mit SVN.
* Die Seite Get source and compile hat allgemeine Informationen, wie man den Quellcode compilieren kann. 
* Current Release Cycle - Informationen über Features und Patches, die im derzeitigen Freigabe-Zyklus anhängig sind.
** HTTP Texture - Projekt für den Wechsel vom üblichen UDP - basierten Protokoll auf HTTP für die Übertragung von Texturen.
** S3 based viewer map - Nutzung von HTTP Texturen für die Karte innerhalb des Viewers.
* Mails mit eingereichten Codeänderungen und Ankündigungen zur Systementwicklung: sldev-commits mailing list.
* Entwickler-Diskussionen: sldev mailing list.
* Snowglobe Committer List - Liste der Personen mit direktem Zugriff, die an diesem Viewer arbeiten.
* Snowglobe Development Process - Entwicklungsverfahren für alle, die an dem Snowglobe Viewer arbeiten.
* Snowglobe QA - Mehr Informationen über den Prozess, den wir zur Erhaltung hochqualitativer Releases nutzen werden.
* Snowglobe Test Plans
==Neues==
* 2009-06-24 - Snowglobe 1.0 now available - Der Ankündigungs-Blogbeitrag von Rob Linden.
Snowglobe Committer List

Here's the list of active committers for the Snowglobe viewer, who have opted-in to be reviewers for new patches:
* Aimee Trescothick
* Aleric Inglewood
* Robin Cornelius
* Thickbrick Sleaford
* Merov Linden
* Philip Linden
* Q Linden
* Soft Linden
* Tofu Linden
* Ambroff Linden
Other developers with commit access to svn.secondlife.com should feel free to opt-in to being listed here (please add yourselves).
Category:Snowglobe
Snowglobe Test Plans/Test Pass 1

== Summary ==
Test plan loosely adapted from Linden Lab's internal plan for 1.23.
(insert Snowglobe release notes here)
Snowglobe Current Cycle
== Resources ==
(insert links to general QA and process) 
== Tracking issue ==
* 
== Test Scope and Strategy ==
We're planning to model testing on our internal cycle.
We'll investigate the feasibility of doing a broad functionality testpass, along with spot checking and day-to-day usage from the community.
Platforms we'd like to test
* Windows
** XP
** Vista
** Windows 7
* Mac
** Intel Mac
** PowerPC Mac
* Linux
** Distros based on volunteer interest
*** Ubuntu 9.04
== Test Details ==
Describes the release and deploy related testing that we will be targeting.
------
==== Test Pass #1 ====
* Functional areas
** This test cycle will focus on the overall expected functionality of the viewer, from a user's perspective. All major functionality of the viewer is to be tested and validated against expected behaviours.
* Related Test Plans
* Related Docs
* Release Test Plan
Testing Areas	Description	Test Plan	% Complete	Volunteer	Status
Category:Snowglobe
Snowglobe Test Plans/Test Pass 2

== Summary ==
Test plan loosely adapted from Linden Lab's internal plan for 1.23.
(insert Snowglobe release notes here)
Snowglobe Current Cycle
== Resources ==
(insert links to general QA and process) 
== Tracking issue ==
* 
== Test Scope and Strategy ==
We're planning to model testing on our internal cycle.
We'll investigate the feasibility of doing a broad functionality testpass, along with spot checking and day-to-day usage from the community.
Platforms we'd like to test
* Windows
** XP
** Vista
** Windows 7
* Mac
** Intel Mac
** PowerPC Mac
* Linux
** Distros based on volunteer interest
*** Ubuntu 9.04
== Test Details ==
Describes the release and deploy related testing that we will be targeting.
------
==== Test Pass #2 ====
* Functional areas
** This test cycle will focus on the overall expected functionality of the viewer, from a user's perspective. All major functionality of the viewer is to be tested and validated against expected behaviours.
* Related Test Plans
* Related Docs
* Release Test Plan
Testing Areas	Description	Test Plan	% Complete	Volunteer	Status
Category:Snowglobe