I was making a 3D rendering of a tower, and here's a screenshot of what happened when my script got very long:
Note: The red Box was added by me to point out the script.
Is there a way to stop this from happening?
Last edited by AgentRoop (2012-07-30 12:06:02)
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No you cant fix it, thats not a glitch either. It just happens when a script is super long, the way to avoid it to split the script up when you edit it and only put the pieces together at the end.
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Wes64 wrote:
No you cant fix it, thats not a glitch either. It just happens when a script is super long, the way to avoid it to split the script up when you edit it and only put the pieces together at the end.
It is a bug.
I'm not able to find it, but try searching for a thread by nXIII about this. It has an official answer from Lightnin.
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scimonster wrote:
Wes64 wrote:
No you cant fix it, thats not a glitch either. It just happens when a script is super long, the way to avoid it to split the script up when you edit it and only put the pieces together at the end.
It is a bug.
I'm not able to find it, but try searching for a thread by nXIII about this. It has an official answer from Lightnin.
Thanks for the help, I'll be standing by.
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I'd recommend just using repeats there instead of doing that, if possible. That way it would take up less space. The cut-off in 1.x Scratch is unavoidable, though.
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veggieman001 wrote:
I'd recommend just using repeats there instead of doing that, if possible. That way it would take up less space. The cut-off in 1.x Scratch is unavoidable, though.
Actually his project is a 3D render, so it is necessary to use single-framing instead of repeats. (if you want it to rotate smoothly)
Last edited by Wes64 (2012-07-30 13:16:43)
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Wes64 wrote:
veggieman001 wrote:
I'd recommend just using repeats there instead of doing that, if possible. That way it would take up less space. The cut-off in 1.x Scratch is unavoidable, though.
Actually his project is a 3D render, so it is necessary to use single-framing instead of repeats. (if you want it to rotate smoothly)
Ah, okay. Apologies for my ignorance. ^^
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Wes64 wrote:
veggieman001 wrote:
I'd recommend just using repeats there instead of doing that, if possible. That way it would take up less space. The cut-off in 1.x Scratch is unavoidable, though.
Actually his project is a 3D render, so it is necessary to use single-framing instead of repeats. (if you want it to rotate smoothly)
which is why that idea about disabling delay in repeats should be implemented :)
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777w wrote:
Wes64 wrote:
veggieman001 wrote:
I'd recommend just using repeats there instead of doing that, if possible. That way it would take up less space. The cut-off in 1.x Scratch is unavoidable, though.
Actually his project is a 3D render, so it is necessary to use single-framing instead of repeats. (if you want it to rotate smoothly)
which is why that idea about disabling delay in repeats should be implemented
![]()
yes, that's the problem. The 3D rendering is such a long script, and I need a way to shorten it and make it more efficient, or I need a way around the bug.
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They need a check for "atomic" like in byob.
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Slit the script into several parts and use broadcasts
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I thought of a nice (but sprite consuming) workaround for 2.0. You just divide it into nice sized portions, and make them into procedures. Then, to avoid lag stick them in seperate sprites. It should only have to be a few blocks then.
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joefarebrother wrote:
Slit the script into several parts and use broadcasts
it's a 3d rendering, so broadcasts would take up too much time and it would glitch.
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zubblewu wrote:
I thought of a nice (but sprite consuming) workaround for 2.0. You just divide it into nice sized portions, and make them into procedures. Then, to avoid lag stick them in seperate sprites. It should only have to be a few blocks then.
that's a good idea, but I'd need 2.0.
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I have 2.0, but it wouldn't matter if you did. No saving or anything. But that should work when 2.0 fully comes out
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zubblewu wrote:
I have 2.0, but it wouldn't matter if you did. No saving or anything. But that should work when 2.0 fully comes out
![]()
...you have 2.0? WHERE!? >
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AgentRoop wrote:
zubblewu wrote:
I have 2.0, but it wouldn't matter if you did. No saving or anything. But that should work when 2.0 fully comes out
![]()
...you have 2.0? WHERE!? >
![]()
From http://alpha.scratch.mit.edu/scratchr2/static//Scratch_new.swf. There's a certain thing you have to do but...
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AgentRoop wrote:
zubblewu wrote:
I have 2.0, but it wouldn't matter if you did. No saving or anything. But that should work when 2.0 fully comes out
![]()
...you have 2.0? WHERE!? >
![]()
I have it too put paddle told us not to acces it.


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ftf841 wrote:
AgentRoop wrote:
zubblewu wrote:
I have 2.0, but it wouldn't matter if you did. No saving or anything. But that should work when 2.0 fully comes out
![]()
...you have 2.0? WHERE!? >
![]()
I have it too put paddle told us not to acces it.
Use a code.
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2.0's saving function is working (I have access but use it very rarely.)
Another thing you might want to know is that, as mentioned before, procedures will make this possible; 3D rendering scripts will work much better. I can verify by sending a video, though.
You might want to edit the scripts as separate pieces and then join them together, bottom to top, in your forever loop. The cutting only happens if a single script is too long, and it only happens for that piece, so try breaking it into smaller pieces and assembling it later.
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BirdByte wrote:
2.0's saving function is working (I have access but use it very rarely.)
Another thing you might want to know is that, as mentioned before, procedures will make this possible; 3D rendering scripts will work much better. I can verify by sending a video, though.
You might want to edit the scripts as separate pieces and then join them together, bottom to top, in your forever loop. The cutting only happens if a single script is too long, and it only happens for that piece, so try breaking it into smaller pieces and assembling it later.![]()
thank you.
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