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ima genius // User Search
ima genius // User Search
Dec 2, 2001, 7:56am
Hi :) BirdBot Build 6 has been released. You can download it from
http://www.imabot.com/
A large portion of the BirdBot code has been rewritten and now supports
specifying the number of birds to start.
Sincerely,
- Ima Genius
Jul 4, 2002, 10:01pm
That's not exactly true. :) Right now Faber is working on it and hasn't
sent me the latest updates. :)
- Ima
[View Quote]"young phalpha" <RhaneC at msn.com> wrote in message
news:3d1c651c at server1.Activeworlds.com...
> Ima Genius told me some time ago he was working on it :)
>
> - YP
>
> "mayor taz" <eashworth at nc.rr.com> wrote in message
news:3d1c0f5b$1 at server1.Activeworlds.com...
> Hi does anyone know when a 3.3 version of preston will be out? Any time
> soon?
>
>
>
|
Jul 7, 2003, 6:43pm
The "Unable to connect to host: Error 10022" is most likely Preston failing
to open port 8315. The 11004 error seems to be from some sort of DNS
problem. Can you resolve auth.activeworlds.com ?
Also, is your world running on one of your computers?
- Ima
[View Quote]"lady melissa" <m0lissa at yahoo.com> wrote in message
news:3f08ea1b$1 at server1.Activeworlds.com...
> OK, I added these ports and I get the following messages from my bots:
>
> PRESTON:
>
> Unable to connect to host: Error 10022
>
> 07/06/03 23:17:12: Unable to create bot instance (reason 11004)
>
> XELAGOT:
>
> 01:16:06 VRT: Serendipity enters universe Active Worlds with citizen
number
> 351027, heading for westwood
> 01:16:06 VRT: Serendipity has been assigned instance number 11679088
> 01:16:06 VRT: Serendipity requests login to universe Active Worlds
> 01:16:07 VRT: session uncertain, number/reason 439 No connection
> 01:16:07 VRT: Serendipity contacted universe Active Worlds, build 39, code
> EventUniverseAttributes
> 01:16:07 VRT: Active Worlds: Welcome to the Activeworlds Universe! Just
a
> reminder - Changing your citizenship email address to any other than your
> own may compromise the security of your citizenship. Only accept files,
bots
> and click on URL links from trusted sources.
> 01:16:07 VRT: Universe clock is in advance by 71 seconds
>
> So now I'm connecting, I just can't connect to my world. I tried putting a
> bot in AW and it works fine. Now I'm really confused! :o)
>
> (Really learning to hate my router ;-)
>
> Thanks for all your help!
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3efd99e3 at server1.Activeworlds.com...
Anybody
>
>
|
Aug 16, 2003, 9:44pm
Could you provide some more specs on the hully gully? :)
[View Quote]"baro" <baronjutter at shaw.ca> wrote in message
news:3f3b36f3 at server1.Activeworlds.com...
> I was wondering if a very smart bot programmer not laid up by fluffy puff
> confections could program a bot that could not only do the hully gully,
but
> do it on the panama canal. Is this even posible?
>
>
> What?
>
>
|
Jan 30, 2004, 3:38am
A new Preston version will be released soon. If you have any ideas for it,
post them here or on the ImaBot forums :)
Preston doesn't support scripting because it's all meant to be programmed
through the GUI, without ever writing a single line of code/script.
- Ima :)
[View Quote]"saber mage" <brandon-smith at kc.rr.com> wrote in message
news:4019c126$1 at server1.Activeworlds.com...
> Just wandering. I know a lot of people disliked prestons, but really they
> were simple and got the job done, and were kinda fun for lazy people like
me
> :P. They probably are dead, but an updated one or something like one, with
> simple scripting and stuff, would be pretty neat. It was fun messing
around
> wth 'em before :). Thanks for readin.
> -SM
>
>
|
Feb 22, 2004, 2:41am
Yes, I am also working on the new release :) Where did you hear it was
dead?
Thanks,
- Ima :)
[View Quote]"andras" <andras at andras.net> wrote in message
news:4037eacc$1 at server1.Activeworlds.com...
> baro wrote:
>
how
all
anyone
>
> Preston is not dead - last time I talked to ImaGenius he said Faber is
coming up with a new release :)
>
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
|
Oct 24, 2004, 7:02am
Hi,
A new version of Preston is currently in development. If you have any
more information about when division does and does not work, please e-mail
it to me. I'll look into it in either case. Conditional brandhing is
planned for a future version.
Sincerely,
- Ima
[View Quote]"c p" <Chris101d at comcast.net> wrote in message
news:417ae311$1 at server1.Activeworlds.com...
> i thought a new version of it was coming out? oh and also when using a
> preston division doesn't work? for example =%a.exp/100 does not yeild a
> result..and if your making a new version allow ifs (conditional branches)
> please :) then it would be the most dynamic bot if seen, for example i
could
> say if %a.hp<0 Then %a.status=dead, or teleport user to x, all you would
> need to do is change the action line command, for example you now have
> object click, just add 'condition' and have the box defien th condition,
and
> have some presets, like datanames value, or w/e
>
> -yami urrrr c p
>
>
|
Sep 15, 2005, 3:02pm
Yep, Preston will be updated for 4.1, and I'm working on a new release which
should be out before 4.1 :)
- Ima
[View Quote]"Strike Rapier" <markyr at gmail.com> wrote in message
news:432895bc at server1.Activeworlds.com...
> Actually, I think Ima IS working on it 4.1, so I doubt its going to
> dissapear.
>
> --
> - Mark Randall
> http://zetech.swehli.com
>
> "Those people that think they know everything are a great annoyance to
> those of us who do"
> Isaac Asimov
>
> "LtBrenton" <uaf_brenton at concsols.com> wrote in message
> news:432885a4$1 at server1.Activeworlds.com...
>
>
|
Sep 15, 2005, 3:04pm
I'm not sure how many old bots still work in any case, since older SDK
builds are disabled in the current universe. I'm not sure what the oldest
build enabled is.
- Ima
[View Quote]"XelaG" <xelag at xs4all.nl> wrote in message
news:o6ihi154m53rkr6t04qhj4hqetr3049gem at 4ax.com...
> So am I with xelagot, but continuation of xelagot in 4.1 is not
> garanteed in ANY way. If we manage to overcome the obstacles, which
> are not few or easy, great; if not, bad luck. And take into account
> that a LOT of older bots (including HamFon's if not updated) will
> cease to be operational. New programmers will come with new bots, I
> guess, welcome :)
>
> Alex
>
> On 14 Sep 2005 17:27:24 -0400, "Strike Rapier" <markyr at gmail.com>
> wrote:
>
|
Sep 16, 2005, 7:47am
Of course :)
- Ima
[View Quote]"LtBrenton" <uaf_brenton at concsols.com> wrote in message
news:432a8e93$1 at server1.Activeworlds.com...
> *breathes huge sigh of relief*
>
> And will the preston.ini files be compatible with the new preston? (please
> please please please please say yes)
>
> -=LtB=-
>
> "Ima Genius" <ima at imatowns.com> wrote in message
> news:4329a932$1 at server1.Activeworlds.com...
>
>
|
Sep 16, 2005, 7:50am
Well, I mean using bots compiled ages ago in the current 3.6 universe. I
know that a lot of old SDK builds were disabled to phase out the older
encryption used in earlier versions. The protocol in use in 3.6 is
compatible with older versions, but some really old versions are disabled to
be more secure.
- Ima
[View Quote]"Strike Rapier" <markyr at gmail.com> wrote in message
news:432a7104$1 at server1.Activeworlds.com...
> None, protocols imcompatable.
>
> --
> - Mark Randall
> http://zetech.swehli.com
>
> "Those people that think they know everything are a great annoyance to
> those of us who do"
> Isaac Asimov
>
> "Ima Genius" <ima at imatowns.com> wrote in message
> news:4329a992 at server1.Activeworlds.com...
>
>
|
Sep 17, 2005, 6:03pm
I'm planning to add branching support, but that probably won't be in the
very next build :) Please e-mail me any information you have about the data
problem.
Thanks,
- Ima
[View Quote]"c p" <chris101d at comcast.net> wrote in message
news:432c4e2b$1 at server1.Activeworlds.com...
> And in thsi new version tyhere is going to be a data if clause? and
> supprot for decimals rather than integerial values RIGHT?
>
> On event; %a.health=0;
>
> misc/say; JOO ARE TEH DED!!!!1111one
>
> PLEASE add that....
>
> also we had a problem with arrays :)
>
> we where working on a donkey hunting game...but the bot takes its data
> from the description tag in soem situations and in others from the create
> name...
>
> uits very weird like that :(
|
Oct 3, 2005, 12:23am
Hi,
I spoke with Tony about this. He said he's currently involved with
DreamCty, and plans to return to TerraForge as soon as he has time for it :)
- Ima
[View Quote]"L3D" <info at l3d.nl> wrote in message
news:43406caf$1 at server1.Activeworlds.com...
> Hello all,
> This page [ http://terraforge.chatrelaybot.info/ ] about the TerraForge
> bot seems not realy alive anymore. I read something about the maker, Tony,
> quitting AW.
> Is that correct? And is the bot also discontinued because of that? Isn't
> there someone else who can continue with the source? Or maybe with the
> idea of TerraForge at all?
> This would be a great bot, mainly because it can run on linux. It would be
> a sinn if this idea just.. dies.
> Greetings, Lode
|
May 31, 2006, 10:31pm
The 4.1 version of Preston is completed, and only awaiting the final SDK
version :)
- Ima
[View Quote]"baro" <baronjutter at shaw.ca> wrote in message
news:447e098f$1 at server1.Activeworlds.com...
> My old preston can't even get into my world anymore. I really need him to
> control my world features and I don't know where to get the new one. Any
> sugestions?
|
Jun 2, 2006, 10:51pm
Preston, the popular, versatile, and easy to use bot is now available for AW
4.1 The details and download can be found on the ImaBot page at
http://www.imabot.com/ .
Thanks,
- Ima
Jun 13, 2006, 1:02pm
Reason 518 is actually a license error. It can be caused if you have
the wrong universe entered. Please make sure you leave the universe field
blank.
There is also a bug in the SDK where you may get this error if you do
not have the license.awsdk file in the working directory of your program.
If you are running Preston from a shortcut, you may receive this error :)
- Ima
[View Quote]"lord fett" <Lord_Fett at my.activeworlds.com> wrote in message
news:448e3cd5 at server1.Activeworlds.com...
> Reason 518 is... SDK Version Mismatch. Which means you are trying to send
> your 4.1 bot to a 3.6 universe. You can fix this by changing the port from
> the old default (5670) which is for the 3.6 uniserver to the new default
> port (0) which is for the 4.1 uniserver.
>
> Data26 wrote:
|
Jun 14, 2006, 12:18am
If this is a 4.1 universe, you need to obtain the license.awsdk from the
universe owner. If it's a 3.x universe, you need to use Build 37 :)
- Ima
[View Quote]"Data26" <data960 at comcast.net> wrote in message
news:448eda2c$1 at server1.Activeworlds.com...
> Hmm I ran into a nother problem now.
> I can't get it into my world located in another uni.
> I get them same errors again.
> Is this version for AW only at this time?
>
>
>
> "Ima Genius" <ima at imatowns.com> wrote in message
> news:448ed37b$1 at server1.Activeworlds.com...
>
>
|
Jun 14, 2006, 12:19am
Thanks for the info about it :D
- Ima
[View Quote]"Slippery E" <sleepye at bredband.net> wrote in message
news:448edacb$1 at server1.Activeworlds.com...
>
> "Ima Genius" <ima at imatowns.com> skrev i meddelandet
> news:448ed37b$1 at server1.Activeworlds.com...
>
> aw_init; makes sure the license is valid and hasn't expired
>
> aw_create_resolved (called by aw_create); same as aw_init but also checks
> universe address/port and maximum number of instances
>
> aw_wait; same as aw_init
>
> aw_enter; same as aw_init
>
>
> If this horrible thing is here to stay then they have to add a function to
> the sdk where you specify the path of the license to load.
> (Called before aw_init)
>
> I'm hoping they will come to their senses and get rid of sdk licenses
> soon.
> Because it doesn't add anything useful that can't be solved in a way
> that's transparent to the user.
> And it's no longer possible to log bots into multiple univereses with a
> single instance of the sdk.
>
> --
> Slippery E
|
Jun 4, 2006, 8:19pm
Use the default host and port :)
- Ima
[View Quote]"Lib" <bill at thepowerschool.com> wrote in message
news:44835602$2 at server1.Activeworlds.com...
> How do I direct a bot to the new 4.1 universe?
>
>
|
Jun 8, 2006, 9:08pm
The last time I heard about Andon was when Byte was complaining that Andon
lost Byte's bow in Asheron's Call about 6 years ago ;D
- Ima
[View Quote]"Mauz" <mauz at my.activeworlds.com> wrote in message
news:4488345a$1 at server1.Activeworlds.com...
> "Annette." <jannetteallison at bellsouth.net> wrote in message
> news:44879374$1 at server1.Activeworlds.com...
>
> Scuz made Megabot back in 2003, with chat and paintball.
> Never heard about it since, so maybe it will not be updated for 4.1?
> Oh and Andon13 programmed Mega BOT back in 1999.
> Where is he anyway, should be Andon20 by now hehe.
>
> --
> Mauz
> http://mauz.info
>
|
Jun 26, 2006, 8:18pm
Hi everyone :)
ChatBot, Nestor, and BirdBot have now been updated for 4.1. They're
available at http://www.imabot.com/ .
Thanks,
- Ima
Jul 3, 2006, 1:35am
Hi,
Please make sure that the Universe field is empty. A new version of
Preston will be released soon that includes the updated SDK which removes
the requirement of the license file :)
- Ima
[View Quote]"Data26" <data960 at comcast.net> wrote in message
news:44a87e29$1 at server1.Activeworlds.com...
>I keep getting error messages at log on, th ebot never enters the univerce.
> This ones from the new preston.
> Unable to create bot instance (reason: sdk license error)
> I get simaler errors with the other bots.
>
|
Jul 4, 2006, 4:43am
Correct, but there are not many 4.1 universes around. 4.1 bots are
incompatible with 3.x universes.
- Ima
[View Quote]"Data26" <data960 at comcast.net> wrote in message
news:44a99e53$1 at server1.Activeworlds.com...
> So, for now, it can't log into any other 4.1 univerce but AW?
>
>
>
>
> "Ima Genius" <ima at imatowns.com> wrote in message
> news:44a89075$1 at server1.Activeworlds.com...
>
>
|
Feb 27, 1999, 4:32pm
Actually, our Daniel bot in AWGames can do this. :) It can query, then
determine a box from 2 or more avatars... Then it can save the objects in the
box and rebuild it. :)
- Ima
[View Quote]
> A while back Looked over some of the docs on the sdk ,
> I only do javascript , so I understood little :-) , but I do remember
> that a bot can query the server for object data of by coords , right ?
> if so , what about a bot , that if you tell it the 4 corners of a box ,
> queries for all the objects made by you that are within that square
> entirely ),
> then reproduces the scene where you tell it to ?
>
> or you tell it the center point coords and maximum radius instead defining
> 4 coords
>
[View Quote]> Baggis wrote in message <36d79724.0 at homer>...
> objects
|
Jun 30, 2001, 5:37am
Hi,
Are you sure that the contact list updates the names by querying the
citizen attributes by number? I thought that it was a more event-driven
process, e.g., the uniserver sends your client notification when someone on
your contact list changes their name.
- Ima
[View Quote]"kah" <kah at kahbot.com> wrote in message
news:3b3d08db at server1.Activeworlds.com...
> wrong, bucko! the Client-side version of the Contact List is in
contacts.txt
> in the directory where aworld.exe resides. If you ever open it, you'll
> discover a bunch of numbers. citizen numbers. how do you think you get the
> status and name updates, heh? your contact list updates every 30 second or
> minute (can't remember), by querying the citnums name and status to the
> uniserver. if you'd have 500 names on your CL, and everybody had the same,
> and you now have like 300 users online in average, then guess how many
> queryings that would be. 300000 every minute/half-minute/whatever. now
> you'll be asking where I learnt to count, cuzz 500 x 300 = 150000, right?
> well, the citname and status queries are separate, so that would be quite
a
> big ammount of stress being sent to the server, heh? and as the amount of
> users online at all times grow, at the end of the day, your server will
say
> "this world is evil! buh-bye shitplace!" and collapse... just think of it,
> heh...
>
> KAH
> PS. don't forget the other queries that are being sent all the time,
> either...
> "simba1" <shaun.okeefe at ntlworld.com> wrote in message
> news:3b3cfdba$1 at server1.Activeworlds.com...
why
> we
>
>
|
Aug 6, 2001, 12:09pm
Hi,
A new version of BirdBot will be released soon which allows you to
choose how many birds to run :)
- Ima
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3B6E10A5.B53AC7BA at oct31.de...
> Good idea but I tried and it didn't work, it complained
> "Bot 3 could not be started"
> and killed the 2 other skunks (I used that AV) too.
>
> Volker
>
> xelag wrote:
i
bots
>
> --
> "_
> |
> /\
> \ /
> __/ /_
|
Aug 10, 2001, 5:55pm
Hi,
Technically Active Worlds is written in C, except for the avatar
animations code, which is a C++ template. Just wanted to clear it up :)
- Ima
[View Quote]"exc4libur" <bjarte at development-net.com> wrote in message
news:3b704188 at server1.Activeworlds.com...
> Thats really simple to do :)
> But i guess for AW.COM, its hard
> cz they use C Phluss Phluss :P
>
> - Excal
>
>
> "rattleman" <djrch at worldnet.att.net> wrote in message
> news:3b6f364e$1 at server1.Activeworlds.com...
> contacts
which
>
>
|
Apr 3, 2002, 11:35am
Originally object paths were stored per world. However, trial worlds came
out and thus many worlds same the shared path (most often the AlphaWorld
object path).
I think a better idea is to make a one-way hash of the object path and store
the folder name as that. Perhaps using md5 or something similar.
- Ima
[View Quote]"jerme" <JerMe at nc.rr.com> wrote in message
news:3caaed12$1 at server1.Activeworlds.com...
> Give each folder a number then, and have the browser keep a table of which
> folder # is which op... (encrypted)
>
> just *something* other that putting the path info right out there. That
> totally defeats the purpose of the whole "hiding the path in the features
> dialogue" thing....
>
> --
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Jeremy Booker
> JTech Web Systems
> (www.JTechWebSystems.com -- Coming Soon)
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> "ananas" <vha at oct31.de> wrote in message
news:3CAAA463.EF5A552A at oct31.de...
>
>
|
Apr 3, 2002, 11:46am
While it does sound like a good idea, it won't help as much as you
think. In the most recent case, the object passwords were not obtained by
zip cracking, but by decrypting the AW protocol and observing the password
as it was sent to the client. So, it would not help at all to solve that (a
hacker could just get the PGP key.) AW's encryption algorithm should be
improved to something much stronger.
However, this will not make it truly hack-proof. The difference between
AW and other systems requiring encryption is that you are trying to prevent
the user from knowing what the computer is doing... AW will still decrypt
the files on your computer. The idea with secure websites is that others
will not be able to take the encrypted data while it is traveling between
others' computers and decrypt it. With AW, your computer decrypts it but
the user cannot find out how.
In your example, you mention that the browser would store the key
internally. However, what is to prevent someone from viewing it in memory?
- Ima
[View Quote]"jerme" <JerMe at nc.rr.com> wrote in message
news:3caa75b8$1 at server1.Activeworlds.com...
> The recent events have prompted a lot of people to reconsider the .zip
file
> passwords, including me. As was proven, ZIP passwords are not sufficient
to
> protect object paths. It takes only a matter of hours, sometimes minutes
to
> crack a ZIP password. How people get the zip files to crack is the first
> problem, finding a different method of encryption (that cannot be so
easily
> cracked) is a much larger problem.
>
> First, all attempts to hide the object path's URL were totally obliterated
> when the "object warnings" feature was added. Sure, it can be very
helpful
> when you're working with new objects, trying to perfect your model, but it
> was a major oversight on the part of AWC. The solution to the first
problem
> would be to allow the user to turn on and off object warnings (just like
> they can now), but not actually print them unless the user has caretaker
> privileges in the current world. Also... why not just name the cache
files
> by the world name they come from? Store all the paths, or data that needs
to
> be cached in a encrypted file somewhere.
>
> To solve the second problem: Why not use strong encryption? Such as PGP
> keys... This system has been proven very secure. I'm not sure anyone knows
> how to crack these (I've heard only the government code breaks, with the
> supercomputers at their fingers can break these) If not this, *something*
is
> needed.. if not a proprietary tool for encryption (which I would not
> recommend for obvious reasons) I'm not sure if strong encryption is truly
> practical, as it takes a lot of processor usage, and would be slow to
> decrypt hundreds of objects..
>
> Here's how it works... You use a program like PGP (Pretty Good Privacy)
> (check out the yahoo search here for an explanation -->
>
http://google.yahoo.com/bin/query?p=%2b%22pgp%22+%2b%22explanation%22&hc=0&h
> s=0 ) to create your public and private keys. You then use the private
key
> to encrypt your object files. (You'll want to make a backup of your
private
> key, but keep it safe - you don't want anyone else to have it). You
upload
> the PGP encrypted versions of your objects to your object path just like
> normal (maybe a different file extension).
>
> Then when someone enters your world, the browser should receive notice
that
> the OP is PGP encrypted, and the world server will transfer the *public*
key
> to the browser. (Note: the public key should not be available via HTTP..
it
> could then be downloaded, and would defeat the purpose of all this
> encryption) The browser should store this key internally, and loose the
> information when the user exits the world. The idea is to keep the user
> from every being able to discover the public key, and only allowing the AW
> browser to have the public key, in a situation where the use could not
grab
> it from a file later on. The key should not be stored permanently, or even
> semi- permanently, on the user's hard drive. The browser then uses this
> public key it has received to decrypt the objects and display them
normally.
>
> I'm not sure this setup would actually work when put into use, it's just
an
> idea. It would definitely impact initial world load times, but it
shouldn't
> cause significant lag as the objects only need to be decoded once (as they
> come into view). Exploring areas with objects that your browser hasn't
seen
> in that session would be the laggiest. This would have to be considered,
as
> there are hundreds of objects that would need to be decoded in some
worlds,
> just by standing at GZ.
>
> No matter the disadvantages, this would be the *ultimate* in security for
> object path's. I've forward this e-mail to Roland, E N Z O, and AW support
> as I believe it is of the utmost importance.
>
> Let me know what you think...
>
> Regards,
> Jeremy
>
> a.k.a. JerMe (#296967)
>
> --
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Jeremy Booker
> JTech Web Systems
> (www.JTechWebSystems.com -- Coming Soon)
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>
>
|
Jun 14, 2006, 12:22am
You may want to run it as a service :)
- Ima
[View Quote]"Data26" <data960 at comcast.net> wrote in message
news:448f6dfc at server1.Activeworlds.com...
> My point made 100% clear today.
> I left my computer on when the world server running along with a note
> clearly stating to not close this window and to keep it minimized.
>
> 8 hours later when I get home from work, I come home to find the computer
> still on, but the world server compleatly shut down.
>
> Even if the computer was restarted, the world server was set to auto
> start.
> Also set to auto start was a txt file with a message saying yet again to
> not close the window and to minimize it.
>
>
>
> "Data26" <data960 at comcast.net> wrote in message
> news:448ed9c2$1 at server1.Activeworlds.com...
>
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