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scott d. miller // User Search
scott d. miller // User SearchRoland, ya gotta check this out! (Was: Re: CPU)Nov 21, 1998, 6:42am
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Cubic you are genius and I'll bet you did not even know it.
You said the magic words. Intel is always looking for the Next Big Thing that will suck up scads of CPU cycles and be so compelling that everyone will want to chuck there old sluggish P-2 Xeon 450 and buy the latest fastest computer. Alpha World is IT baby! Yeow! CoF needs cash, resources, programmers, funding, more cash, and even some financial muscle wouldn't hurt. Intel has more cash than they know how to spend. Damn, the Microsoft anti-trust trial has uncovered some interesting tidbits of info about the way Intel spends money on technology demonstration projects: if I remember correctly they threw several hundred programmers at one project (Microsoft objected and forced them to quit). Roland, ya just gotta tell the boss. Call these dudes at Intel. I'd bet they'd buy CoF and move at least some of you out to Silicon Valley. Hey, the weather is nice and you'll get used to the earthquakes, I promise. Really. ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net Re: Roland, ya gotta check this out! (Was: Re: CPU)Nov 25, 1998, 12:02am
Yo, Roland...
No comments? No answers? Flames? Anybody? Roland, like you would not like to be the lead programmer for a big Intel funded project? Come on, I am serious. I'll bet Intel really would like to fund CoF because if AW becomes popular, it'll sell a lot more fast chips. You guys could even slip some code in that won't run on K-6 and what not. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Re: Roland, ya gotta check this out! (Was: Re: CPU)Nov 25, 1998, 9:09am
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"It's not my job." That is what you are saying? I don't know anyone in
CoF. You are the least "hazy" to me as a personality except for MM and I'm not really sure what she does. So, you could carry the idea to them perhaps? CoF is a small company, right? You deal with management almost every day, correct? If you truly feel that talking to management about an idea that was presented on a newsgroup is not your job, then perhaps the corporate culture typically found in Silicon Valley is not for you. CoF has a big technology lead on any competition that may exist, but you guys are not moving very fast. If something is not done and soon, the user base of Alpha World and your server business will gradually go extinct, replaced by any one of several competitors who are better funded and faster moving. Not what I want to see happen. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Indication: walking against wallMay 18, 1998, 7:59pm
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How about making the screen flash red, like when you get shot in Doom!
On second hand COF, you fix the rendering and clipping problems. We'll all do our part and throw out those old computers and get 400MHz P-2s (dual processor... when will you add multithreading?). Here is a REAL suggestion: Make it so that when we hit a smooth surface at some kind of reasonable angle, we can slide along it instead of being stuck. Sheeesss. Speaking of Doom, if you strike the wall at an angle, you CAN slide along it (not very fast though). ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Indication: walking against wallJun 30, 1998, 7:28pm
So, we cannot bump into and then slide along a wall. Nor can we build a
slide or ski slope without using bump-warps. I have an idea: an atribute like friction. As in "create friction .25" (1/4 of normal). This command could be used for climbing steep slopes (setting friction higher than 1.0) or sliding down slopes (setting it lower than 1.0). An ice rink could be created by setting friction very low (ie .05) so that "a body in motion would tend to remain in motion, etc." (try turing 90 deg to your motion and then run to change direction). To make a roller coaster use bump-warps to take someone to the top, then set the friction very low for the rest of the track. This would also necessatate modeling momentum as well. Normal friction (ie. 1.0) would allow some one to *walk* up or down a 45 deg slope, but not a 46 deg slope (about the same a hiking boots on clean stone). The biggest problem that I can see is than COF can only implement what is available in Renderware. And COF does not have the programming resources to create their own rendering engine to replace Renderware. Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net Suggestion: Improve readability of chat bufferJun 30, 1998, 7:36pm
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YES YES
Eep² is right. There is NO REASON IN THE WORLD why the world list needs to move (scroll) on its own. The portion of the list which is in view should only change position when the user moves it. The data within the window can update all day without affecting this feature. Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net A few old ideasMay 18, 1998, 8:07pm
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Did you want to create a spagetti farm?
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasMay 18, 1998, 8:07pm
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Did you want to create a spaghetti farm?
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasMay 18, 1998, 8:10pm
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Both good ideas...
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasMay 18, 1998, 8:13pm
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How about something that is triggered... like a guard dog. Or something
which interacts with the user rather than just wander around. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasMay 18, 1998, 8:14pm
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yes there is something I'd like to see...
A COMPLETE list of items to build with in AW. The existing list is pathetic. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasMay 18, 1998, 8:19pm
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EXCUZZZE ME...
We already have those. They are the arrow keys. Take off your "numlock" and use the arrows to move, Pg Up and Pg Dn to rotate, Ins and Del to copy and delete, + and - to raise and lower, and of course shift to make it small incremental movements. Don't make stuff any more complicated than it already is. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart A few old ideasJun 30, 1998, 7:56pm
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TZ,
I would prefer to change into a tourist manually. If I am building I don't want to be auto-changed if there is an otherwise unseen tourist object where I'm placing an object. There are a few times in the past when I've changed into a tourist to build something. Mostly involving close building projects, where I will check to see that what I've built (a stream with sloped banks and sand blending into grass) can be added onto by another builder. I use tourist so the other builder can examine my approach (if they want to) then delete it and duplicate it using their own building #. By the way, WHY is it illegal to give my property away? I would solve some of those tricky building problems. Particularly when co-building with an less experienced, unsure newbe. My experience has been that sometimes they just give up on the tricky parts. (Not the same as building privs, I don't want to modify ALL their properties (even if that is a god-awful animation they are using for some object) just build some tricky thing like a waterfall flowing over/through a pile of rocks). Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net A few old ideasJun 30, 1998, 7:57pm
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This would be very cool....
Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net A few old ideasJun 30, 1998, 8:07pm
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Why would it look out of place? I once saw a mountain lion at dusk
slinking along side a wooden fence near some houses in a Colorado Springs neighborhood. I also saw a buck with a really nice rack waiting for traffic to clear before crossing 6 lane S Nevada Ave. to go to the shopping mall. (Also in Colorado Springs, was he going to get some antler polish at Sears?) The challenge is to create a bot which can interact with other objects so you do not get the trapped bot effect, or bots which can pass through objects. The easiest would be to let the citizen/builder place the bot, then object collision would be the responsibility of the builder. But I got the impression that some bots would be scattered around by COF to lend interest to the landscape. ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net A few old ideasJun 30, 1998, 8:17pm
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"move" is ok, but it implies a destination. How about "push"?
ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net A few old ideasJun 30, 1998, 8:20pm
Can Renderware support true 3D? Or is it just an AW limitation?
ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net solid av'sJun 30, 1998, 8:56pm
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Hey, that might get people to actually move, rather than stand there
like some Indian goddess and look gross. ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net Re: tighter security featureMay 18, 1998, 6:29pm
Seems like an interesting idea Robert, it should work just fine. That
tourists have limits is ok (i.e. the hassle of "registering" on every world that allows tourist building). On the other hand (as a citizen) I have been to worlds and built a few trial objects just to see what was available -- always deleted my stuff before moving on (after taking notes). [View Quote] -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Re: Contact list sortingMay 18, 1998, 6:31pm
I second the motion.
[View Quote] -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Re: world categoriesMay 18, 1998, 6:37pm
The 8 character limit is pretty severe, but some folks are stuck with a
small screen and so the limit is practical. How about the idea of a 50 to 100 character description that would be invisible until the cursor was passed over the world's name? It would appear as a kind of floating text box. While we are on the subject of the worlds list; how about NOT auto scrolling the list every time someone enters or leaves a world? Do we really need to be treated with a view of the activity on the "A" worlds? ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Re: TagsMay 18, 1998, 7:33pm
I think to be truly useful the search engine should search all fields --
including "builder", so putting a secret word where the search engine looks would not work if the search engine looks everywhere including fixed fields like "builder" or "citizen #". Of course for privacy we could all purchase several user names. One for public building, one for private building, and possibly one for when we just gotta go on that enemy creating tirade at GZ (lest the many enemies we create search out our property and vandalize it). Now this ought to get COF's attention -- multiple user names per person (at $20 a pop). ScottyDM [View Quote] -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 4, 1998, 2:29pm
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The present model of the AW server REQUIRES a registry in public build
worlds. In the registry is information about the "footprint" of each object. This is how the building inspector knows that you've tried to place an object that overlaps on another person's property. HOWEVER there may be a simple solution. Keep the registry but allow building with non-registered objects ONLY if they meet two criteria: #1 the non-registered object must have a footprint that does not exceed 10m x 10m. #2 the center point of a non-registered object may not be placed any closer that 7.1m to another person's property (or in the case where the edge of someone else's property is non-registered objects, 14.2m to the center of their closest non-registered object). These two checks would become a new feature of the building inspector. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 4, 1998, 2:31pm
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We do Paul, it's called the AW basic library. People complain about it
ALL the time (not "rich" enough). :^) ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 4, 1998, 3:54pm
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Eep²; do you really want to turn on encroaching in AW-prime???? My
suggestion is to be able to use non-registered objects in a public world where the registry is in use. People bitch-n-moan because of the limited list of models in various worlds that they have to work with (AW prime in particular). Adding the ability to pull objects in off the web (a URL-object), is not enough for a public building world. I cannot think of a clean way to automatically register these objects. Plus think of what would happen to AW-prime's registry if hundreds of people started using unique objects pulled in from their web pages and auto-registered! So if the URL-object were added as a feature, only worlds where private building was happening would be able to use it (and they don't really need it). The suggestion was for a possible work around so that URL-objects could co-exist with registered objects on a public building world. BTW, this does nothing to solve the problem of the badly designed, buggy object. AW-prime is a pleasure to stroll around in because there are no "garbage" objects that poison the browser. That is, the rendering engine gets confused about which object is in front and which is behind and displays jaggy edges on objects. I suppose a fix for this would have to take place in the browser itself. Perhaps a filter that rejects "garbage" objects. This would leave some worlds with LOTS of little black triangles, but then the world owners deserve it if they have garbage in their object directory. Better yet, the filter could display rejected objects as little RED triangles. Ok, visualize this: You're building on AW-prime. you select an object, copy it, slide it over, then replace the name in the object box with a URL pointing to your brand new "gizmo5.rwx". You close the build box. The old object changes to a black triangle and you see your new gizmo5 in the download box. The triangle changes from black to red! "Dang, must have a bug. Gotta redo that one." Another problem is protecting your URL-object from being copied by anyone, both throughout the world and on other worlds as well. Perhaps zip encryption based on the builder number. Wrong builder number and the zip file does not get decrypted properly (it would have the effect of creating our own private "z" objects). Zip encryption based on the world's name (or some other world ID) could allow a URL-object to be used by anyone on that world, but nowhere else. Of course zip encryption is optional. This could be handled on the server side (another job for the building inspector) or on the browser side (more little red triangles). ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 4, 1998, 8:12pm
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AW-prime DOES have a registry, as do a lot of public building worlds.
BTW Butthead, is it necessary for you to open a conversation with an insult? > > Simple: a text file inside the object's ZIP with the registry info. > I don't think so. What is to prevent someone from lying about the registry info. An object that has a registered footprint of 0 x 0 could be carefully placed between someone else's objects. Example, walk001h.rwx is not registered as being 10m x 10m but 9.990m x 9.990m so that walks from different owners can be right up against each other without encroaching or leaving a gap. Any object registered as 0 x 0 could be used to vandalize another's property. Other considerations: #1 Does COF really want 50,000+ objects in their registry for AW-prime? #2 The registry would now need full URLs not just object names. #3 How do you purge the registry for a popular world like AW-prime, when the personal web pages that are serving the models get shut down. It is my understanding that the registries of most worlds get built by hand, want to maintain it by hand too (under these circumstances)? It would be bad enough having little black triangles littering abandoned areas without having the registry AFU as well. > > Um, perhaps you're referring to the 16-bit z-buffering which causes overlapping > polygons to fragment and bleed through other polygons. This isn't necessarily > because of "badly designed, buggy" objects. See > http://tnlc.com/rw/terminology.html#z-buffering for more info. And you don't need > to explain it to ME. I have a RW site, after all... > It has nothing to do with z-buffering. Example, where a wall and a floor come together, if there is a problem with one of the models then RenderWare cannot seem to figure out where one model ends and the other begins. If you face the wall straight on, there is no problem. If you turn slightly then the intersection between them becomes a zig-zag about 1/2m wide (not a pixel problem). Once the browser is "poisoned" it screws up on worlds with normally clean models. The only way to fix it is to shut down are restart the AW browser and avoid those worlds with bad models. Most of the problem seemed to be associated with models on America and America affiliated worlds. Jetta has been cleaning up the problem though. It is much less prevalent now than it was, I had to really hunt to find this example. Try: america 183.8N 79.9E 0.0a 70 Walk all around the gray structure built by dudes. The problem is really bad between the arch01l and the walk029h (even though these are standard objects). Now look at the structure built by Moff Piett. Not as obvious on Moff's structure, walk around it. I'm not sure what causes the problem, perhaps the tree9 is doing it. Try this experiment: set your visibility high then walk North along the road between the roller coaster and the reddish building. Turn and look around. If it does not do it the first time walk back to dudes' and walk back North again. I had to go back once to get the problem to persist and I also changed my visibility setting. I had to take the teleports (dudes' or Moff's) back to AW-prime a couple of times before I got it to follow me back to AW. Is this a weird looking problem or what? Want to see another weird artifact? Keep walking North to about 210N. I was with WildCat when he built the bridge. He could only use American objects to build it (and only in that spot). He originally had the lot on either side of American Builder's road and built the bridge to connect them. I don't expect your models are the problem, and I am not questioning your talents as a model creator in the slightest. --snip-- > > Um, stop thinking so much...you're only complicating things and confusing yourself > more. To be honest, I didn't ask for a novel about this either. > --snip-- > > Too much thinking again, but, yes, of course ZIP encryption would be necessary. > Too bad Eep², I get paid to think, it has become a habit, I cannot help myself -- and I rarely get confused. I was not confused when I wrote the previous message, and I'm not confused now. Perhaps you prefer incomplete or vague ideas? BTW has anyone ever mentioned to you that your are intelligent, talented, and have the social skills of a power tool? ScottyDM PS: I've bookmarked your pages on rwx object design months ago. -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 6, 1998, 12:05am
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So then, I guess we should just blow it off because NONE of these wishes
will EVER come true. I don't buy that one either Eep². I is quite one thing to say, "I want......" without ever offering a clue as to how that wish may be accomplished. Constructive ideas may be implemented if they are reasonable (maybe). The original post asked if there was a way to import objects from other object paths. We can already import pictures and sounds, so this seems like a reasonable request (although textures too would be nice, and should be WAY simpler than rwx). I see three problems to be solved in using rwx objects from locations other than the world's object directory. I am assuming a PUBLIC building world not a private one. #1 Preventing encroachment between builders. #2 Doing something intelligent with bad rwx objects (crashing the browser is not acceptable). #3 Protecting those artists who wish to show off their work with out having it duplicated all over the net. If we can offer workable solutions to these problems, PERHAPS COF will include the feature at some future time. How about it people, can we restart this discussion? ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Import objects from other serversSep 6, 1998, 12:13am
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Ok, I concede the point Eep², it IS a z-buffering problem. BUT it is a
problem that is orders of magnitude greater that the typical z-buffering limitation due to having only a 16 bit value for each pixel (or where ever the typical z-buffering problem comes from). I'm talking about a palm tree 5m away from a building (20 to 30m from the viewer) and having the strips of the building's wall overlap the palm tree's trunk as the viewer walks past. This in not the NORMAL z-buffering artifact (almost as if the z-buffer value is only 4 bits and not 16), this is why I consider it to be a problem or a bug and not simply an artifact. It would still suck, but be acceptable, if the problem only occurred on the objects that were some how causing the problem -- but once the browser has been "poisoned" (by what ever is causing it), then all objects in all worlds are affected until the browser is restarted. This makes building almost impossible because you cannot see where things really are. It is possible that not everyone is affected. I am running the Active Worlds browser on an older NT machine (workstation 4.0, SP-3) with a S3 based 2D accelerated video card. Eep², did you go look where I suggested? Can you see what I see? I have found another world that has the problem really bad. I had an experience that seems to suggest that it may be caused by the texture map and not the underlying rwx object. The world has tons of unique and beautiful objects by a really talented individual, but I guess one slipped by him some how... -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart Re: Hey, I'm used to the 3-D Environment enough now, how about a verticle rotation?Sep 4, 1998, 2:25am
The way I understand the limitations is that it is far more fundamental
that just cracks, etc. There is of course the limitation of the browser's build interface; but the browser could be easily enough upgraded to allow horizontal rotations. The server is also limited. The limitations of the server go far beyond just being able to add two more rotation coefficients: They go to the object registry and how building inspector can tell if you are encroaching on another's property. For each object in the registry there is an object name and some numbers two of the numbers length and width of the object along the ground. The server uses these numbers to calculate encroachment between users properties. Why this registry model WILL NOT WORK with total 3D rotation: Lets assume you are placing a 8m high column. This object will have a base of 3m x 3m in the registry, but if you rotate it to horizontal it will now have a base of 3m x 8m. In between rotations will give other values. I think (from what I've read) that COF does not want to go to a server model that will require lots of processing power. Bummer, huh? ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart citizens as touristsSep 4, 1998, 5:44pm
Well, I HAVE used tourist in the past to check out building a complex
group of objects on the border of my property. So that I can see if the two different properties can flow into each other and blend together. But then there is becoming a tourist so I can hide my identity and cause problems... ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart |