|
agent1 // User Search
agent1 // User Search
May 18, 2002, 12:25pm
I'm pretty sure that the SDK can't access a user's hash directly.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3ce5f4cc at server1.Activeworlds.com...
> Now if that is the same in all worlds (no doubt it is) u get urself a
network of bots and whalla, you can track a individual computer anywhere.
>
> "agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3ce02e1a$1 at server1.Activeworlds.com...
specific machines regardless of the citizen number.
|
May 22, 2002, 3:18pm
[View Quote]"anduin" <anduin at anduin-lothario.com> wrote in message
news:d5nleucd1477firdbganh7tumet19qd35v at 4ax.com...
> I've noticed that some people using outlook express haven't even got their
text WRAPPED which requires us to scroll to the right until the
> whole sentance is complete.
|
That is done on purpose so that your local news reader can wrap where *it*
decides to, not where someone else's computer decides.
-Agent1
Jun 12, 2002, 2:43pm
Uhh... just because it ruins an effect in your world doesn't make it the devil ;)
I agree, though, that a command to disable slide detection on a single object would be useful.
-Agent1
[View Quote]"dion" <GovDion at subdimension.com> wrote in message news:3d06f137$1 at server1.Activeworlds.com...
> I find it to be pretty useless and actually quite annoying when I go to run
> into something and it slides me all the way through the object. And it makes
> it near impossible to make a paintball world without people cheating by
> sliding through walls! It's just a pain so far and I see nothing good from
> it.
>
> It needs to be fixed or taken out!
|
Jun 14, 2002, 10:52am
LOL :)
Well, that does make sense... shouldn't be that hard to do, either :)
-Agent1
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D098253.94FFD255 at oct31.de...
> Shouldn't that be announced by the guy who delivers the
> telegrams, the operator, instead of the immigration officer?
>
> I know this is a really bad bug (not 3.3 specific) and
> instantly should be fixed, because it could cause trouble
> with the ActiveWorkersCouncil ...
|
Jun 28, 2002, 12:22pm
Actually, it means that the majority of the *voters* decided he should be voted in.
-Agent1
[View Quote]"young phalpha" <RhaneC at msn.com> wrote in message news:3d1c6d82 at server1.Activeworlds.com...
> If Insanity was voted in, then the majority of the community appreciates his honesty
> and contributions, and thought he was an legitimate, unbiased, and prudent judge.
|
Jun 30, 2002, 11:45am
They mean exactly the same thing and there is no reason to add both.
By the way, you're not a very good troll.
-Agent1
[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message news:3d1eb448$1 at server1.Activeworlds.com...
> ACTUALLY, "KAH" they mean FAR from the same thing idiot...AFK means u will
> be away from your computer for a while while brb means what it is...BE RIGHT
> BACK! IDIOT!
|
Jul 27, 2002, 12:05pm
I'd just like to say, I really don't like the difference between the time the original post was made, and yours. Take some usenet
lessons.
-Agent1
[View Quote]"tomilius" <homeworkkid at msn.com> wrote in message news:3d423745 at server1.Activeworlds.com...
> I'd just like to say, I really don't like the aggression in this post. Take some anger management
|
Jul 27, 2002, 12:02pm
They already have added it. If you're trying to be funny, you've failed. That message was also old...
-Agent1
[View Quote]"tomilius" <homeworkkid at msn.com> wrote in message news:3d4237cb at server1.Activeworlds.com...
> Oh yes, I think that would be a great idea. Active Worlds is stupid for
> having not added that one yet!
>
> "john" <johnfricker at lineone.net> wrote in message news:3d1f0281 at server1.Activeworlds.com...
|
Jul 2, 2002, 7:52pm
From a post to beta by Shamus:
"So far the biggest complaint with 3.4 is the new chat bubbles. As far as I can tell, everyone wants to disable it. This feature is
probably going to be removed in the next beta."
-Agent1
[View Quote]"binarybud" <leom at knorrinteractive.com> wrote in message news:3d21f671$1 at server1.Activeworlds.com...
> your spreading rumor now. :) and besides why is that BAD? lol
>
> "carlbanks" <Virtualcarlbanks at hotmail.com> wrote in message news:3d21ec61$1 at server1.Activeworlds.com...
|
Jul 6, 2002, 12:02pm
That would probably require two things:
1) The object the light is shining through is an object and not just a sprite
2) Ray Tracing
Ray tracing would probably be difficult if it is possible to move the light source because it would need to be re-calculated each
time it was changed.
-Agent1
[View Quote]"fg" <citfg at hotmail.com> wrote in message news:3d266300 at server1.Activeworlds.com...
> Example:
> Effect = Sunlight peering through slats on a trellis.
> Result=Shadowing vs light to reflect that on another object such as the
> ground or wall, etc.
|
Jul 6, 2002, 12:00pm
In most cases you wouldn't have people lower than the terrain, so the bottom isn't rendered to improve performance.
If you want caves right now, just make a hole in the terrain and use objects for the under-terrain portion.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d26ca8a at server1.Activeworlds.com...
> You should be able to view terrain from inside hills etc, that way we can create undergroudn caves etc
|
Jul 15, 2002, 8:51pm
AW doesn't have their own 3D engine - they use Renderware. It takes a lot of work to write a *good* engine and would likely require
the full-time attention of the programmers.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d3350d1 at server1.Activeworlds.com...
> I dont know what it is about AW (Tell me if you know please) how come we are
> limited to a poxy little 200m compared to games like Oni which have much
> much further ranges and zero lag whatseoever. Why cant AWC concentrait on
> opening up some serious gaming capabilities by allowing lagless, high
> framerate, high visibility 3D. im no 3D programmer, but if it can be done in
> 1 place, it can be done in another with enough effort and research.
|
Jul 17, 2002, 12:02pm
Which won't be happening anytime soon...
-Agent1
[View Quote]"zaphodbeeblebrox" <overlordq at cox.net> wrote in message news:3d3518fe$1 at server1.Activeworlds.com...
> Only side effect, if AW wants to use any of these, IIRC, they hafta give us the source to the browser/server maybe.
|
Jul 20, 2002, 8:12pm
If that is all you can add to the "discussion" almost a week later, don't bother posting. Don't change the subject header without
any reason.
-Agent1
[View Quote]"john" <johnfricker at lineone.net> wrote in message news:3d39a6dc at server1.Activeworlds.com...
> Ya, aw should have that!
|
Jul 24, 2002, 12:23pm
Or you could just parse the text in an RWX file by yourself. Didn't Criterion drop support for RWX?
-Agent1
[View Quote]"dion" <Dion at digevo.net> wrote in message news:3d3ea9e8$1 at server1.Activeworlds.com...
> "To write a converter yourself to take the files from RWX to DFF you would
> be looking at the basic RenderWare Graphics price of $40,000."
>
> That's what I got from an RWX person when I e-mailed them asking for a
> program that would convert RWX to DFF. LOL, who would pay $40k for that?
|
Jul 18, 2002, 12:25pm
http://google.com/search?q=%22Particle+Engine%22
-Agent1
[View Quote]"the derek" <imthederek at yahoo.com> wrote in message news:3d360f78$1 at server1.Activeworlds.com...
> what are particles?
|
Jul 18, 2002, 7:42pm
Gator is evil.
-Agent1
[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message news:3d372b76 at server1.Activeworlds.com...
> Okay everyone go to http://www.gatorcorporation.com/ourproducts/ and get the
> precision time download and it shynchronizes your computers clock with the
> U.S.A.'s atomic clock. :)
|
Jul 21, 2002, 3:00pm
You can do that easily by yourself.
-Agent1
[View Quote]"john" <johnfricker at lineone.net> wrote in message news:3d3ae1b3 at server1.Activeworlds.com...
> Why not just have it so you can send grams to a max of 5 people?
>
> "john" <johnfricker at lineone.net> wrote in message news:3d398bbe$1 at server1.Activeworlds.com...
from contacts)
|
Jul 27, 2002, 12:04pm
One: VC++ isn't a language - it's called C++.
Two: Roland programmed AW using just C. The new programmers may be changing it over to C++, but I haven't heard that from them.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d42583f at server1.Activeworlds.com...
> thousands and thousands of lines of VC++ Code
|
Jul 25, 2002, 8:04pm
In order for that to work smoothly, the server would either have to send a very large amount of avatar teleports to the browser, or
provide the browser with a path to follow... If the server was to give the browser a path to follow, it would need to be
pre-calculated sometime before use. Tradeoff between bandwidth usage and ability to update property instantly, I suppose.
-Agent1
[View Quote]"john" <johnfricker at lineone.net> wrote in message news:3d406fed at server1.Activeworlds.com...
> All it would involve is setting the Y position of the avatar (for lifts) at the height of the object that the person was on. Maybe
make it an
> auto-enabled function - would stop running down the stairs & flying into the air. :p
|
Jul 27, 2002, 12:00pm
Well, the terrain bot they use wouldn't be very hard to duplicate. It just uses global mode and watches for a certain object...
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d426780 at server1.Activeworlds.com...
> Cause AWTeen is the best and its gonna stay that way ^_^
|
Jul 29, 2002, 9:22pm
RTFM: http://www.activeworlds.com/help/teleport_command.html
-Agent1
[View Quote]"chiram seawing" <seawing at planet-safira.com> wrote in message news:3d45bcd2 at server1.Activeworlds.com...
> Did anyone else notice that whenever someone teleports to a different part in a world, they don't teleport, they just warp but
REALLY REALLY fast...
|
Jul 29, 2002, 10:42pm
If you're talking about object commands, use 'teleport' instead of 'warp' and you'll get what you want.
Any other use of a "teleport" works properly, so I don't know what you're talking about.
-Agent1
[View Quote]"chiram seawing" <seawing at planet-safira.com> wrote in message news:3d45d667 at server1.Activeworlds.com...
> Yeah, thats why they should make it so when you teleport it teleports you, despite the distance...
>
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message news:3d45cf12$1 at server1.Activeworlds.com...
like they
|
Jul 30, 2002, 12:41pm
So *that's* what they were talking about... Well that's probably just because the browser sees it like any other avatar_change event
and moves the avatar smoothly. I don't think there's an event that says "Hey! I've been teleported!" :)
-Agent1
[View Quote]"anduin" <anduin at NOSPAM.anduin-lothario.com> wrote in message news:m44ckuskepkn360jjshs922smo8tua0dmd at 4ax.com...
> No, they're talking about teleporting in general using the Teleport Menu. When teleporting within the same world but still in the
same
> range as another user, they will see you WARP across but really fast. I think that no matter the range, a teleport should
"dematerialize and
> re materialize" to the destination; would look much better :o)
|
Aug 12, 2002, 4:28pm
You can change one assembly instruction and bypass that. Just change the "jump to X only if the following is true" instruction into
"jump to X" and your "protection" is defeated.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d57f685 at server1.Activeworlds.com...
> The bot then creates the new string and compares em, if they are not the same the product self corrupts or just wont work.
|
Aug 12, 2002, 7:45pm
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3d5805bb at server1.Activeworlds.com...
> Encrypted functions and encrypted source code, how the heck are they meant to find and defeat that?
|
What are you talking about? Just because the source is encrypted, doesn't mean they can't just hex edit the binary.
> I mean it would stop most people, obviously not the major hackers
It doesn't even take a "major hacker" to do this - just look up a couple of assembly instructions and change one for another.
-Agent1
Aug 23, 2002, 1:03pm
Wishlist is more for the discussion of feature requests. If you have a bug
you want fixed, either post to beta or a *relevant* newsgroup and/or email
it to support at activeworlds.com.
-Agent1
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d658ec9 at server1.Activeworlds.com...
> I Wish(list) they would fix it.
|
Aug 24, 2002, 10:05pm
Can't you just change unknown.rwx?
-Agent1
[View Quote]"talisan" <wardaor at hotmail.com> wrote in message
news:3d680d22 at server1.Activeworlds.com...
> in a world without a registry, that the world owner be able to add a
default (object/object definition) to replace the black triangles that show
> up when an error/mispelling/etc takes place.
|
Aug 25, 2002, 11:27am
I could've sworn someone had replaced unknown.rwx and had the triangles be
something else. Guess I was wrong.
-Agent1
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D685FC6.241C41CE at oct31.de...
> No, the code for the triangle facer is hardcoded.
>
> agent1 wrote:
|
Dec 26, 2002, 9:10pm
*boggle* The corporate edition doesn't have any of that registration stuff.
-Agent1
[View Quote]ananas wrote:
> A reason why some companies and governements now decided to migrate stuff to Linux is : XP does that.
>
> brock wrote:
|
|