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xelag // User Search

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Xelagot 3.605 available

Sep 5, 2004, 12:39pm
For details, please read

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

spider

Nov 4, 2004, 10:08pm
Enzo,

The clean solution would have been that no bot is needed for this. A
procedure could have been made between world and uni servers to
regulate this. Maybe the problem is related to lack of thought
between what a particular paying instance required (which can be
solved with a quick and dirty solution - we all do that when needed)
and how it was implemented for general use?

I think that more carefull planning would solve this kind of problem.
I have more examples of this dis-synchonisation, but you can reach me
at my usual email addy if you think this might be of use :)

Alex

[View Quote] >A few friends of mine have found out that a spider bot has been in their
>world in DLP What exactly is that and what does it do? anyone know? How
>could one get in if they dont have bot rights?
>

Xelagot 3.606 available

Oct 31, 2004, 11:49am
See What's New for changes:

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

major upgrade Xelagot 3.607

Nov 28, 2004, 11:50am
This is a major upgrade, introducing new features.

Please read What's New at
http://www.imatowns.com/xelagot/xlgwhatsnew.html

and especially how to upgrade at
http://www.imatowns.com/xelagot/xlgtopic_usbd.html#Upgrading

as this upgrade requires some user customising (moving folder
contents).

Alex

major upgrade Xelagot 3.607

Nov 28, 2004, 3:38pm
This message concerns some x1.zip files downloaded on Sunday Nov. 28th
2004.

The first x1.zip I uploaded contained errors. You will recognise it
because it contains a User folder. If it does not contain this folder,
then you need do nothing and need not continue reading (you may if you
are curious, but it does not apply to you).

If x1.zip does contain the User folder, discard it and download x1.zip
again. Two cases are possible if you had already unzipped the files of
the faulty zip.

1) you had unzipped it over your existing x1 installation to upgrade
it. If you see both a User and a Script folder, check to see it the
Script folder still has all your old scripts, If it has, then move the
scripts to the User folder and delete the Script folder which you do
not need any more. Unzip the new good x1.zip onto the application
folder, and run the bot application to complete the installation.
Then stop the application, and follow the upgrade instructions on this
page if you had not already done so:
http://www.imatowns.com/xelagot/xlgtopic_usbd.html

2) you had unzipped the faulty zip into an empty folder - if you
attempted to run the bot, it would throw access violation messages in
a loop and could only be shut down with Task Manager. Just delete the
old contents (except for the new x1.zip if it is there) and unzip
again. Run the bot application to complete the installation.

If you are in doubt whether you had the good or bad zip because you
deleted it, download it again and follow the above instructions. The
new good zip was uploaded only a few hours after the first bad one,
about 6 pm GMT (4 pm VRT) on Sunday november 28th.

Av99bot and SrvcXlgBot do not have this problem.

Sorry for this mess!

Alex

note to bot makers

Dec 6, 2004, 8:22am
Hi,

The problem with this is that AW has not documented this, as far as I
know, and can change its policy about it any time. It is already
difficult to discover and adapt to changes for fundamental things as
world rating or other backwards incompatible functions.

I think in this case it is reasonable for bots not to limit the length
artificially. The user can see if it works or not, and make the
password shorter. An other example is the length of world names: at
present limited to 8 chars, but there has been talk in the past of
changing this.

A different approach is needed if excessive length can cause problems.
For example, chat strings are limited to 255 chars. Making the string
longer used to cause a world disconnect. So in this case yes, I chop
chat lines at 255 or less, transporting the rest to a new line. My
[Delph] says: If it won't crash me, don't stop me :)

At least you know now the reason why I don't implement your
suggestion, Alex. It's not a bad suggestion, but it makes maintenance
a bit more complicated and is not crucial :)

Alex

On 5 Dec 2004 21:05:29 -0400, "alexthemartian"
[View Quote] >i notice almost every bot allows you to enter more characters then the AW
>browser allows in ppw dialogs, in the browser, you can only add as much as
>12 characters in both the ppw section of Citizen settings, and the Privleges
>dialog.
>
>Now if you create a 15,20,etc length password using a password generator or
>some other way, when they enter the password into the bowser's ppw fields,
>only the first 12 of the password is entered. Now if you save the long
>password you create, and try to use it in a bot, the bot will have the full
>length of it on it, and you will not be able to connect due to invalid
>password. since the bot is trying to log in using a password longer then the
>12 which is what AW has as the cit's ppw.
>
>this is not true when login into the password inside AW, since in the
>Privleges dialog only 12 characters are allowed. I suguest that bot makers
>limit the amount of characters in the ppw field to only 12, so more people
>dont have this issue, since we are at a time when so many people are getting
>hacked, or passwords stollen, and many users are creating long ppws, like I
>just did >_<.
>

Bot hosting...

Jan 13, 2005, 9:45am
X1 is not the best solution, av99bot is more appropriate for
unattended hosting, it can be installed as a service (just like a
world can). X1 is good for desktop computers, not for servers.

There is no plan at the moment to port xelagot to Linux.

Alex

On 10 Jan 2005 19:18:43 -0500, "lady nighthawk"
[View Quote] >Thanks guys ...
>
>I thought it had to be Linux to control from a *remote location* ... in
>other words to start / stop it I thought it had to be Linux? I think this
>host offers Windoze too, what would I need to do to run a bot in Win then?
>What do I need to ask the host?
>
>LNH

X1 fits...

Jan 13, 2005, 9:40am
Heheheheh :)

you are using the same words in hear and say1. so as soon as the first
bot hears "translate" or "translator", it says a line containing the
word "translate", which triggers response from other bots, and causes
a chain reaction.

XelaG

On 12 Jan 2005 13:25:46 -0500, "lady nighthawk"
[View Quote] >What about this is sending my bots into fits of repeating and repeating and
>repeating? I literally have to turn the program off to get them to stop :o/
>
>cmd={}
>hear=translate
>say1=Online translators http://www.tranexp.com:2000/Translate/ or
>http://www.google.com/language_tools or http://babelfish.altavista.com/.
>
>OR
>
>cmd={}
>hear=translator
>say1=Online translators http://www.tranexp.com:2000/Translate/ or
>http://www.google.com/language_tools or http://babelfish.altavista.com/.
>
>???
>
>LNH

X1 fits...

Jan 13, 2005, 1:42pm
[View Quote] >Heheheheh :)
>
>you are using the same words in hear and say1. so as soon as the first
>bot hears "translate" or "translator", it says a line containing the
>word "translate", which triggers response from other bots, and causes
>a chain reaction.
>
>XelaG

A way out is to have {bos} "begin of sentence" in the hear statement;

hear={bos}translate
hear={bos}translator

Then the bot will make sure that only these words if they appear at
the begining of the chatline will be recognised as response-triggers.
Since in the answers these words are not at the begining, you get no
chain reaction.

Alex

X1 wish list...

Jan 13, 2005, 9:50am
On 12 Jan 2005 14:40:06 -0500, "lady nighthawk"
[View Quote] >Yep they are, there are only two files, the realweather script and the
>lightdata script ... both are in the User folder. However they do refer to
>web urls to get weather data ... perhaps that's where the snag is? I see
>only one file in download when there should be three as the weather script
>accesses three txt files on the web but only one is showing up there :o/
>
>LNH
>
>Thanks for your reply!

URL downloads are now saved in the in the User\_Downloads folder by
default, unless another folder is specified. This may be the problem,
LNH.

X1 wish list...

Jan 13, 2005, 10:21am
>URL downloads are now saved in the in the User\_Downloads folder by
>default, unless another folder is specified. This may be the problem,
>LNH.

All folders outside the User folder are out-of-bounds for scripts,
this includes the old Downloads folder (which is used internally by
the bot, but not accessible to scripts). So
Download $u
where $u has the URL, downloads to the User\_Downloads folder now,
instead of to the old Downloads folder.

If you use the full notation
Download $u $f
the variable $f must contain a path\filename inside the User folder.
An easy way out is just to give $f the script path and a filename.
Supposing the filename is weather.txt, and you want this in the folder
where the script is, then
$f = "$:my\weather.txt"
where "$:my\" is a symbolic way of writing the path to the script.

Otherwise, if you write
$f = "weather.txt"
the file will be downloaded to the User\_Downloads folder, and the
full path\filename in symbolic notation will be
"$:downloads\weather.txt"

In all cases, you can retrieve the path and filename in the event
handler for DownloadComplete:
GetURL $u $f %L
where $f will contain the path and filename (path will be in symbolic
notation, as above, so as not to reveal the real path).

Note that if you specified to download to a path which is
out-of-bounds, the statement will be ignored.

See
http://www.imatowns.com/xelagot/xlgaseventdownloadcomplete.html

Alex

Xelagot 3.608 available

Feb 21, 2005, 1:47pm
Please read

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

Xelagot 3.608 available

Feb 22, 2005, 12:45pm
CP, sorry if it is inconvenient for you. A link to my What's New page
is very convenient for me:

1) it saves bandwidth here and in other newsservers and forums,
especially as I cross-post.
2) it allows me to write extensive descriptions, with links to other
pages. This is in everyone's benefit. I would not be able to do this
here.
3) the "What's new" page centralises the info, and is also available
from the x1 bot's menu "help > omline > what's new"

So I will carry on posting the link to my page. If you do not wish to
activate the link from your newsreader, you can copy it to the
clipboard, close the reader and open the web browser, then paste the
url there... very complicated, but saves in memory usage.

Alex

[View Quote] [View Quote]

Xelagot 3.609 available

Feb 28, 2005, 3:03pm
Bug fix of a bug fix in 3.608, see

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

Xelagot 3.609 available

Mar 3, 2005, 5:19am
That's not a bug, it's by design. If the parent window does not have
the focus, you first need to give it focus. I chose on purpose not to
use MSWindow objects in most cases of buttons, because they use up
graphic resources. Delphi buttons, on the other hand, do not rely on
the MSWindows api and do not use up graphic resources, the down side
being that if their parent form does not have the focus (or in other
words, is not in the foreground), they do not catch mouse events.

On 1 Mar 2005 10:51:59 -0500, "King Small Guy"
[View Quote] >nah jag that isnt the "bug" the bug i found is kinda a bug you need to press
>N/S E/W twice before it works
>
[View Quote]

Xelagot: MySQL driver update

Mar 2, 2005, 12:23pm
MicroOlap has updated its dbx4mysql.dll driver, used by Xelagots to
connect to a MySQL database. If you are using this driver, you can
download the update (version 1.7, 1st March 2005) directly from here:

http://www.imatowns.com/xelagot/dbx4mysql.zip

New in this version, among many other things, is that you can attach
the port number to the hostname in the connection parameters (if the
port is not the standard one), for example:
HostName=localhost:2345
For more info, visit the MicroOlap web site:
http://microolap.com/products/connectivity/dbx4mysql/download/

The Xelagot SQL introduction page, which also contains a link to this
driver, is here:
http://www.imatowns.com/xelagot/xlgasdbsqlintro.html

Alex

Xelagot: MySQL driver update

Mar 3, 2005, 5:26am
[View Quote] [View Quote] Well, neither did MicroOlap. I suggested this to them a few months
ago. There already was a way to select a port (parameter "Server
Port=") but it was not documented, and when I asked them about it,
they had to consult with the programming team, and it took a few days
to get the correct parameter. So I suggested a very obvious way to do
this, and they agreed to include it in the next release, which is now
available.

Alex

Xelagot: MySQL driver update

Mar 3, 2005, 5:41am
And by the way, Andras, the fault is not by MicroOlap, the blame lies
on Borland. Their dbExpress documentation omits the port parameter,
as if they assume all DBs will be listening on their standard ports.
So each vendor has had to invent its own way. Other vendors also have
dual ways to set the port. This Borland omission has caused a lot of
confusion.

Alex

<no subject>

Mar 22, 2005, 1:17am
Hi,

Xelagot does not check the action field when moving objects. As Strike
Rapier said, the issue could be in the cell data limit, as the world
server *does* check the amount of text (model + description + action)
that can fit in a cell when you build new objects, so when you
copy/move objects, make sure that the same objects are reunited in a
cell as they were originally, if the source and destination world have
compatible data limits (i.e., the destination has the same or greater
data limit than the source when the source objects were built). X1
has a button to realign builds to the same cell composition, called
"round off" for when you translate (move) builds.

Hope this helps :)

On 20 Mar 2005 23:43:35 -0500, "HighFlier" <highflier at awgate.com>
[View Quote] >When I move a build with the x1 bots sometimes it will move things that have
>move actions on them and other times it will not. Why is this? Should I
>remove the move actions before I move a build and then replace them after
>it's moved so that at least the object is still there? Will this help or
>not? I moved a build and some of the objects with media were not moved also.
>Maybe the media file should be removed while moving the build so that at
>least the object is still where it is suppose to be located? Maybe it's a
>cell data space issue on the new land? How can I work around this if anyone
>knows?
>

<no subject>

Mar 26, 2005, 10:20am
Rotating builds work well if the objects are not tilted. Xelagot can
not at present cope with objects that have tilt or roll, it only
handles the yaw parameter, which works fine on untilted/unrolled
objects.

To handle all rotation parameters properly, a rotaion matrix must be
constructed for the Rotation operation. A second matrix must then be
made for each object from its Euler angles (yaw, tilt, roll), and both
matrices must be cross-multiplied, then new Euler angles have to be
extracted from the resulting matrix for that particular object. The
problem is the interaction of Euler angles with complex rotations:
from the original yaw-tilt-roll (which can be in six different
combinations of sequences of rotation axes, for example tilt-yaw-roll,
tilt-roll-yaw etc) a rotation matrix has to be made for each object.
This is not a problem if the combination used by AW is known, which it
isn't officially. After applying the matrix to a particular object's
rotation matrix, the new yaw-tilt-roll must be extracted for that
object, using the same combination sequence. This can produce cases of
Gimbal Lock, where the resulting Euler Angles are undefined. This
always happens when the second rotation axis is rotated 90 or 270
degrees, then the resulting Euler angles can not be calculated.

If I knew the sequence used by AW, I could experiment with this,
although it would take a considerable amount of time to get it right.

Alex

On 24 Mar 2005 03:01:19 -0500, "HighFlier" <highflier at awgate.com>
[View Quote] >Thank You for info XelaG. It worked :) I used the round off button like you
>said tonight and it worked like a charm. I suspected incorrect cell limit
>all along. Before I was not installing the build in the same cell positions
>like you said. I guess is how you say it. Now I know some of the other
>buttons and they are very useful. I suppose moving an over built build was a
>good experience for me and forced me to learn those other buttons. I also
>leaned last night how to rotate a build I moved and it was fun to see it in
>the different postition with a little different lighting and shadows from
>it's changed position which made one build look much better. I also want to
>thank tunablues for checking my post and sending me a gram with similar
>information.
>

<no subject>

Mar 27, 2005, 10:48am
[View Quote] >Hi Alex-

Hi Scifair,

>
>I've looked into this a bit, and I believe the order is yaw-roll-tilt. You
>can verify this by manually rotating an object from zero rotation, a known
>amount in a given order. Then check the resulting angles according the AW,
>and see if it matches the rotations you made.

I think Tilt is the second rotation (X-axis), not roll. At least, it
seems to be so in the browser's treatment of the look-up and look-down
functions (Pitch for avatars = Tilt for objects). When the beta
browser allowed looking straight up or down (-90 and +90 degrees),
somewhere in 3.4 I think, Gimbal Lock struck, so they had to reduce
the range. This was confirmed by Shamus in a posting a while ago in
the beta ng.

>
>In cases Gimal Lock you should be able to just choose one of the equivalent
>values. If you do figure out the math to extract the angles from the
>matrix, please let me know, as I could use it. I haven't had time myself.

Unfortunately, chosing equivalent values does not seem to work or, to
put it another way, alternative values can not be found when Gimbal
Lock occurs - in all other cases, there are always 2 sets of (x, y, z)
values which are equivalent for the same rotation. The reason being
that in the process of extracting Euler Angles, a division occurs by
the cosine of the second angle. If the angle is + or - 90, this cosine
is = 0, and you can't divide by 0. A similar thing occurs when
changing from Euler to Matrix notation.

I have a full set of Delphi routines, including Euler to
Matrix/Quaternion and reverse. These Euler chappies are the
problematic ones. If you request by email (xelag at 3dee.nl) I will send
you the unit.

>
>I suspect that yaw-only rotation would work fine even on objects that do
>have tilt/roll, simply by adding the two yaw values. This is only because
>the yaw is applied first, and the build rotation should get applied before
>the object rotation.

It doesn't, as was reported in a recent email by someone who uses
xelagot to move and rotate groups of builds. When tilt and roll are
present in an object (i.e. <> 0), rotating using only the yaw, as
xelagot does, fails to rotate the object properly.

>
>Maybe AWI could be convinced to document the math they use, or better yet
>expose rotation functions in the SDK?

That would be nice, I'd rather have the documentation though :)

Alex

<no subject>

Mar 27, 2005, 10:42pm
[View Quote] Quick reply, its late, 2:30 am here :)

The rotations in AW (and in RWX and openGL) are right-handed (say
positive from North to West for yaw), so the signs are opposite to
many other systems, included many scientific ones.

As for using the browser to apply yaw/tilt/roll, it is no indication.
If I have rolled an object, and then with the browser apply a yaw
(middle 2 rotation buttons in the browser's thingy), the yaw is
applied along the tilted yaw axis, i.e. in the object's local "rolled"
coord system: it applies the "browser" yaw before the other.Just check
that, you can see it visually, the Y or yaw axis remains tilted in
exactly the same position no matter how many clicks you apply.This is
fine for browser use, but is not what I need, because I have to rotate
around the new yaw axis, the one pointed vertically up, not around the
original yaw axis which is now rolled.

As for avatar's pitch, in fact the camera is tilted, which means
simply that the world is tilted for the camera. This is equivalent to
rotating all objects vertically in the oposite direction of the
camera.

I'll have to sleep over it a few nights, and I'm hoping to get some
more insight in the actual rotation order.

I've sent you the requested unit in Delphi pascal.

<no subject>

Mar 28, 2005, 4:00pm
[View Quote] >My point about the negative rotation values was that I rotated in what the
>browser called the positive direction, and yet it actually rotated in the
>negative direction. A right-handed system makes sense, but labeling +X
>rotation -X does not, and could lead to confusion in tests.

You are perfectly right there, AW buttons invert the signs of
right-handed rotations around the X and Z axes, plus should be minus
and vice versa :)

Xelagot 3.610 available

May 5, 2005, 6:38pm
Added code to cope with the special avatars in the avatars.dat file.
See
http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

Xelagot 3.611 - terrain bugfix

May 25, 2005, 6:45pm
This version has an important bugfix for people who rely on xelagots
for backing up terrain. More information here:

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

Xelagot 3.611 - terrain bugfix

May 26, 2005, 12:30am
This shutdown problem is unresolved as yet and affects all windows
versions, and has nothing to do with the SDK. Xelagot uses 3rd party
code for a few functions. One of the most annoying because it gives no
source code is the email code - provide by Delphi. I have a great
suspicion that this in combination with the delphi 5 compiler (also no
source code) causes to stop shutdown. This affects x1. It also affects
av99bot unless it is installed as a service using srvany (that forces
shutdow anyway, for good or for bad).

[View Quote] >Theres still that bug where windows doesnt shutdown while X1 is running X_X
>Or is that normal/a bug within the SDK?
>
[View Quote]

Xelagot 3.612 available

Jun 18, 2005, 7:30am
Bug fix in Action Script:

http://www.imatowns.com/xelagot/xlgwhatsnew.html

Alex

What's a good DJ bot?

Jul 21, 2005, 10:31am
SW,

I will have a look to see if I can add code or make a script to fix
the xelagot's double-speakers problem. It's long overdue on my to-do
list. The DJ code is very old and I completely forgot how it was
made, so it may take a while to clean it up :)

Alex

[View Quote] >Can it work outside of the bots range like xelagot, or does it rely on
>surveying the surrounding area?
>
>I liked Xelagot because it can handle the midi speakers globally, because it
>didn't rely on surveying. It relied on object ID I think. Such a system
>would allow you to make a city-wide DJ system, vs just DJ'ing in one area.
>Unfortunantly I find myself having to clean up duplicate speakers almost
>every other day, typically due to Alphaworld's flakey server...just not
>worth it X_X
>
>Thanks for the reply though, I'll check it out later.
>
>- Com
>
[View Quote]

What's a good DJ bot?

Jul 22, 2005, 1:41pm
There is a new script at
http://www.imatowns.com/xelagot/deletespeakers.zip
to delete speaker duplicates. Links to it will be added later to the
help pages.

It requires xelagot 3.607 or higher (current version is 3.612). It
works like this:

The bot must be DJ-ing already. The script saves the speakers list to
a temporary file. Then it reloads it in a string list, gets the
speaker model and position, queries the cell of that speaker, and
deletes all objects in that cell that have the same model name and
position as the speaker. It repeats the action for each speaker.

This will of course, delete the good speakers too, but the bot will
rebuild them at the next midi.

Alex

[View Quote] >SW,
>
>I will have a look to see if I can add code or make a script to fix
>the xelagot's double-speakers problem. It's long overdue on my to-do
>list. The DJ code is very old and I completely forgot how it was
>made, so it may take a while to clean it up :)
>
>Alex
>
[View Quote]

Xelagot DeeJay utility-script: DeleteSpeakers

Jul 22, 2005, 6:25pm
There is a new zipped xelagot script at
http://www.imatowns.com/xelagot/xlgasexamplesidx.html
that may help DeeJay bots to eliminate multiple speakers caused by
disconnections or crashes. It is called DeleteSpeakers. It requires
Xelagots 3.607 or higher. The DeeJay code has not been modified to
solve this problem, existing action script facilities were used
instead.

Alex

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