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veto // User Search
veto // User Search
Feb 3, 1999, 7:58pm
Wondered if anyone had a hambot script written that has the bot moving to
specific coordinates in series rather than using the random movement
commands. Thanks for the new NG Roland :)
Veto
Sep 9, 1998, 11:08pm
have you placed any sdk bots in the universe yet that we can check out? I'm
looking forward to alot of changes that this API will bring to an already
excellent prog :)
Veto
Feb 19, 1999, 5:38pm
This is a multi-part message in MIME format.
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charset="iso-8859-1"
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http://home.sprintmail.com/~ncrowle/ham_faq.htm and easy on the biggun =
font :) hehehe
[View Quote] Bill Houldsworth wrote in message =
<36A4DE93.813FE5F2 at bc.sympatico.ca>...
=20
can someone help me? How can i get hambot to do something. I do not =
know how to get it to put a bot name in the bot lists!=20
|
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>
<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type><!doctype html public "-//w3c//dtd html 4.0 =
transitional//en">
<META content=3D'"MSHTML 4.72.3510.1400"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 size=3D2><A=20
href=3D"http://home.sprintmail.com/~ncrowle/ham_faq.htm">http://home.spri=
ntmail.com/~ncrowle/ham_faq.htm</A> =20
and easy on the biggun font :) hehehe</FONT></DIV>
<BLOCKQUOTE=20
style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: =
5px">
<DIV>Bill Houldsworth<BILL_HOULDSWORTH at BC.SYMPATICO.CA> wrote in =
message=20
<<A=20
=
href=3D"mailto:36A4DE93.813FE5F2 at bc.sympatico.ca">36A4DE93.813FE5F2 at bc.sy=
mpatico.ca</A>>...</DIV> =20
=20
<P><FONT size=3D+3>can someone help me? How can i get hambot to do =
something.=20
I do not know how to get it to put a bot name in the bot =
lists!</FONT>=20
</P></BLOCKQUOTE></BODY></HTML>
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Feb 24, 1999, 7:17pm
you have to use a registered cit# and priviledge passworld to log in an sdk
bot :) And you can name it whatever you want.
[View Quote]Dude wrote in message <36d46b71.0 at homer>...
>All I get is an error message saying "Cant start AW SDK version 13 reason
>454 " when I add that :)
>
>
>
>Runay wrote in message <36d45706.417557 at news.activeworlds.com>...
>about
>as
>
>
|
Feb 24, 1999, 8:28pm
don't do anything to the ini except use sdk=1 :) That will start hambot in
sdk mode, and you login with a cit # and corresponding priv. passworld.
good luck :)
[View Quote]Dude wrote in message <36d472fe.0 at homer>...
>
>
>priviledge password, where does that go? All I see is the 2 lines for user
>name and number in the INI file. If i change it back to a "0" then Hambot
>starts as normal, otherwise it just gets the error message and shuts
>down...lol
>
>Veto wrote in message <36d46c84.0 at homer>...
sdk
>on
>"
>
>
|
Feb 26, 1999, 7:24pm
Anyone know how to make HamFon's world attributes bot alter attributes
automatically without giving it a spoken command inside the browser?
Mar 3, 1999, 1:02pm
Gee thanks everyone I'll take that as a no :) hehehe
[View Quote]Veto wrote in message <36d71111.0 at homer>...
>Anyone know how to make HamFon's world attributes bot alter attributes
>automatically without giving it a spoken command inside the browser?
>
>
|
Mar 3, 1999, 3:34pm
Thanks that did the trick...why did you take so long to reply huh? I could
have had this working a week ago if I had had your advice then . sheesh
[View Quote]Dude wrote in message <36dd70dc.0 at homer>...
>Yes, hit ctrl,alt,shift with your left hand and drink 2 beers with your
>right while repeating to yourself " There's no place like home, there's no
>place like home...."
>
>--
>"Your e-mail has been taken over by rabid monkeys wielding pickles!"
>Veto wrote in message <36dd4f5f.0 at homer>...
>
>
|
Mar 5, 1999, 12:42pm
Already thought of that but I'm too lazy to script two bots c'mon hehe. No
that would work I was just looking for a possibly quicker solution. :)
Thanks :)
[View Quote]Rjinswand wrote in message <36df5576.0 at homer>...
Well why don't you run the weatherbot, then run a second bot which will
automatically speak the appropriate attribute changing phrase at scheduled
times? *grin*
|
Rjinswand
[View Quote]Veto wrote in message <36d71111.0 at homer>...
>Anyone know how to make HamFon's world attributes bot alter attributes
>automatically without giving it a spoken command inside the browser?
>
>
|
Nov 26, 1998, 1:18am
alot of people say that aw is not moving along very fast...I don't think
that those people really see the possibilities of the sdk...aw will now move
as fast as everyone building sdk apps can put them out...for a preview swing
by awgames and see for yourself...and anyone who builds cool bots should
post them here or in worldbuilders so we can all see how aw is changing
every day :)
[View Quote]Scott D. Miller wrote in message <365BE557.F2B6EE4C at cwia.com>...
>Roland Vilett wrote:
corporate
>--snip--
>
>"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
|
Nov 26, 1998, 10:50pm
just like with the aw prog, the non programmers will have to enjoy the work
of programmers...there are plenty of sample scripts for hambot to run and
modify if one doesn't have the wherewithall to write c code
[View Quote]dean wrote in message <365CDBC3.E3A59129 at timon.acu.edu>...
>Until the bots or whatever are packaged into a user friendly system that
ANYBODY
>can use, I don't see how they will be such an improvement. The heart of
a
>good program is user friendliness as well as power.
>
>When will this stuff be available for code illiterate people?
>
>Veto wrote:
>
move
swing
me...
I'm
moving.
>
|
Feb 18, 1999, 8:08pm
Have them hire someone else to fix bugs and you work on lights, and hardware
acceleration support :)
[View Quote]Roland Vilett wrote in message <36cc8e1c.0 at homer>...
>Okay, I agree Holland's surface is lower, but this still isn't the reason
>for the larger G :)
>
>The force of gravity varies measurably over the surface of the earth due to
>2 factors: 1) regional variations in the earth's density (the earth is not
a
>sphere of uniform density across the surface), and 2) distance from the
>equator. Due to centripetal force from the earth's rotation, G appears to
>be "less" at the equator, which is moving at something like 1000
miles/hour,
>than at the poles.
>
>It's amazing the lengths I'll go to avoid working on AW bugs :)
>
>-Roland
>
>Andras Sarkozy wrote in message <36CC8B0B.20935EF9 at mail.storage.co.hu>...
>have larger "g" :))
you
>sphere,
>approaching
<36CC5CCC.EDA207E9 at mail.storage.co.hu>...
>Earth!!
><36CA877B.A4CB485 at mail.storage.co.hu>...
|
>Avatars
>a
>little
it
>further
>moving,
>This
>isn't
>no
>:)
>file
this
>
>
Feb 18, 1999, 12:29pm
I want control over lighting as well, but for now I believe the new
worldattributes bot (hambot) lets you change the background color and or
backdrop so at least you can try and simulate a day night cycle..(working on
that now myself :) Not that that comes close to controlling light sources
but what can ya do...except wait hehe. Hey doesn't renderware support
multiple, colored light sources? Sounds like a great wish for next release
:)
[View Quote]Eep² wrote in message <36CB56F0.C976B70A at tnlc.com>...
>Is there any way to get control over the world light source through the SDK
and have it move through day/night cycles? I tire of static light sources in
AW...
>
|
Feb 18, 1999, 5:08pm
I guess we should move this thread to worldbuilders since it has left the
realm of sdk :) Don't want Roland to have to tell us what we already know
right? :)
Veto
[View Quote]Rjinswand wrote in message <36cc3c74.0 at homer>...
Roland has repeatedly said that light sources would slow things down
immensely (similar to the warning he gave regarding avs in scene). However,
I really don't see why we couldn't be given control over our one light
source.
|
You can simulate having light sources by manipulating the surface lighting
on objects. Use mostly or all ambient light, and then use high values for
areas in light and low values for those in shadow. I did the CreepyCaves in
aardvark using this method.
Unfortunately for having times of day, this would mean several versions of
each object... a chore to make and extra downloads. :/
Rjinswand
[View Quote]Veto wrote in message <36cc23da.0 at homer>...
>I want control over lighting as well, but for now I believe the new
>worldattributes bot (hambot) lets you change the background color and or
>backdrop so at least you can try and simulate a day night cycle..(working
on
>that now myself :) Not that that comes close to controlling light sources
>but what can ya do...except wait hehe. Hey doesn't renderware support
>multiple, colored light sources? Sounds like a great wish for next release
>:)
>
>Eep² wrote in message <36CB56F0.C976B70A at tnlc.com>...
SDK
>and have it move through day/night cycles? I tire of static light sources
in
>AW...
>
>
|
Feb 18, 1999, 6:24pm
You can sneak it up a few spots I bet hehe. I'll take light source
improvements over collision detection improvements for now :) (not that
that's on top of the list either)
[View Quote]Roland Vilett wrote in message <36cc749b.0 at homer>...
>These are two slightly different topics...multiple light sources and being
>able to control the single global light source.
>
>Multiple light sources *do* slow things down, but this shouldn't be any big
>surprise, since RenderWare has to do extra calculations for each polygon
for
>each extra light that might be shining on it. That doesn't mean we won't
>ever have them...it just makes them a bit less interesting since in general
>we'd like to add things that speed AW up, not slow it down. :)
>
>However, being able to control the global light source obviously wouldn't
>have any effect on performance, and I agree it would be useful. It's just
>something that hasn't made it to the top of the to-do list yet...
>
>-Roland
>
>Rjinswand wrote in message <36cc3c74.0 at homer>...
> Roland has repeatedly said that light sources would slow things down
>immensely (similar to the warning he gave regarding avs in scene).
However,
>I really don't see why we couldn't be given control over our one light
>source.
>
> You can simulate having light sources by manipulating the surface
lighting
>on objects. Use mostly or all ambient light, and then use high values for
>areas in light and low values for those in shadow. I did the CreepyCaves
in
>aardvark using this method.
>
> Unfortunately for having times of day, this would mean several versions
of
>each object... a chore to make and extra downloads. :/
>
> Rjinswand
>
>Veto wrote in message <36cc23da.0 at homer>...
>on
release
>SDK
>in
>
>
>
|
Mar 16, 1999, 2:41pm
Not positive, but I don't think the sdk supports teles right now
[View Quote]dbd wrote in message <36ee76fd.0 at homer>...
>G'day, I'm new to all this bot stuff and was wondering if someone could
tell
>me is it possible to make a bot that will sned mulitple telle to people?
>Like send a telle to all the people on your contact list at once.
>
>Any help would be really great as I have to send over 200 telle at time and
>it takes forever.
>
>cya and thanks in advance,
>dbd.
>
>
|
Oct 3, 1998, 1:40pm
Besides that performance in AW is shabby enough without adding voice chat.
[View Quote]Sackspaw wrote in message <3615AAF9.4A837FF4 at hotmail.com>...
>NO WAY, don't to that. It takes away from the anonymity of the chat. I
>don't know about you but when you talk to some one in you own voice not
>the keyboard, you just never know what to say. You end up saying
>Hi<long pause>...
><responce>hello
><another long pause>.
>I hate that. At least when you typing you have a little time to
>carefully think out what your going to say. You can skip nervousness in
>your voice, sweaty palms.. AHH what am I going to say.. I don't know
>about what happened to you when you played Onlive Traveler, but when I
>was swamped by 5 people at once. It was more then I could handle....
>Sheesh.. HEY you got a MICROPHONE.. HEY can you speak... HEY YOU
>THERE..... hahah guess the dummy cant speak... Must have one of them
>SLOW computers... I bet he cant even hear me now....
>
>Yea right...Na skip the voice thing.. Leave aw the way it is. No
>worries, plenty of time to speak. You can type, leave the speaking to
>the telephone, and Onlive Traveler.
>Call me introvert... troll who likes to hide under his bridge. But I
>wouldn't like to be heard by everyone on GZ... <gasp> it would be like
>addressing the nation ..... :)
>(depends on what the meaning of the word IT... IS...) <smile>
>
>Enough of my babble on to my wish list
>FOLDERS FOR THE TELEPORTS PLEASE... I have this HUGE TELEPORT list...
>Worse then my Bookmark List
>Also
>You got multiple selection... How about multiple duplication... That
>could really come in handy... I don't know how many times I have been
>setting there trying to get a object to look the same as its wanna be
>twin beside it. Just try and build a Octagon out of roof07.rwx... Head
>on over to 1233n 12e AW and tell me how hard that little monument was to
>build..... Would have been allot easier to build with multiple
>duplication...
>
>Well that's my modest wish list... I'll think of something more to add
>later I am sure :-)
>
>Kermai
>
>
>
>rbaker3 at home.com wrote:
|
Nov 13, 1998, 3:29am
some of your wish list can be solved with the sdk
www.activeworlds.com/sdk
[View Quote]Chris Barney wrote in message <36408BA2.81333E72 at marlboro.edu>...
>Some of these are just pipe dreams, but hey!
>
>1. Fog (even cheep VRML like fog)... it could corraspond to visability
>so insted of vanishing objects they dissapeared into the fog. It
>woulden't be right in every world but it would work better than the
>transperant hills in Oct31.
>
>2. Real reflections. (it would slow down the fr etc, I know but I still
>want it ;) )
>
>3. Lighting sources (w/ color, type, intensity, etc.)
>
>4. Quakelike mouselook.
>
>5. Option to make avitars behind objects not visible.
>
>6. 3dfx support
>
>7. Object scripting controled by VRT colck. (w/ interpolation like
>VRML) Thinl of the moving suns, buildings opening and closing depending
>on the time of the day, (combined with fog for) visibility changes
>during day/night, (combined with light sources for) flickering torches,
>day and night. etc, etc, etc!!!!!
>
>8. Shadows, ok even QIII isn't going to do it so I don't really expect
>it but I still want it:)
>
>9. Darkness below ground level (combined with lightsources/teleports
>for) torchlit hallways and caves.
>
>10. Object clipping,
>
>11. Better chat facilitys ie channels, ajustable range of "hearing"
>(blocked by walls etc.)
>
>12. Streaming Audio...(it would be nice for those of us with high
>bandwidth) Think rt audio chat, and heaven forbid non MIDI
>soundtracks!! :)
>
>13. Sound controles, range of hearing, volume, blockable by objects...
>(another big one I guess :) )
>
>14. World catagories, fantisy, chat, realistic, buisness, puzzle
>focused.
>
>15. boolian scripting comands if, or, and (see example in 16)
>
>16. Takeable objects, that is objects that any user can move, take with
>them, within the world, etc. This might necessitate an invintory. It
>would alow for more complex puzzles (ie. combined with a few new action
>comands: if iron key is in inventory action solid off, visible off; )
>etc.
>
|
Mar 2, 1999, 7:57pm
Too bad you can't just unplug renderware and stick something else in its'
place but it isn't that easy :) Great idea, but implementation is a good bit
away:)
[View Quote]James Reinhardt wrote in message <36dc5872.0 at homer>...
>Hi,
> Let me just say that the direct3D support for AW is pretty bad. Why dont
>we use OpenGL? It renders faster, and makes smoother graphics.
>
>pineapples10
>
>
|
Mar 2, 1999, 8:51pm
There are alot of engines out there, and if they are gonna go to the trouble
of switching to something else they sure as heck better pick something state
of the art.
[View Quote]Dude wrote in message <36dc684a.0 at homer>...
>Who cares which ones * the standard * as long as AW renders better then it
>does now...
>
>
>--
>"Your e-mail has been taken over by rabid monkeys wielding pickles!"
>Eric Kenslow wrote in message
>
>
>
>
>
>
|
Mar 4, 1999, 1:05pm
Which is handled poorly i might add :)
[View Quote]Eep² wrote in message <36DDD586.F782CC1 at tnlc.com>...
>Well, no more so than moving around in a world anyway, which constantly
moves objects in and out of the scene depending on one's visiblity limit.
>
>Dude wrote:
>
pain in the butt???
>
360-degree visibility radius, but instead only in the actual view? This
should speed things up a bit, although pauses from scene rendering would be
annoying too. :/
>
|
Mar 11, 1999, 12:43pm
I agree with not having the idle seqs move your view...I think it would get
annoying after about five minutes. The thing I always wanted was a third
person view directly behind the av looking straight out towards the horizon.
Why have four 3rd person views that all look down on you?
[View Quote]Eep² wrote in message <36E71168.69645197 at tnlc.com>...
>I'd rather have control over what my avatar does and not have idle SEQs do
it automatically. Eventually it could even be to the point where VR suits
(with joint sensors) are worn and anything you do, your avatar does.
Walking/running/flying (obviously) might still have to be done using
unconventional device (i.e. keyboard, mouse, "movement device", etc), but
sophisication might exist to the point of using treadmills or those
suspension devices (don't recall the actual name) used in astronaut training
that have full 320°³(?) movement capability.
>
>But I definitely think from 3rd person perspective (and from other avatars'
1st and 3rd perspectives), the avatar's head should at least move in-sync
with looking up and down (page up/down keys). And instead of turning the
entire body when looking left/right (left/right arrow keys), the head (if
using a human avatar) should only turn (to a certain extent), at which time
other parts of the body (shoulders, torso, etc) would move to allow for more
rotation. I think parts of existing SEQs could even be used for this, too.
Non-human avatars would probably turn differently.
>
>The more realistic AW gets, the more immersive it will be, and the more
popular it will get. Just always keep the idea of the Star Trek: The Next
Generation+ holodeck in mind...
>
>Rjinswand wrote:
>
conjunction with reworking the avatar actions scheme. What would you think
of having the camera follow the avatar's head as you turn or nod? I think
it could get nauseating at times unless you had configurable limitations
(like whether to roll or pitch or just yaw, and side to side extremes).
>
|
Mar 11, 1999, 1:14pm
You can use pageup pagedown in 3rd person? I can't. Or did you mean 1st
person? heheh or do you just wish we could :)
Veto
[View Quote]Eep² wrote in message <36E71168.69645197 at tnlc.com>...
>I'd rather have control over what my avatar does and not have idle SEQs do
it automatically. Eventually it could even be to the point where VR suits
(with joint sensors) are worn and anything you do, your avatar does.
Walking/running/flying (obviously) might still have to be done using
unconventional device (i.e. keyboard, mouse, "movement device", etc), but
sophisication might exist to the point of using treadmills or those
suspension devices (don't recall the actual name) used in astronaut training
that have full 320°³(?) movement capability.
>
>But I definitely think from 3rd person perspective (and from other avatars'
1st and 3rd perspectives), the avatar's head should at least move in-sync
with looking up and down (page up/down keys). And instead of turning the
entire body when looking left/right (left/right arrow keys), the head (if
using a human avatar) should only turn (to a certain extent), at which time
other parts of the body (shoulders, torso, etc) would move to allow for more
rotation. I think parts of existing SEQs could even be used for this, too.
Non-human avatars would probably turn differently.
>
>The more realistic AW gets, the more immersive it will be, and the more
popular it will get. Just always keep the idea of the Star Trek: The Next
Generation+ holodeck in mind...
>
>Rjinswand wrote:
>
conjunction with reworking the avatar actions scheme. What would you think
of having the camera follow the avatar's head as you turn or nod? I think
it could get nauseating at times unless you had configurable limitations
(like whether to roll or pitch or just yaw, and side to side extremes).
>
|
Mar 16, 1999, 5:07pm
Come on don't drag Shamus over the coals for something he has no control
over. His job title is artwork/world developer. He is not the one that is
in charge at Aw.com, he is simply trying to do his job, and do it
well--which in my opinion he does. I have problems with aw management like
many do, because I think their focus is not where it should be, but that is
not Shamus' department...He wasn't even told about aw going public or
anything till the last minute I believe.
Veto
[View Quote]mgib wrote in message <36EE9986.BD486A27 at worldnet.fr>...
>Well, this is a nice move to ask, as this has been one of the concern of
users.
>
> But how come you guys at COF after long silences, just when the
conversation
>is hot (and hot for you) on some fundamental topics like questioning what
is
>our freedom here and how you rule the community, you pop in with another
topic
>about pratical things which may be important but pretty much marginal in
>comparison?
>
> Are you THAT unlucky?
>
> Are you trying to take us for idiots thinking we don't see the diversion?
>
> I would have taken your post as sincere if in the same time you had made a
>post about the future of Yellow, as it appears you are working on it.
Yellow
>situation it's about free speech and its limits, right in the topic people
are
>seriously discussing now.
>
> A list of allowed objects would be nice. But a list of allowed words even
>more.
>
>Shamus Young a écrit:
>
the
of
more
trying
everyone
>
>
>
|
Mar 17, 1999, 3:07pm
Like the dead aw wav park with no more sounds :( hehe
[View Quote]Bille wrote in message <36EFE047.CD26C69E at online.no>...
>Sounds like a good idea as long as the linked jpg is there, but how would
an
>entire construction created with picture-objects look like *after* the
builder
>closed or moved his web account, and the jpg can no longer be accessed?
humm...
>
>grover wrote:
>
little
I'm
fall_g
and
The
for
hillxx
irregular
I'm
objects
textures,
example
few
don't
or
keep
several
>
>
>
|
Feb 7, 2001, 6:57pm
I think that on the home page you should show how many people are current
logged into AW, and how many worlds are running.
[View Quote]facter <"Facter at AWsupport"> wrote in message
news:3a818a2a$1 at server1.Activeworlds.com...
> Okay, heres an open question for all of you - I have a very extensive list
> of features that are being implemented on the new website, what I want to
> know, is what kind of stuff do you guys think would be really handy to
have
> on there ?
>
> I'm open to all good suggestions
>
> Facter
> aka Fletcher Andersen
> AW Support & Webmaster
>
>
|
|