hal9000 // User Search

hal9000 // User Search

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FWD: AASwamp

May 3, 2002, 9:06pm
FWD:

AASWAMP will be closing its doors May 5, 2002 All Avatars,Objects, Textures,
Seq, Sounds and BJBot and many more unused and unfinished models and
textures will be available for free download after May 5 at
http://members.easyspace.com/frvp/awfree.htm

Feel free to use the object path, everything will be left up indefinitely.
Easy space is a free web space provider but like all other free sites, it
could change at any time. I am glad to contribute to AW's artistic
community all the components so others can continue to use, improve and
share with others. I encourage others to do the same, however some
components were created by others and may not hold the same view. Most
objects and other components can be seen in AASWAMP until May 5, 2002.

BJBot is a gambling bot that deals BJ, Baccarat, Duce and Poker. It also
has routines to handle slot machines, craps and roulette. Source code is
included. Have fun, enjoy and a thank you to AW for the memories.
Goodbye,
Mtnman :o)

FWD: AASwamp

May 4, 2002, 3:00am
I forwarded the message for Mtnman, he was unable to post, so I posted for
him... I was in a hurry when I posted it and accidentally left that out

FWD: AASwamp

May 5, 2002, 2:51pm
Free Avatars, Objects, Textures, Seqs, Sounds and BJBot available May 6

They will be non-passworded so you can use them


[View Quote]

reset terrain

Sep 14, 2002, 7:02pm
its not possible to do from the browser directly, I believe there is a way to reset it in the world server, but I am not positive. The best way to do it would be to get a bot to do it, its instantaneous. Xelagot (http://www.imatowns.com/xelagot/xelagot_x1.html) I*know* has this feature, just go to "Uni"->"Terrain Manager", and click delete terrain. There is also a bot somewhere that will reset the terrain and lower it to whatever height you want (such as the same height as the AW ground object), though I am not sure of the URL, but someone on here must know it.

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net

[View Quote]

Terrain with VB - any examples?

Nov 12, 2002, 6:01pm
I HAD one I would have given you until my hard drive went "PPPPPPPPPPZZZZZZZZZZZZZZZRRRRRTTTTTTHHHHHHHHHH" (yes that's an exact quote)

if I have some time maybe I can make a new one on my laptop and send it to you, that is if I can get vb installed...

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net


[View Quote]

Terrain with VB - any examples?

Nov 13, 2002, 5:42am
yeah, you using COM dll, or the ocx?



--
Hal9000
worlds: Discover, Planets, Revolt76
http://hal9000.wkya.net

[View Quote]

New bot site open!

Nov 13, 2002, 8:28pm
how about a section for tools?

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net

[View Quote]

New bot site open!

Nov 13, 2002, 9:22pm
just like supplemental tools, such as the multi-tex tool I made, it puts different textures on rwx's so you don't have to do it 100+ times, or like Andras' stairgen and stuff.

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net

[View Quote]

New bot site open!

Nov 15, 2002, 2:33am
How about stat tracking? I.E. how many downloads, latest download, etc....
and some way to use an external link as the file, I will upload the source to a couple of my bots, but I would like people to go through my website to download the executable version.

--
Hal9000
worlds: Discover, Planets, Revolt76
http://hal9000.wkya.net

[View Quote]

YASBB 1.3.1 released

Mar 14, 2003, 8:27pm
http://andras.net/tools/yasbb131.zip
actually ;-)


[View Quote]

My wish for AW I have said for the PAST 4 YEARS but no one listens.

Dec 13, 1999, 9:57pm
try using a bot...
and make some avatars look like clouds/tornadoes etc...

it can be done...



-Hal9000 -=out=-


[View Quote]

smell support needed

Oct 29, 2000, 8:55pm
I have actually seen a webpage promoting this already, its pretty much done
right now... they just need to mass produce it now... I will look for the
URL...

--
-=Hal9000=- world:Discover
--==~~out~~==--
[View Quote]

two paths; one for aw2 and one for aw3

Dec 13, 2000, 11:10pm
I have also noticed this and found a fix for it already :-)

whatever command you want AW2.2 to use put it first, and command you want
AW3 to use put it directly after the 2.2 command with an " #! " before it,

say you have a 3 vertice triangle with prelights on it, and you want it red
for 2.2 so the prelights show up fully you want to use no world lighting so
this is what you would do

ModelBegin
ClumpBegin
vertex 0 1 0 #! prelight 1 0 0
vertex .5 0 0 #! prelight 1 1 0
vertex -.5 0 0 #! prelight 0 1 1
surface .5 .3 .1
color 1 0 0
texture whatever
#! surface 0 0 0
#! texture NULL
triangle 1 2 3
ClumpEnd
ModelEnd


its that easy :-)
--
-=Hal9000=- world:Discover
--==~~out~~==--
[View Quote]

Shadows

Jan 31, 2001, 10:15pm
3.2 will most likely NOT have shadows, the main focus for 3.2 is
powerpiping AW adding support for transform and lighting(T&L), and also
adding support for Windows NT...

--
-=Hal9000=- world:Discover
--==~~out~~==--
[View Quote]

Issues

Jul 7, 2001, 4:38pm
[View Quote] Roland claimed when he released 3.0 that this was as fast as he could get it
to go, i get the same problem...


|
| 2) Can we get a Linux client in here? OGL only of course, until some wank
takes the time and ports the D3d API (And is promptly
| murdered for bringing M$ software into the Linux world) I can't see
anything that would truly stop it, with the exception of RW
| using Windows-specific calls or maybe some Windows DLLs that I don't know
about AW using.

AW 3.2 will support OGL and Software rendering


|
| 3) In the help files, midis can be looped. In practice, THEY CAN'T (not
with the documented code anyway)

AW always crashes my computer when it plays midis, plus the fact they sound
bad, so i dont listen to them...
AW 3.2 will go back to using windows media player to play midis, as opposed
to it using DirectSound like it is now, maybe this will fix it, but i dont
know

|
| 4) Create texture (and probably color too) to a named object doesn't work,
help files suggest that it can. In reality, it appears
| that a complex astart/adone command is required.

it is only applying the texture and color when the object that contains the
action is loaded, when the objects with the names are loaded they are not
getting it because there is nothing triggering it, the adone action works
only because it is constantly re-applying the textures or colors


|
| 5) Probably a dozen other things that I can't think of right now, I'll
post the rest as I think of them.
|
| BTW: Regarding the bug in #1, my system specs are
| AMD Duron 700 running stable and ice cold at 1200MHz
| 256mb PC150 at 100
| SB Live Value
| RAID hard drives (In other words, I assure you, the hardware is not
causing the slowdown with the possible exception of el crappo
| cache on CPU)
|
| I've tested it on the following video systems, all are 32mb unless noted
| Quadro II MXR (Same chip as GeForce II MX with slighly different voltage)
solo
| Quadro II MXR with Jaton Trident PCI secondar
| GeForce II MX solo
| GeForce II MX with Jaton Trident PCI
| GeForce II GTS 64mb
| TNT2 m64 16mb
| Jaton Trident PCI (no 3d) running in AW3.1's hardware emulation
| TNT2 Ultra
| TNT2 Vanta
| TNT2 Vanta LT 16mb
|
| Okay, so I'm an nVidia whore, so sue me :)
|
| I tested under the following software conditions:
| Normal processes (including Genome crunching)
| Sterile (Nothing but Winderz and AW)
|
| ALL configurations have yeilded the same results. I also have another
system that I seem to recall having the same problem, but it's
| IDE controllers are dead so I'll check that out when I get a replacement
board for it.
|
|

KEWL LIGHTING AND MUSIC IDEA

Jan 4, 2002, 11:15pm
that would require more than a real-time rendering engine, unless you have a
10GHz machine its not plausable. That would require building each light,
tracing the light through all of the objects in the scene, and then applying
it. Plus AW uses vertex lighting, so if there is a vertex on the other side
of a wall, and not before it there would be no light on it, and making that
part look dark. If you want shadows and other stuff then you need to use
something else like adobe atmosphere or some sort of a game.


[View Quote]

(WARNING D/L)world light settings

Feb 24, 2002, 7:49pm
Try Xelagot
its not as graphical as what you want, but it does the same thing...
http://www.imatowns.com/xelagot/xelagot_x1.html

[View Quote]

FLY & SHIFT

Jun 24, 2002, 9:06pm
months? hahahaha this has been requested for years... I remember back in the
old days of AW2.0 people asking for it...


[View Quote]

Okay whoever it was who was talking about different VRT times...I have the solution

Jul 19, 2002, 12:19am
there is no need for this in AW... every browser is set to the same time
that the uniserver is. Every time you log in the universe sends its current
time (which is kept current with VRT), then your browser takes that time and
uses it instead of your computer's time... Your computer time is kept the
same, just the browser uses this new time.


[View Quote]

Slant to Terrain (First Person)

Aug 6, 2002, 10:01pm
actually the camera tilting is a natural reflex that you yourself produce by
, try using mouse-look mode (3rd button from the left on your tool-bar)

[View Quote]

coronas

Aug 15, 2002, 5:14pm
how about if we just get a little bilinear filtering on them... that would
make me happy...


[View Quote]

Lighten up Bandwidth for us 56k'ers

Sep 5, 2002, 9:13pm
But what happens when that 1 object has an error in the building? you would
have no clue which one it was.

Not only that but the world server doesn't just say "ok the object is
built", it also gives you information like the object number, which the
browsers and bots need if they want to build or anything with the object
query.

The only thing I can suggest would be to build slower, because the browser
and/or the bot, need the response that the world server sends in order to
properly track what's going on. If they aren't sent right after the action
then you may have no clue which is which, unless they do a full query
afterwards, which would be even slower, and take longer than what it
currently does.

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net


[View Quote]

Lighten up Bandwidth for us 56k'ers

Sep 6, 2002, 5:36pm
"followed by a packet for each object with a problem"
this is where the problem begins, without the world server sending an
identifying number (or "object number") for each object that you add, when
the world server sends the message at the end that "these 3 objects caused
errors", how would the browser/bot know which objects are the ones that
caused the error.

And like I said before, that without the browser sending the new object
numbers being sent as the objects are built, it would require a full
property query of the area, which would take up more time and bandwidth that
just getting the new objects as they are added. And it might even slow down
the server if there was a way to send just the errored objects, because the
world server would have to keep track of many people, building many
"object-clumps", and associating each one with each person, and keeping them
straight when error-checking.


[View Quote]

Re: create color <color>

Sep 8, 2002, 6:45pm
you could create a bot, put it in global mode, and have it monitor if they
have "create color" in the action field... then with the new
"console_message" you could even pretend to be the building inspector :-)

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net

[View Quote]

Re: create color <color>

Sep 8, 2002, 6:46pm
doh... stupid outlook express cant even post right...


[View Quote]

Maximum Visiblity field in World Server

Sep 11, 2002, 5:28pm
isn't that what fog does?

--
Hal9000
worlds: Discover, Planets
http://hal9000.wkya.net

[View Quote]

AW's word?

Sep 27, 2002, 7:50pm
YES! thank you.. im not the only crazy one that though water was suppsoed to come in 3.5... i swear they said at a tech talk (back
in the day), that water was planned for 3.5...

[View Quote]

Include rotate

Nov 24, 2002, 1:08am
I asked Roland about this when in the 3.1 beta, he promised me he would put
it on the to-do list for 3.2 or 3.3... or was it in the 3.2 beta....
anyway... my idea was "rotate around=axisobject" that way you could have
something rotating around something that is rotating around something else
(i.e. for my purposes a moon rotating around a planet, which is rotating
around the sun). He told me that it wouldn't be a difficult thing to code,
because of the way the rotate/move commands are implemented, but i have yet
to see it.

--
Hal9000 (290462)
Worlds: Discover, Planets, Revolt76


[View Quote]

Include rotate

Nov 24, 2002, 3:21am
i like your idea better.. then i could have my planets rotating on their
axis, while orbiting sun...

--
Hal9000 (290462)
Worlds: Discover, Planets, Revolt76


[View Quote]

I need CD-RW drive info

Nov 27, 2001, 3:05am
"Plextor" is one of the best brands out there, it supports full RAW-DAO 96
writing mode, and has full burn-proof support, and "TDK" is the second best,
both have fairly good prices.
another good one i heard about from a friend which i dont know anything
about is "Lite-On", all three support burn-proof. from there i think that
"Panasonic" and "Toshibas" are about the same and i dont know much about
"Sony" but i have heard bad things about them. and of course Philips are
always good, but if i were you, i would stick with Plextor or TDK


[View Quote]

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