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eep // User Search
eep // User Search
Jul 17, 2004, 3:43am
Might want to read up on what paragraphs are used for. ;)
Oh and "newsgroups" is plural; hence, "is" should be "are".
While I'm at it, I'll just correct your entire reply:
"Focus, Eep. The newsgroups are read by several people. I said "Eep" when I was speaking (typing, actually) to you directly and didn't say "Eep" when I wasn't. Now, Eep, stop it."
Wee...
[View Quote]".sharon" wrote:
>
> Focus Eep. The NGs is read by several people. I said Eep when I was
> speaking to you directly and didn't say Eep when I wasn't. Now Eep stop it.
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Jul 17, 2004, 12:34pm
Well, you don't know it, but you ARE asking for help--subsconsciously. Why else would you continue responding to me? Hmmm...:o <snicker>
Oh and learn to quote what you're replying to, too. ;)
[View Quote]".sharon" wrote:
>
> Eep, I'm not writing a novel just posting to the NGs and yes I know I made a
> mistake in saying "is" instead of "are" . If i needed you to correct my
> mistakes I'd ask by saying : Eep , would you please correct my mistakes?
> If you're bored you may want to correct everyone's posts though so I won't
> stop you. Thank YOU Eep !
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Jul 18, 2004, 12:59am
<twitches at the amount of grammatical errors in your reply>
[View Quote]strike rapier wrote:
>
> For the love of God people...
>
> Make a reasonable effort with your spelling and grammar, thats all that is
> asked... if your going to post with terrible spelling and such, expect to be
> flamed by eep...
>
> On the other hand Eep, people are not perfect, do not expect them to be, at
> least TRY and avoid getting banned again by arguing for things that dont
> make the damnedest bit of difference on the grand scale of things, in a
> milenia or 2, provided we dont all get killed by Global Warming and / or war
> everyone will be vastly more intelligent and people who dont make an effort
> will be 'extinct'... so dont worry about it.
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Jul 18, 2004, 4:32pm
Wow, you had to search long and hard for that mistake, huh? <snicker>
I'm not even sure what I meant to say there, "inquire", "query"? Hmm...maybe I created a new word to mean both. ;) I'll leave it.
[View Quote]".sharon" wrote:
>
> Oh my head. Eep ! How about this mistake in your website
> http://www.tnlc.com/eep/aw/history.html#protest 2/7/99 : "If you want this
> site reinstated, I urge you to inquery JP and Rick and ask why citizens'
> accounts..."
>
> Eep what does ' inquery ' mean?
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Jul 18, 2004, 9:17pm
Oh yea! That works...but I'll keep the misspelling in there just to prove I'm not "perfect"...and just for .sharon (what's with the "." anyway?).
hee hee
[View Quote]tony m wrote:
>
> "Inquery" is very very close to "inquiry" ('a search for knowledge'), so this is more likely what Eep meant.
>
> On 18 Jul 2004 10:21 AM, .sharon wrote:>
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Jul 18, 2004, 11:41pm
Oops...you just did.
tee hee
[View Quote]".sharon" wrote:
>
> Eep, I'm not going to say who started this because I don't want to repeat
> your name again. (O-o)
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Jul 19, 2004, 11:56pm
Content and presentation go hand-in-hand. Unfortunately, Sharon has little of both, though I did add her "multiple select object drop-down list" idea to my AW improvements page...
[View Quote]bro wrote:
>
> Why not focus on content?
> "eep" <no at spam.com> wrote in message news:40F8BA0A.F0559005 at spam.com...
> I was speaking (typing, actually) to you directly and didn't say "Eep" when
> I wasn't. Now, Eep, stop it."
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Jul 20, 2004, 5:58am
At least TRY to make sense...and learn to quote, noob.
[View Quote]".sharon" wrote:
>
> Square Root Symbol in front of your name works for me.
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Jul 24, 2004, 2:38am
http://tnlc.com/eep/aw/improve.html#interface has been there for YEARS...
[View Quote]xelag wrote:
>
> Yes, I think the explicit animation buttons really need rethinking (so
> does the avatar list). One solution is what I have in xelagot, a
> screen with two lists with scroll bars, one for avatars, one for their
> corresponding gestures (caretaker bots see it if they downloaded
> Andras zipdll.dll plugin). However wide or narrow the aw browser,
> this has always been a problem.
>
> On 1 May 2004 16:22:17 -0400, "kf" <none at junk.mail> wrote:
>
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Jul 24, 2004, 9:36am
Over the entire object? Starting from where and ending where? What kind of texturemapping: planar, cubical, cylindrical, spherical? Sure, sure, why not add them all? Hell, why not implement integrated texturemapping into AW? While we're at it, throw in integrated modelling too!
http://tnlc.com/eep/aw/improve.html#integrated_modelling
[View Quote]johnf wrote:
>
> Tags for "MinUV=" and "MaxUV=" would be good?
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Jul 26, 2004, 4:49pm
Again, it depends on the object. Not all obects are flat planes with simple UV mapping. Most have quite detailed and extensive UVs. So, again, starting from where on the object and ending where? It's a lot more complex than simply "uvscale=2". ;)
[View Quote]johnf wrote:
>
> I was more thinking of something like
>
> UVScale=2
>
> (Where it would be 0 to 2)... so that you could modify how many times a
> texture repeats on an object.
>
> "eep" <no at spam.com> wrote in message news:41024749.9312765A at spam.com...
> texturemapping: planar, cubical, cylindrical, spherical? Sure, sure, why not
> add them all? Hell, why not implement integrated texturemapping into AW?
> While we're at it, throw in integrated modelling too!
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Jul 24, 2004, 9:33am
Just catching up...it's BEEN 2 years, after all...
[View Quote]ferruccio wrote:
>
> Wow, you're really digging deep, lol.
>
> "eep" <no at spam.com> wrote in message news:4101E52E.8FFDFC65 at spam.com...
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Jul 24, 2004, 12:21pm
Yea...and then a while back before then...oh and still yet again before then...
Too bad...lost some great flame wars--er, history. ;)
But, no, really, would've been nice for historical purposes to have all those posts from many original AWers. I wonder if Dataman still has his newsgroup archives...
[View Quote]strike rapier wrote:
>
> Shame E N Z O nuked the newsgroups a while back... :P
>
> "eep" <no at spam.com> wrote in message news:410246A0.30124242 at spam.com...
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Jul 25, 2004, 5:49pm
That would get REAL annoying REAL quick as everyone (and their mother) did that every 10m to their builds (or for EVERY build--no matter how pathetically small and insignificant). Duplicate-checking and options to disable it would be required.
[View Quote]strike rapier wrote:
>
> The interesting thing would be that when AW cached areas... if it found say
> a 'create areaname "Capital City"' in the proximity for example it would
> automatically save a place in history called capital city.
>
> "tony m" <tony at crb.3dhost.net> wrote in message
> news:410407f1$1 at server1.Activeworlds.com...
> so it stores where we go this would be good for many reasons, those of us
> with Alzheimer's who cant remember where our builds are, those of us who are
> parents and want to see where our children go, and those of us who forgot to
> remember builds :)
> buttons.
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Jul 26, 2004, 6:22am
You can do this already with an invisible copy of the switch with the "turn off" command on it. Then just have the "on" switch make itself invisible and the "off" switch visible.
"bulb" object: create name bulb
"onswitch": create name onswitch;activate light name=bulb
"offswitch": create name offswitch,visible no;activate light brightness=0 name=bulb,visible onswitch on,visible offswitch no
And you can have "lit" (ala prelighting) and "unlit" bulbs to make it look more realistic.
Note: I use "no" for "off" since it saves a byte.
[View Quote]c p wrote:
>
> id love to have that :) or if not we need some light switches that stay on
> until their turned off eh??
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Jul 26, 2004, 4:52pm
Yes we already have it...it's just not integrated into the "light" command. You certainly don't need your own world/objects to create such a switch either. I first did it with traffic signal triggering way back in mid-late 1997 (mere months after I started using AW). Why don't you just try it and see?
[View Quote]c p wrote:
>
> ummm no we don't already have it...that's a lightswitch for you.and just
> you..and plus that's not even what I was saying :)
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[View Quote]> "eep" <no at spam.com> wrote in message news:4104BCE0.FC3EE747 at spam.com...
> "turn off" command on it. Then just have the "on" switch make itself
> invisible and the "off" switch visible.
> name=bulb,visible onswitch on,visible offswitch no
> more realistic.
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Jul 27, 2004, 1:51am
If you learned to at least quote what you're replying to (even if it IS your own post), that would help. Reading your original message (and your reply to it), you are indeed asking some thing built-in to control lights--but nothing about them being seen to ALL users--until THIS post.
Anyway, yes, bot-integrated features have been on my AW improvements list for YEARS. Hopefully AW4 with it's plugin architecture will all this...
[View Quote]c p wrote:
>
> nooooooo that's not even close to my first request LOL
>
> the switch is user only :) when I turn on a light in r/l it turns on for
> everyone :) that's what I said first [post, second post, and again in this
> one....and before you go off mentioning bots, or how it would take whole
> script rewrites, this is the wish...not the plausibility control wish list
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[View Quote]> "eep" <no at spam.com> wrote in message news:41055073.8B344C52 at spam.com...
> command. You certainly don't need your own world/objects to create such a
> switch either. I first did it with traffic signal triggering way back in
> mid-late 1997 (mere months after I started using AW). Why don't you just try
> it and see?
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Jul 27, 2004, 12:26pm
It CAN imply that, yes, but not before it implies the more logical, local, single-user-only implication.
Learn to write better will help prevent such confusion in the future. ;)
[View Quote]c p wrote:
>
> "that's a lightswitch for you.and just you"
>
> yeah I never said that...
>
> "light switches that stay on until their turned off eh??"
>
> that implies a global light command... for permanent lighting... your
> solution would be as long as obj is in range...
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Jul 27, 2004, 11:56pm
Excuse you? You're the one who can't figure out how to make a light switch. ;)
[View Quote]Anyway, you wrote that line ONCE and I thought you meant (because of WHEN and HOW you wrote it) that it was something only *I* could do...or something. Learn to word your meaning better in the future to reduce such confusion. You should have wrote: "That is a lightswitch only for the current user, not everyone."
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Regardless, get over it and quit being so defensive. Next time read my AW improvements list before posting here to save yourself the hassle.
Oh and you haven't even BEGUN to see me get "snobby, mean, and pushy"... ;)
[View Quote]c p wrote:
>
> no you didn't read
>
> this has no implications, it flat out says it eep, now stop being a jerk,
> your not always right, and your arrogance and persistent fighting makes you
> come off as snobby, mean, and pushy.
>
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
> "that's a lightswitch for you.and just you"
>
> and a thousand times more, I said it, and you didn't read it.
> "eep" <no at spam.com> wrote in message news:41066396.9625CB7A at spam.com...
> single-user-only implication.
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Jul 28, 2004, 4:58pm
I misunderstood because you didn't properly word what you meant.
Oh and you're now filtered for being such a moron.
[View Quote]c p wrote:
>
> hah just like a bitch.
>
> no need to be so mean, YOU misunderstood, at the time I worded it fine, now
> I worded it fine, tommorow it will still be worded the same, id have to add
> even more words to say that the lightswitch only works when you make
> it...and no your lightswitch is NOT a solution, and im the one who CAN make
> a lightswitch, you just don't know how to stay on topic.
>
> this ends here
>
> lest we digress from the original topic beyond recognition, for as iv seen
> on several other post this is precedent with you. you stray so far off the
> original topic, the post's updates become negligible to the original
> meaning.
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[View Quote]> "eep" <no at spam.com> wrote in message news:4107052D.763CF614 at spam.com...
> switch. ;)
> and HOW you wrote it) that it was something only *I* could do...or
> something. Learn to word your meaning better in the future to reduce such
> confusion. You should have wrote: "That is a lightswitch only for the
> current user, not everyone."
> improvements list before posting here to save yourself the hassle.
> ;)
> jerk,
> you
> local,
> ;)
> your
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Jul 28, 2004, 5:01pm
Uh, it already does (to the "sun" anyway). As the world light source ("the sun") position changes, so does the light direction.
[View Quote]ferruccio wrote:
>
> It would be cool to have the world lighting change according to the position
> of the sun and moon as well :D
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Jul 28, 2004, 5:03pm
Nope...and, compared to Usenet newsgroups, AW's newsgroups have barely any filters on them (since I reset them since coming back). Just hu and c p are in them now though...
[View Quote]strike rapier wrote:
>
> Isn't your news reader extremely slow from the size of your filter list?
>
> "eep" <no at spam.com> wrote in message news:4107F4BB.CC37C925 at spam.com...
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Jul 30, 2004, 11:28pm
Stupid responses like between you Ferruccio, and, mostly, c p? <blink>
[View Quote]strike rapier wrote:
>
> How... the hell.. did this thread manage to stay alive so long?
>
> "c p" <chris101d at comcast.net> wrote in message
> news:410ae47b$1 at server1.Activeworlds.com...
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Jul 29, 2004, 1:36am
How soon people forget... Then-COF tried this with a CD version of AW a few years ago but it failed miserably and was out of date the moment it was created. AW has many other things it needs FIRST before trying this lame stunt again...
[View Quote]strike rapier wrote:
>
>
> You would have a hard job financially justifying a CD for just a 10 mb, and
> thats if you include the latest browser, world server for Windows and Linux,
> and a universe server! Of course if AWI were to produce a CD with all the
> major object paths (except the obvious ones like AWTeen, NewAW etc) that
> could potentially credit it more... Of course really its all a matter of
> economies of scale... if Rick and JP had $20,000...
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Aug 17, 2004, 4:24pm
It was pointless since the content was obsolete the day it was released. And whoever bought it was an idiot considering it's freely downloadable...<eyeroll>
[View Quote]e n z o wrote:
>
> I am not sure why you assume it failed miserably. We sold every copy! It
> was just a lot of work and our focus is in other areas. As far as putting
> it into stores, those shelf spaces cost A LOT OF MONEY.
>
> "eep" <no at spam.com> wrote in message news:41086E0C.FEBCC112 at spam.com...
> few years ago but it failed miserably and was out of date the moment it was
> created. AW has many other things it needs FIRST before trying this lame
> stunt again...
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Aug 18, 2004, 2:48pm
[View Quote]e n z o wrote:
>
> Actually, the exe was the latest at the time of burn but using our cool
> patching system was very easy to update with subsequent releases.
>
> The features that were definately not obsolete were the higher resolution
> graphics and soundfiles on the CD as well as the high resolution dll that
> was unavailable for download versions.
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Huh? I had been using the 256x256 texture-res DLL for MONTHS (if not a year or so) before the "high-rez" CD was released. <shrug> And if you think scaled-up textures (mindlessly enlarged from 128x128 to 256x256 with blurred aliasing) is "high-rez", you need to go back to digital art school. ;) You did them correct years later when AW3 was released, however...
> The fact that they were already on
> the CD and that the CD was read as the path were nice features at the time
> and eliminated a lot of download time (which back then was quite an issue
> for many).
Eh...it was (and still IS) essentially a useless feature. I can guarantee most users never even bothered (or bother) with the local path option.
[View Quote]> "eep" <no at spam.com> wrote in message news:41224A83.E78420C2 at spam.com...
> And whoever bought it was an idiot considering it's freely
> downloadable...<eyeroll>
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Aug 17, 2004, 4:23pm
For SIX years?? Come on...at least get some competent programmers...
[View Quote]e n z o wrote:
>
> Sorry for the delay. We are still writing it.
>
> "ferruccio" <startrek3 at earthlink.net> wrote in message
> news:4114221b at server1.Activeworlds.com...
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Aug 17, 2004, 5:09pm
I've never claimed to be a programmer, Andras. I just tire of AWI's promises that turn out to be vaporware. It's not about being demanding; it's about getting competent software that at least uses technology from 5 years ago. Skinned avs are NOTHING new and just one of MANY examples of how AW lags behind everything 3D...
[View Quote]andras wrote:
>
> eep wrote:
>
> I wonder how long would it take for you to write a simple greeter bot, Mr I_Demand_All?
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Aug 12, 2004, 9:23pm
There are a couple media command "radius" options. Be sure to use "fx=3d" too (which SHOULD be enabled by default, but it's not). All of AW's sound/noise/media commands are half-assedly implemented (like everything else), so until they are designed correctly and properly, we have to make due with all of these conflicting, inadequate commands.
http://tnlc.com/eep/aw/improve.html#audio for more info.
[View Quote]weizer wrote:
>
> Since I enter AW and started to build... something always bugged me : the
> way the sound works. The is currently no way to put, like in a game, music
> in your builds. There should be a "music" command. Let me explain.
>
> The problem with the sound command is that the volume of the music will
> change depending on your avatar's position.
>
> The noise command is fine with that, but it doesn't support streaming mp3
> files. The help files say "Noises are intended for providing short, quick
> sound effects (e.g. a door opening) that uses should hear despite what other
> sounds may currently be in effect nearby." What about a command like this
> but for music ? Since AW is an online software, I think it is necessary that
> this command allows streaming mp3, because people don't want to lose sound
> quality by compressing their files too much.
>
> I also found this on the page http://www.activeworlds.com/help/aw36/mp3.html
>
> "MP3 SUPPORT.
> Active Worlds 3.1 supports the use of sound files encoded in the MP3 file
> format with the sound and noise commands.
>
> Some people have misinterpreted support for the MP3 file format in Active
> Worlds 3.1 as intended to support full-length CD-quality song files, or to
> support "streaming" MP3 files.
>
> Active Worlds 3.1 does not support streaming MP3, it simply supports the MP3
> file format itself for sound files that are downloaded and played by the
> browser, the same as WAV files. Furthermore, while in theory a full-length
> CD-quality song could be used in Active Worlds, the download size of such
> files (typically several megabytes) are still prohibitive and will prevent
> most users on low-bandwidth connections from hearing them in a timely
> fashion."
>
> Now that we have the media command, this is not an argument...
>
> And what about using the media command ? I thought of something and tested
> it : I made an object called music.rwx and put the following into the action
> field :
>
> activate media url=www.example.com/music/mymusic.mp3 radius=9999 (so the
> sound doesn't fade depending on the avatar's position) name=speaker
>
> After this, I made few objects called "speaker" and put few of them randomly
> in a specific area. At the beggining, I was sure the sound would stop as
> soon as music.rwx would be out of the visibility range. But it worked : the
> music continued to play. So I thought I finally discovered a solution to my
> problem until I walked a little farther and the sound stopped. I think I
> know why :
>
> At the moment the sound was activated (when I clicked on music.rwx) , 3
> objects around were called "speaker". So the music played on them. But as
> soon as some new "speaker" objects appear, the browser doesn't seem to
> associate them anymore with the media command I put on music.rwx. So when
> all the "speaker" objects that were playing music when I activated the media
> are out of range, the music stops, even if there's still some objects called
> "speaker" around you.
>
> But even if this issue was fixed, it wouldn't be practical since we'd need
> to make a lot of "speaker" objects for the music to stay and this would
> increase the cell data.
>
> We need a command that will play the music with a constant volume, no matter
> where is your avatar regarding the object, and that support streaming MP3s,
> WAVEs and MIDIs.
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Aug 17, 2004, 4:49pm
OK, I'm going to start posting random AW annoyances (i.e. bugs) that are on my AW improvements list (http://tnlc.com/eep/aw/improve.html). Why? Maybe it'll wake some people up to them so they start bitching/griping about 'em and, who knows--maybe it'll even get to AWI too.
3rd-person camera jerks into place when rotated. Pre-2002 it used to seamlessly come to a stop..,was most likely screwed up when the camera was messed with.
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