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builderz // User Search

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Wishlist

May 2, 1998, 12:30pm
Yes, even though it is probably hard to implement, I have always wanted
this to be added as well. It would add more to the social chatting side
of Active Worlds.

[View Quote] > This is real pie-in-the-sky....but it would be nice if moving the
> viewpoint/camera would cause the avatar to move its head accordingly.

Better Enchantments In Audio

May 1, 1998, 10:48pm
Hello. Here is a feature I’ve wanted ever since I got my new audio card
(about three-four months ago). DirectSound, DirectSound3D, and/or
Aureal 3D (A3D) enhancement, or at least some sort of a boost for sounds
with DirectX. I know Active Worlds is mainly video/graphics driven or
oriented, but you have added the MMX enchantments and did add the
DirectX/DirectDraw (whatever it is) graphic support. Well, even though
when you turn, the audio pans your speakers, and when you move closer or
farther the sound increases or decreases, where is the DirectX support
for audio here? Many more DirectX/DirectSound cards are coming out and
current ones getting cheaper. It would be a great benefit to implement
this feature NOW so that it will benefit you in the future. With all of
the new features coming out and the rumors with better RealMedia
(RealVideo/RealAudio) support, better sound enhancement would be great.
I currently have a Diamond Monster Sound, and I could imagine all of the
possibilities you could use. In worlds, you could play two or more
streams of audio at once, maybe even voice chat in the future. Why
wait? I’ve seen many citizens already that think it should be added,
and I was so enthused with this, that I was going to start a petition
for support of this feature. I don’t want to hurt anyone or anything,
but I’m dying for this feature!

-Builderz

Better Enchantments In Audio

May 2, 1998, 12:09am
Ummm...my spell checker kinda had a "blow-out." Sorry, the title is suposed
to be "enhancements", not enchantments. ;-)

[View Quote] > Hello. Here is a feature I’ve wanted ever since I got my new audio card
> (about three-four months ago). DirectSound, DirectSound3D, and/or
> Aureal 3D (A3D) enhancement, or at least some sort of a boost for sounds
> with DirectX. I know Active Worlds is mainly video/graphics driven or
> oriented, but you have added the MMX enchantments and did add the
> DirectX/DirectDraw (whatever it is) graphic support. Well, even though
> when you turn, the audio pans your speakers, and when you move closer or
> farther the sound increases or decreases, where is the DirectX support
> for audio here? Many more DirectX/DirectSound cards are coming out and
> current ones getting cheaper. It would be a great benefit to implement
> this feature NOW so that it will benefit you in the future. With all of
> the new features coming out and the rumors with better RealMedia
> (RealVideo/RealAudio) support, better sound enhancement would be great.
> I currently have a Diamond Monster Sound, and I could imagine all of the
> possibilities you could use. In worlds, you could play two or more
> streams of audio at once, maybe even voice chat in the future. Why
> wait? I’ve seen many citizens already that think it should be added,
> and I was so enthused with this, that I was going to start a petition
> for support of this feature. I don’t want to hurt anyone or anything,
> but I’m dying for this feature!
>
> -Builderz

Re: Faster Turning/Walking

May 1, 1998, 11:57pm
I also agree. I always used to use the Alt key to get aroud. I wish it could be re-assigned to something else as well.

[View Quote] > Speaking of movement, I think a lot of things could be changed. Some things to consider are, I LIKED having the ALT key. It was handy. Now, I realize you can't change that now, but couldn't you make it a switch? Call it hyperspeed or whatever and assign it a function key. Same with either intangibility or slide. I HATE having them on the same key. And you're right, the fast turning was nice.
>
> -DN
>
[View Quote]

Re: event sound

May 2, 1998, 12:06am
Sounds good in theory, but there are a few problems with that. What if you
start Active Worlds and get a ton of telegrams? The event sound will play
several times and maybe even "cave-in" on the other event sounds playing.
Also, when you are currently playing a sound, and then a telegram comes, will
the previous sound start again, or just no sound at all be in effect?

[View Quote] > Hi everyone,
>
> I think it would be good to have a sound event when you recieve a telegram.
> Sometimes you for some reason misses the the little red star which indicate
> that you have a telegram.
>
> Regards,
>
> Björn Mitz
>
> ICQ 4185626
> bjoern.mitz at swipnet.se
> At Active Worlds, the virtual community as Beardo.
> http://home5.swipnet.se/~w-57902/
> http://www.flashback.net/~beardo/

Compressed Files

May 5, 1998, 9:52am
I just had an interesting thought. You know how worlds use the default
directories (models, avatars, textures, etc.)? Well, most of the files
are in a compressed format (.zip). Well, with all of the huge files
coming along, and sizes getting bigger...couldn't you add a .zip
extension to the create picture, noise, and sound commands? Think about
it, when you do a create noise xxx.wav, it is not in .zip format, and
would take longer to download. But, if you had a .zip on the Web with
the .WAV compressed, it would download quicker (usually ;-). And you
could probably use this for the picture command so that pictures could
download faster (or not, I dunno). The only problem that *I* see with
it is that the browser would have to determine if it was a sound or an
image .zip file. Any comments on this? I'm tired of putting custom
..WAVs at different locations and they take forever to d/l. Maybe
streaming audio would be better, but this is a "low-end" idea for now.
Or AW could add the .MP3 file format... ;-)

-Builderz

Compressed Files

May 5, 1998, 5:38pm
About streamed MP3's, most of them are encoded at 128kbps and 44 kHz. What
does this mean? Well, if you don't encode it at a lower rate, you would
probably need at least an ISDN (or two 56k modems) or higher/faster to have
them stream. With those of you that have an ISDN or faster, then you're in
luck. ;-)

[View Quote] > mmm but you can zip wavs by putting them in your object path ...
> ziping jpgs will be harder as the browser gets a zip file (when it exists)
> and uses it as a mask
>
> what i want is streamed mp3 :-)
>
> Alex
> Eep² a écrit dans le message <354F10E4.987B13A9 at tnlc.com>...
> Yes, I suggested this to Roland months ago: ZIPped WAVs and MP3s. COF
> just can't develop AW fast enough to keep up with the industry...they're
> gonna lose it if they don't move it...
> Note, since JPGs are already compressed, compressing them more with ZIP
> and other compression algorythms will just make them bigger. AW needs to
> support GIF and PNG image formats, as well, for optimal image compression.

Compressed Files

May 5, 1998, 5:51pm
Yes, I was suggesting how you could do this without owning a world. About the JPG masking, that would probably get rid of the "artifacts" or "distortions" that happen sometimes when using JPEG. Oh, about your post using GIFs in Active Worlds...I talked to (I think Protag or Roland) about it (a looong time ago ;-) and they said that you have to have a licensee to use GIFs. So probably CoF would pay either a one time fee or however many GIFs are used in the world. I don't think it would be a problem. I see other companies making products just for GIFs alone (such as the GIF Construction Set), and they have to pay royalties for almost every copy sold, and they still get by. As for PNG, again, I don't see why they can't add this one. Anyway, I just had a "follow-up post"...does AW (not meaning AlphaWorld,
meaning Active Worlds) currently support MP3 compressed/encoded WAVs? I have an encoder that can compress the WAV using MP3 technology, but remaining the .WAV extension; I just don't know if AW can support it. Technically, they "should," if the user has the current audio codes needed. Any thoughts on this? I could reduce a lot of my WAVs at a new place I'm building if AW supports it. I'll do a test with some of my own WAVs if I don't get a response. ;-)

[View Quote] > Again, compressing JPGs anymore will most likely result in a larger file size. Also, builderz wasn't referring to ZIPped WAVs in the world's object server, but for people who don't have access to upload to a world's object path and have to bring them in from "outside" locations. As for ZIPped masks, I think AW should drop JPG textures and stick to ZIPped BMPs. RenderWare supports BMPs (and Sun RAS) natively, and a ZIPped BMP should provide equal or better compression to that of JPG, without any image quality degredation. JPG sucks at this. Then both texture AND mask could be placed in the same ZIP, thus eliminating ZIP conflicts and reducing the "calls" to the server for 2 files per texture (masks can be uncalled by using the "nomask" option in a "create animate" command, but they're always called by default).
>
[View Quote]

cache

May 22, 1998, 11:56pm
I don't know if this is what you were referring to, but you can limit the size
of audio and pictures that you download from Active Worlds. In version 2.0,
click on the Settings Menu, and then on the Download Tab. It gives you various
restrictions and options of how you download audio and pictures that includes:
downloading all audio and pictures, downloading no audio and pictures, and
downloading audio and pictures no larger than a size you specify. It let's you
specify all of the above for both audio and pictures separately, by the way.

-Builderz
http://Sawran.SimpleNet.com/

[View Quote] > Here's another thought on that line... Perhaps in addition to the limit on
> total cache size for AW, a separate limit could be added for files loaded
> from the Internet. It would be nice for people with faster modems (which I
> don't have) to be able to allow ActiveWorlds to show pictures and stuff like
> that without the chance of having them take up the majority of their AW
> cache space, and for me even with my slow modem I would rather have to
> re-load pitcures "if" I see them again than to have to re-load AW objects
> "when" I see them again.
>
> TechnoZeus
>
[View Quote]

Tourists and citizens trying to enter private worlds

Jun 8, 1998, 11:15pm
I can relate. If someone repeatedly set up some sort of a program that
kept teleporting and teleporting back into the world and being kicked out
and kicked again over and over...the user could (a) probably hear peoples'
conversations in the world while going back in and out and (b) could
possibly crash the world or the user running the world (if using a slower
modem). Just my two cents. ;-)

-Builderz

[View Quote] > When someone clicks on a private world, and they are not authorized to
> enter that world,
> they teleport to that world for just a moment and then are kicked back
> out. For object
> sercurity reasons, I would like to see that momentary appearance in
> private worlds
> eliminated somehow ...
>
> PT

Roland! THE Answer to Vulgarity! :)

Jun 12, 1998, 11:24am
I agree with Marvin / zer0 on this idea. The only problem that I see is
that someone could purposely spell the word wrong with different cases (i.e.
sHiT, ShiT, sHIt, etc.). The text file would have to be able to filter ALL
cases (lowercase and uppercase) of the word for "complete" filtering. I
honestly don't know how hard it would be to do that, but I'm sure it
wouldn't be killer.

-Builderz

[View Quote] > I think I have the answer that sould please everyone, including the
> people that want to squirt all the trashy language into AW. If the
> Browser is capable of handling the resourse requirements in a timely
> manner, and I think it could.
>
> The answer is another "*.TXT" file the browser will seek at startup and
> open and load into memory to use during a session if it exist. It would
> need to be a "*.TXT" file so anyone could edit it with anything, just
> like the new message file. Let's call it "ALIAS.TXT" for now.
>
> If you open the file you would see something like:
>
> SHIT=POOPOO
> HELL=HEAVEN
> DAMN=DARN
> ...
>
> A conservative default version of the file could be provided by the
> install with instructions explaining how to edit it and what it was for.
> If the user deleted/moved/renamed the file the Browser would not filter
> or alter anything. If the user felt it was too restrictive, they could
> delete the lines they wanted to recieve in the RAW format. If they felt
> it was not strict enought, they could add lines to the file to
> limit/modify additional character strings. This could be used to satisfy
> the "Vulgar" individuals also! They could swap edited version of the
> file with each other that had the opposite effect (make nice word
> strings into nasty evil ones)! The best of all possible worlds for
> everyone.
>
> The Browser could use the list of character strings to monitor for and
> substitute words; on signs, object comments, Avatar names, telegram
> messages, chat stream, words embedded in strings... etc.!
>
> Of course this does not fix it for the PeaceKeepers, but it should get
> most people that have been bitching at them off their ass. In case you
> can't tell, I will be able to accept AW in its natural RAW format for
> the long haul.
>
> Later!
>
> zer0 <·><·>

Roland: Automatic Animation is Unrealistic!

Jun 17, 1998, 12:42pm
I don't know if this was already implied before, but here is my two cents on this:
Yes, I use the Butch avatar almost all the time (I dunno, I just liked him the first
time I saw him and used him ever since). When you press one of the buttons, say
"Wave," Butch usually finishes the "automatic" actions first, and than does the
command that you pressed (or if he did not, try it once more). And you are right,
the Birde/Birdie avatar does "recycle" .SEQ files by use the flap.seq without
pressing the button. What all this reminds me of it like when you are playing a
video game (wiether it be console or on the computer) and you do not do anything for
a while, the character gets bored and does something to "notify" or "wake-up" the
player. Well, do we actually do this in real life when we are bored? A child (I do
not mean to stereotype here, I'm just using this as an example) might make and throw
a paper airplane when they are bored or just waiting around. Is it so unrealistic?
Just think what you might do when you are bored or tired and see how realistic it
is. Since the whole post is mainly about realistic(s), just carefully examine the
avatars and their animations, and see if, even distantly, you can somehow relate to
them/their action(s) in real life. In short, compare yourself to the animation and
than see how unrealistic it is.

-Builderz

[View Quote] > The avatars (at least Butch, who I use and have "observed" a fair
> amount) don't do the action buttons while they are just sitting there -
> or at least they shouldn't. Butch doesn't begin leaping up doing his
> happy.seq randomly - you have to make him do it. Birde, however, does
> sometimes 'flap' (flap.seq) by himself - although I personally don't
> mind that. You're not playing left field... not THAT far out... more
> like a center fielder drifting left a bit to catch a fly ball :)
>
[View Quote]

Join Enhancement Needed!

Jun 24, 1998, 11:21am
Usually when someone tries to join me, either I keep AW running while I'm
away from my computer, or I'm building at a particular location that I don't
want anyone else to see quite yet. Maybe we could sort of copy ICQ's way of
handling this...
For example we could have:

BRB Mode (You will be back in a short while)
AFK Mode (You are away from your computer)
Building Mode (You are building and do not wish to be disturbed)
Chat Mode / Join Mode (You want to be joined by anyone and everybody ;-)

This is just a "rough" suggestion or idea. Anyone like it? ;-)

-Builderz

[View Quote] > Hey Roland!
>
> Most people seem to keep "Join" disabled. Even the ones that use it seem
> to toggle it off and on. I leave mine on all the time. We need a way to
> tell before we attempt to Join a user on our contact list that they have
> Join enabled. I realize this must require an attempt to join them is
> made before the browser knows if their side is enabled or not (and it
> changes all the time!). Would it be possible to go out at initialization
> when the broswer is first coming up and hit each online user for a
> request to Join that is just to see if it is enabled at their end? Might
> have to have the responding end send just an Ack or something... because
> we don't want to really go join them... just define if it is currently
> possible.
>
> If that could be done, then the only other thing required would be to
> color code the check mark in the contact list... RED = Online but no
> Join... GREEN = Online and free to Join. Would make Join much more
> useful!
>
> zer0

Select many, enter one animation or one object name change.

Jun 29, 1998, 11:05pm
That is a very handy idea! As you can probably tell (or not tell ;-) from my
name, I build a lot in Active Worlds. I'm also constantly changing different
walks, walls, textures, etc., and it would be great to select like just a few
walks or even everything and change to the .rwx you want.

-Builderz

[View Quote] > With the new ability to select multiple objects, whether using the shift key
> or the control key, I would really really really love the ability to edit
> the file name and/or the animation area at that point.
>
> I frequently have created something in a basic texture and then decided that
> the whole framework of the building might look better in something else. I
> would love to select a whole area and change the walk001h.rwx to
> walk028h.rwx. Viola, from walk to grass!
>
> Also, there are times when I want to use something other than the basic
> object textures. Would be great to edit the animation command box to change
> all the objects I want to *create animate me astrotrf. 1 1 0* at one time
> instead of having to copy paste the command onto each and every object.
> Wow... from dead grass to one that now looks like I watered it!!

More Models

Jul 2, 1998, 1:35pm
Don't you think it's about time for COF to add a few more models/objects
to AlphaWorld right about now? It's been a year or two since their last
"biggie" update for models/objects. I know, I know, you are all saying,
"Get your own ! at #$in' world, ya cheapo'!" Well, worlds are very
expensive (and aren't getting cheaper anytime soon). At least they
should add SOME new objects to the default world (for citizens),
AlphaWorld, once or twice every two years. I found only eight objects
added that have 1998 as the date. Most of them COF did not add to the
registry and half of them are Z objects. Just answer this one question,
WHY can't COF add more objects? Is it because Worlds, Inc. was better
at COF at making objects and COF thinks there are enough? They KNOW
everyone wants to have as many objects available as they can, but why
don't they add them? Maybe they should get objects from willing users
wanting to donate their objects. There are a lot of talented people out
there. Are they putting out the other worlds (Atlantis, COFmeta, Mars,
Yellowstone, etc.) to "cloak" how many objects are available in
AlphaWorld? My wish is this: New objects in/to AlphaWorld once or
twice per year.

-Builderz

"Area's full"

Jul 14, 1998, 3:01pm
It would be a great improvement, but are you sure some functionality and/or advanced commands wouldn't be lost?

-Builderz

[View Quote] > I'd rather have checkboxes, pull-down lists, and an edit field (for URLs, sign text, etc). All that command typing sucks.
>
[View Quote]

saving telgrams

Aug 4, 1998, 12:43pm
I know this is an old message, but I haven't been to the ng's in a while. ;-)
Well, since ActiveWorlds currently uses Internet Explorer for its default
browser (and yes, you can use Netscape externally), I don't see how hard it
would be for it to incorporate an IE-type mail system along with IE, or even add
a "lite" version of Outlook Express or Microsoft Exchange. It was a good idea,
getting carried away or not.

-Builderz

[View Quote] > I agree I did get carried away but consider the amount of coding involved
> with implementing the mail standard compared to implementing a proprietary
> standard.
>
> Most of the work is already done for you. There are hundreds of smtp and
> pop3 controls on the market today that could easily be plugged into the
> browser for retrieving "mail telegrams" for displaying.
>
> Maybe phase one should just include the display of the mail in the chat
> window like today's telegrams. With this expandable architecture in place it
> wouldn't be hard to add a save feature or even putting the text onto a sign
> object.
>
> I believe in a direction that moves as much functionality into the 3d world
> as possible. The future of this world experience is critical to its success.
>
> Edward Sumerfield, esumerfd at msn.com
> http://members.xoom.com/esumerfd
>
[View Quote]

Micraphone

Jul 26, 1999, 12:06pm
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Or try Roger Wilco. There are many freeware and shareware voice clients
available for download. I think the programmers should be spending more
time on improving performance and fixing bugs then adding voice chat at
this time. I'm sure they'll add it some day down the road if enough users
really want it.

-Builderz

[View Quote] > I think AW should have a microphone chat for whoever wants to talk to
> someone else and don't want to spend all that money on long distance
> phone calls.

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Or try <a href="http://www.rogerwilco.com/">Roger Wilco</a>. There are
many freeware and shareware voice clients available for download. I think
the programmers should be spending more time on improving performance and
fixing bugs then adding voice chat at this time. I'm sure they'll add it
some day down the road if enough users really want it.
<p>-Builderz
[View Quote] --------------65A614937E4F34E96A8C63DD--

Built In Screenshots

Aug 1, 1999, 12:33pm
Why not just try this URL: http://www.dynalinktech.com/?

-Builderz

[View Quote] > I think it would be cool if in aw you could press a button and it would
> capture the current browser screen as an image. Just press a hotkey and a
> message will come up asking what format you want and Voila instant screen
> shot. Trivial compared to most things (rotating on z axis) but still cool.

Mix your MP3 like a DJ!!

Aug 5, 1999, 1:30pm
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Next time, try posting to the Mixman User Forum. Yeah, I know no one will read
this, but who cares. =)

-Builderz

[View Quote] > *snips spam*

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Next time, try posting to the <a href="http://www.pixelite.com/windaw/mixman/wwwboard.html">Mixman
User Forum</a>. Yeah, I know no one will read this, but who cares. =)
<p>-Builderz
[View Quote] --------------B1B024D5510CE0BD5318E576--

having a default midi in a world

Aug 6, 1999, 1:18pm
If someone didn't like the looping MIDI, you could always turn it off in your AW
Settings. Or you could just put "create sound mymidi.mid" on an object close to
GZ in your world. But then, of course, it wouldn't loop. I think the issue here
is to request a feature that would make MIDIs "loop able."

-Builderz

[View Quote] > But what if someone HATED that song? (I know a few people with bad taste in
> music)
>
> Well I guess they could make an object that was like a shield...
>
> Action: create nullworldsound
>
> and within the istening radius of the object, there would me no world music
> but u could put yer own music there.
>
> -John Viper
>
[View Quote]

MP3 Support

Feb 26, 2000, 11:07pm
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You could, however, limit the max size of MP3's just like you can do already
with JPEGs, WAVs, and MIDIs. Just add an "MP3" option under Options | Settings..
| Downloads Tab. MP3 may not be an option, but what about other formats such as
ASF, VQF, and streaming audio?

-Builderz
Earn Money Just By Surfing The Web! No Joke! Click here!

[View Quote] > if aw alowed mp3s thered be way to many people that would try and load these
> huge ones like 10 to 20 megs

--------------379B908D0CF9C8EBF2AD1C67
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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
You could, however, limit the max size of MP3's just like you can do already
with JPEGs, WAVs, and MIDIs. Just add an "MP3" option under Options | Settings..
| Downloads Tab. MP3 may not be an option, but what about other formats
such as ASF, VQF, and streaming audio?
<p>-Builderz
<br><font color="#9999FF"><font size=-1>Earn Money Just By Surfing The
Web! No Joke! Click <a href="http://purecash.cjb.net/">here</a>!</font></font>
[View Quote] --------------379B908D0CF9C8EBF2AD1C67--

RealAudio (Was Re: MP3's)

May 19, 2000, 7:12pm
How about using streaming RealAudio? Before you all shout out and say, "But the
quality stinks," let me say something. There is an option called "SureStream" in
which you can encode a file at variable bitrates. So, if a 28.8kbps modem user
comes into a world and listens to music...it would stream at 28.8kbps. ISDN, cable
modem, DSL, T1, and other users would stream at higher bitrates. Thus, higher
bitrates=better sounding music. Also, if the connection isn't as stable, or drops
for some reason, it would automatically switch itself to next lowest bitrate, yet
still offering better quality then a 28.8kbps modem user. Here two catches that
would need to be worked out:
1) Your web sever must be able to stream RealAudio files. If it isn't configured
properly, then it will just download like any regular file.
2) I'm not 100% positive if a standard web server can support the "SureStream"
method, or if you have to download the special RealAudio server software.

-Builderz

[View Quote] > Streaming m3u format might be a better solution. Good quality Hi-fi, 44KHz MP3s
> are usually 3 MBytes + and would take some time to download. Even low-fi 22 KHz
> MP3s are 1MB +.
>
> Low-fi streaming needs 24 Kbps which should be ok for most modems, but a high
> speed Cable or DSL modem would be needed to support Hi-fi at 128 Kbps.
>
> Hear streaming m3u in action at http://mp3.com
>
[View Quote]

List of stuff i wanna see added and done

Jun 8, 2000, 12:10pm
I think Wing (Cmdr) was joking.

-Builderz

[View Quote] > Who said AW 4 would be released in 5 years?
>
> -Agent1

No Limits

Jun 15, 2000, 12:12pm
I agree with you, methus, but I don't think AWCI will give us an unlimited bot
limit anytime soon. They could at least RAISE the limit a bit (or double it to
six). Also, just think of all the people that buy worlds. Most get two or more
free citizenships when purchasing a world, thus, more bots you can run. Although
if you still want to KEEP those accounts when the renewal period comes, you have
to pay for them ;op.

-Builderz

[View Quote] > Well this is another wish I have...I wish that AWCOM would allow us to
> bring more bots in the Active Worlds Universe. I especially have this
> problem when I bring in Bird Bot due to the fact that it brings in 3
> seperate bots at one time. Which is the usuall citizen's limit. Why
> limit it in the first place? I see no valid reason to limit a PAYING
> citizens bots. I hope maybe they will finally allow us to have any
> number of bots we have. One reason I think AWCOM does this is to get
> some people to buy another citizenship to allow themselves to have 6
> limit instead of 3. In turn they make more of a profit. Im not sure if
> anyone else agrees with this wish but it has been on my mind for awhile
> now.

Protecting Children

Jun 15, 2000, 12:01pm
Or try the idea that many people have suggested (including Eep): have the "Maximum
Rating" (aka World Rating) section (under Options | Settings... | General Tab)
password protected.

[View Quote] > I wish there was a better way to protect children in AW especially very young
> children who are unaware of the serious nature of some worlds and who may be
> tempted to explore them.
>
> One way to achieve this would be to grant a special low rate (or even free )
> children's citizenship. This would enable the world server to recognize child
> cits and ensure that those worlds did not appear on their world list. Also any
> complaints involving children would be easier to deal with.
>
> There may be a lot of other features that could be implemented for children once
> AW are able to identify them when they log in. Many parents would feel happier
> about letting their children play in AW if they knew that special care was being
> taken to protect them.

Protecting Children

Jul 13, 2000, 3:24pm
How can a parent possibly watch a child 24/7, though? It's nearly impossible. I
agree with BirdMike's idea. It wouldn't be that hard to implement (you can make a
simple password protected text box in Visual Basic in one minute's time). I see no
reason why this SHOULDN'T be added to the feature set. It will give parents one
less thing to worry about.

-Builderz

[View Quote] > AW already has one that works every time... It's called 'Parental
> Supervision'... (get off your (generically speaking... I'm sure this doesn't
> apply to you personally...) duff and go see what the kid(s) are up to...)
>
> It always amazes me how people want software to deal with issues they
> themselves can't seem (are too lazy) to handle... If a Parent hasn't the
> 'resources' to prevent their kids from viewing content inappropriate for their
> age then why would they expect software to...???
>
> My 2 cents... (feel free to ignore or argue the point instead of checking in
> on where 'the kids' are viewing... :-) )
>
[View Quote]

Protecting Children

Jul 14, 2000, 7:42pm
"I'v no doubt your kid(s) never act their age" Tyrell, I'm only 17, let alone have kids.
Actually, I don't even have a girlfriend (but that's besides the point ;o). I was just
voicing my opinion on the matter.

-Builderz

[View Quote] > I guess I'm from the 'old school'... I grew up (and then raised my kids) with the
> understanding that if something wasn't allowed then I'd (they'd) better not do it...
> Of course, being a kid (at one time) I'd sometimes see how far I could get away with
> ignoring the rules. I found it was a lot more enjoyable to do as instructed then try
> and get away with something I knew wasn't acceptable.
>
> If a child is raised properly (and I'm not saying kids won't behave contrary from time
> to time. At those times however, if the parent is doing their job instead of watching
> TV, corrective action can be administered) then it shouldn't be necessary to watch
> them '24/7'... The fact that 'your' kid(s) don't listen when they'r told not to do
> something isn't something ActiveWorlds should have to deal with...
>
> The parents that try and pass their responsibility off on others (like School or
> Software Companies) are the same ones who wring their hands when the kid turns 18 (or
> whatever the age of responsibility is now-a-days) and end up in jail. Of course it's
> everyone fault but theirs...
>
> (again, this isn't 'aimed' at you. I'v no doubt your kid(s) never act their age... :-)
> )
>
> --
> Tyrell - Alpha Prime - 21.8s 457e 90 - "Mundus vult decipi"
> "No matter where you go...there you are."
> http://www3.sk.sympatico.ca/ty1/index.html
> http://www.dlcwest.com/~rpatter/index.html
> ICQ UN - 272905
> All those who believe in psychokinesis raise my hand.

Weather Systems

Jul 4, 2000, 12:37pm
Look at the thread called "Weather??" started by Pavel Kirkovsky dated back
Thursday, 26 August 1999.

-Builderz

[View Quote] > I think that we should have the ability to set up weather systems ...
> with clouds rain and snow and what not. The ability to have fog was a
> step in the right direction.
> mark_hooks at hotmail.com
> www.jkmt.com

Seqs for objects

Jul 6, 2000, 3:30pm
Correct me if I'm wrong, but wouldn't only multi-clumped models work with SEQs
(since avatars are multi-clumped and have tags defined)? Most models only
consist of a single clump.

-Builderz

[View Quote] > Being able to use seqs on regular objects, not just avs, would be one of the
> best additions aw could add. I don't see why this wasn't a feature right
> from the beginning, what's the sense in not having it? When people use
> astarts and stuff the animations are jerky and take up too much space, and
> most of the time require multiple objects. I seriously doubt it would be
> very hard to implement this feature since avs already use seqs. One little
> code could be added to the object file like seq whatever.

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