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sw comit // User SearchGrand Theft Auto ProjectMay 18, 2006, 5:57am
Unveiling of the newly remodeled CY world.May 22, 2006, 6:36pm
here we go againMay 29, 2006, 6:47pm
In any company's defense, I think it's unreasonable and absurd to expect
them to support an 11 year old OS. You should only expect backwards compatibility to a certain degree - 1 or 2 generations old. Right now you can get a Dell computer for $300. You can even pay monthly for it - 9 bucks a month. Not advertising dell or anything, just showing how cheap modern PCs can be ;) - Com > Apologies on jumping in on this conversation, but it is always a shame to > see anyone leave, just because a company can't be bothered to make new > stuff backward compatiable. Possible Memory leak Switching 3.6 to 4.1May 31, 2006, 6:49pm
I had the same problems too around AWgate. However when its working like its
suppose to I notice that 4.1 runs significantly faster than 3.6 (ran some benchmarks between two areas with the same settings). v4 object type rights. Not for everyone?Jun 1, 2006, 2:29am
You can already do some pretty unacceptable abuse with or without V4 object
types. This is just another variety. Like before it'll be up to a mixture of community responsible and PK and CT enforcing the rules. Though they reaaally should have put "visual muting" in... - Com [View Quote] v4 object type rights. Not for everyone?Jun 1, 2006, 11:33pm
Indeed. Just use the "abuse it and lose it" tactic using the new deny
rights feature. I'd recommend losing it for life even. [View Quote] AWE 1.4 released for 4.1Jun 1, 2006, 2:33am
To go with the AW 4.1 release, AWE has been updated as well. Version 1.4
sports 2 major features - an overhauled avatar list with 4.1 functions, and the world's object sets cleaned up for performance (over 1500 objects) As always, you can pick it up at the AWE page - http://awe.swcity.net feedback and comments thread - http://www.swcity.net/yabbse/index.php?topic=5285.0 ------------- New in version 1.4.065 - Tbtree010 no longer shows "halo lines" at the top of its sprite polygons. - Endwave commands removed from avatars.dat due to being obsolete. Thanks Byte. - The flower and tree sprite objects (29 in total) no longer do texture clamping. This will fix texture distorting artifacts you may notice if you apply the object's respective texture & mask on 3d objects. - AWE avatars updated for AW 4.1. They now support the autolook function and avatar menus. They've also been given new gestures now that excess gestures are displayed in a drop-down menu instead of going off the screen. - Texture rusgrd-n and rusgrd-d enhanced (2x resolution, seamless). - The following objects (1,533+ models) had all unnecessary code stripped out and optimized for improved performance: tree0_ tbtree__ rock__ edge__ sign__ arch__ street__ wall___ walk___ road___ p___ (panel objects) g___ (gfence, gbed, etc) 12 avatars (+ todd's dead hand revived) plus dozens of various small detailing objects AWE 1.4 released for 4.1Jun 1, 2006, 3:02am
That's not part of AWE. That just uses the gif and png support 4.1 has. So
everybody can see it with or without AWE. But that's a whole 'nother story. I'll post about it in the forums later. [View Quote] AWE 1.4 released for 4.1Jun 1, 2006, 3:21am
I forgot an important note: Due to the overhaul, the AWE 1.3 avatars and AWE
1.4 avatars are not compatible with eachother! Meaning that you'll be out of sync with 1.3 users. So tell your friends to upgrade. I been meaning to overhaul it for a long time. Now that AWE users are forced to reinstall due to the new install of 4.1 (assuming 3.6 wasn't overwritten), I figured now would be the best time. - Com AWE 1.4 released for 4.1Jun 1, 2006, 5:10am
Because sequences can't operate from the local OP AWE sets up, they have to
be injected directly into the active cache. To do this is uses a registry key to figure out where AW is installed and then from there goes to the AW folder to place the files. It sounds like it found the wrong browser. It usually installed into whichever browser you installed last...I think. It might also be whichever user you used last. navigate to: x:\_____\cache\art\objects.activeworlds.com-aw\seqs\ x being your install drive. ____ being where you installed the last browser. Or any other browser besides the 4.1 one. Look in the seqs folder and if you see the files in there, that confirmed it installed for the wrong browser. To manually fix this, manually copy the *.seq files over to the same location, but for the 4.1 install. Hope that helps - Com AWE 1.4 released for 4.1Jun 1, 2006, 5:17am
Actually on second thought, you wouldn't be getting those errors unless the
avatars.dat file installed. And in order for that to install it uses the same registry finding trick. It sounds like you never entered Alphaworld prior to install. If this is true then I think it's a problem with the installer not creating the sub-directories I'll have to look into that, thanks. - Com [View Quote] AWE 1.4 released for 4.1Jun 1, 2006, 5:29am
I ran a few tests trying to recreate the problem...couldn't though. It
doesn't make any sense why only half of the avs components would install. I'd try just re-running the installer for now. [View Quote] AWE 1.4 released for 4.1Jun 1, 2006, 5:38am
Ah I see what happened now. It's a change in how 4.1 deals with seqs
loading that I didn't know about. Looks like they work with the local OP now, and they're expected to be there and in zip form. I'll have to update the installer. I usually scold the error printing as a useless and annoying function, but I guess it has a purpose after all ;P [View Quote] AWE 1.4 released for 4.1Jun 1, 2006, 5:44am
Ah I see what happened now. It's a change in how 4.1 deals with seqs
loading that I didn't know about. Looks like they work with the local OP now, and they're expected to be there and in zip form. I'll have to update the installer. I usually scold the error printing as a useless and annoying function, but I guess it has a purpose after all ;P New installer is uploaded. Same url. Same version number. [View Quote] AWE 1.4 released for 4.1Jun 4, 2006, 4:03am
If your having problems selecting the additional avatars, this is because
A.) your screen resolution is too low to support the avatar list. B.) the position you docked your menu toolbar. but ulimately it's because of the non-standard menu popout system. I think I'll file a bug report on it... In the meantime, there's 3 solutions. 1.) a height resolution higher than 1000'ish should work 2.) put your menu toolbar on the bottom instead (example: www.swcity.net/temp/4.1_config.jpg ) 3.) download this alternative avatars.dat list - www.swcity.net/files/awe/avatars.zip . Extract the file to Active Worlds\cache\art\objects.activeworlds.com-aw\ and overwrite the current file there. It adds a couple --- lines at the bottom. It's not pretty so I'm not including it in the official AWE release, but it works. - Com AWE 1.4 released for 4.1Jun 13, 2006, 6:35am
Due to popular demand, you can install AWE without autolook enabled avatars
now. In the checklist screen you can pick which version you want. Autolook is checked by default. Available at http://awe.swcity.net [View Quote] cell limit in awJun 1, 2006, 4:28pm
Indeed, there's about 25% less cell space universe-wide. It's a bug, or so
I'm told. Hopefully it gets fixed soon before too many people make a big mess outa their denser builds... [View Quote] cell limit in awJun 2, 2006, 3:26pm
Cell data is sent in one big data packet. And the larger the packet, the
more likely it'll fail it's lil' internet trip and have to retry. Since there are transfer standards it has to abide by I think there's a limit on just how big a single packet can be, though correct me if I'm wrong... [View Quote] cell limit in awJun 2, 2006, 8:05pm
Considering its a universe-wide problem, and affecting even other upgraded
universes, there's nooo way they're lettering this slip by. Would be unimaginable :o I'm pretty sure they'll fix it soon enough. In the meantime I'm taking a much needed break from AW... [View Quote] cell limit in awJun 3, 2006, 4:52am
Simply put, because that's just the way it was made back in the begining.
From what I heard over the years, changing the system would be a huge undertaking in the script. I'm sure AWI is going to need a more convincing reason for needing more objects per cell before starting such a project. [View Quote] cell limit in awJun 4, 2006, 1:24am
Pretty awesome :D Been having some fun in AW with it.
I'm sure everyone is hoping its not temporary though lol. But if it is, at least we can get back to building again. - Com [View Quote] Gifs not masking correctlyJun 1, 2006, 8:40pm
Yes I had the same problem with my reed grass. It does the masking bug as I
expected except this time is cuts holes through ALL objects, not just masked objects like it does normally. It sorta makes gif/png mask support useless :\ [View Quote] Gifs not masking correctlyJun 1, 2006, 9:34pm
It doesn't exactly exist in 3.6. In 3.6 it would only cause that glitch to
objects that had a mask of some sort, which isn't really a big deal most of the time. But here, it does it for *all* objects. I made an example at AW 2309.91S 4008.44E 0.22a 315. It's quite bad :\ - Com [View Quote] Gifs not masking correctlyJun 1, 2006, 10:05pm
SL has it too, exept its fixed by default. But it can be enabled if you
want it. It's quite a useful "bug" and exploited commonly in public build worlds. It's great for cutting holes in walls for windows and such. I hope AWI knows what they're doing if they decide to fix it completely ;P Though modern graphic engines don't suffer from it really, a good deal of games from around 2003 and earlier had it. Read about it on some article at tomshardwareguide. - Com [View Quote] Gifs not masking correctlyJun 4, 2006, 1:29am
Selanit discovered a temporary workaround for the gif/png mask problem.
All you do is apply a rotation to any troublesome objects that are being cut through by the masking. You can just make it a micro-rotation, one that's too small to see. Or you can also just make an AAA refreshing command which applys a short micro-rotation burst to all named objects in the scene every 10 seconds or so. It doesn't have to continue rotating. Just needs the rotation applied anytime after the scene has loaded. Though I wouldn't recommend using that workaround because it sounds like a draw order conflict, not the common mask bug. Which means it could be fixed sooner or later with a patch. - Com [View Quote] Gifs not masking correctlyJun 4, 2006, 4:47pm
If it's converted to the standard RAS format in the active cache, then why
would it be any laggier than current masks? The regular ol' jpg/bmp based masking isn't too bad. Makes polygons about twice as laggy if you mask them, but I think that's reasonable enough. [View Quote] Gifs not masking correctlyJun 6, 2006, 8:13pm
I finally got around to testing this out today and couldn't recreate that. I
rebuilt the objects to make them newer, but they still got cut through. The only 100% functional solution I found was to apply a rotation to them, as noted in my above reply with coords to the demo area. Do you have a demo area I could check out though? [View Quote] <bug> Non-refreshing remote commands = bustedJun 1, 2006, 9:44pm
Here's a nasty lil' bug...4.1 broke a whole mess of things throughout SWC as
we use this trick alot. It's a cell space preserving trick where you build a non-refreshing object to apply an action to all objects in the cell. For example, we built a hovercraft car that moves down the street. It's all in 1 cell, and in that cell there's an object which applies the move command to the objects. It just applies it once because in 3.6, all the objects would load exactly at the same time so it worked flawlessly. This only works if everything is in the same cell, otherwise you need a refreshing object with the whole create animate me nonsense lol. I'm not sure why it's broken now but I suspect that with the new database structure, the objects within the cell load slightly offset instead of all at once. Thereby the control object is applying its commands prematurely because not all the objects have loaded yet :\ - Com |