sw comit // User Search

sw comit // User Search

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Seaside

May 15, 2006, 3:46am
One might say this thread went down the toilet ;D

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Grand Theft Auto Project

May 18, 2006, 5:57am
Lookin' good, good video demo ^_^
Might have to come check that out...

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Unveiling of the newly remodeled CY world.

May 22, 2006, 6:36pm
Yup, this thread makes Andras cry :`(

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here we go again

May 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.

VoIP

May 31, 2006, 9:04pm
Awesome, thanks joe!

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Possible Memory leak Switching 3.6 to 4.1

May 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

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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.

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AWE 1.4 released for 4.1

Jun 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 4.1

Jun 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.


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AWE 1.4 released for 4.1

Jun 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 4.1

Jun 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 4.1

Jun 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

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AWE 1.4 released for 4.1

Jun 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.



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AWE 1.4 released for 4.1

Jun 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

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AWE 1.4 released for 4.1

Jun 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.

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AWE 1.4 released for 4.1

Jun 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 4.1

Jun 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


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cell limit in aw

Jun 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...

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cell limit in aw

Jun 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...



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cell limit in aw

Jun 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...

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cell limit in aw

Jun 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.

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cell limit in aw

Jun 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


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Gifs not masking correctly

Jun 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
:\


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Gifs not masking correctly

Jun 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

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Gifs not masking correctly

Jun 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

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Gifs not masking correctly

Jun 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


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Gifs not masking correctly

Jun 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.


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Gifs not masking correctly

Jun 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?

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<bug> Non-refreshing remote commands = busted

Jun 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

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