Board ArchivesSite FeaturesActiveworlds SupportHistoric Archives |
sw comit // User Search
sw comit // User SearchI spent money ON YOU.... but whatever right?Jun 11, 2006, 8:54pm
I think that applies for anything not just world owners ;)
World owners have to pay a premium to get all the customization and features, but the rest of us still pay for our cits. [View Quote] taller avs?Jun 11, 2006, 11:47pm
It's the way 4.1 handles collisions and probably friction. It's breaking a
few things here and there. One example I'm familiar with is Syntax's AWIA adventure game where you have to travel through the small ventilation ducts using a birde avatar. Can't do it anymore :\ (bad timing too as it's been put up for a CY nomination). Other problems with the new physics system and things I've seen them break: * weak horizontal movement while in the air/falling. Breaks the 2 pipe plunge games Chris and Syntax made. Also the gravity downforce is way too strong, but cannot be weakened without also weakening the jump upforce if you want to keep them balance. * no more mid-air grace period for jumping. Breaks Sharman Caves (mine) and Illexus Caves (Syntax's) because you have to do running jumps to get from place to place. However when you run along a bumpy surface like rocks, which make up the caves, your spending constant fractions of seconds in the air. [View Quote] taller avs?Jun 21, 2006, 7:35am
AWE build 67 is available to fix the problem sweets mentioned, but in
Alphaworld. Turns out harold and hotep users couldn't get into tight places they once could before (being the tallest avatars). I just shrunk em' about 2.5%. It's an optional fix in the checklist. Birde was also shrunk a bit so it can get into those small spaces once again like ventilation ducts and fox holes :P http://awe.swcity.net - Com [View Quote] homeJun 15, 2006, 1:59am
If your bothered by having to redownload the property cache all the time,
try out my AW Cache Backup & Restore program. Available at http://www.swcity.net/www/downloads.php, in the files section, first one there. - Com [View Quote] Ahead of it's timeJun 16, 2006, 2:06am
Having a nice population would help. Second life is getting 5-10k (as of
like 4 months ago) concurrent users while if AW gets 300 its a good day X_X We need a marketing plan, AW deserves better ;( [View Quote] Temporary fix for gif/png bugJun 17, 2006, 10:01pm
In case anybody missed it or didn't get what I was saying, I've set up a
real world example of how to apply the workaround for the gif/png draw order bug. It's in use here: AW 2340s 3629e 270 You'll be facing a building with a big entry door. On the outside, to the right of the door, against the wall is a .png tapestry with torn edges. The edges are masked out. This one has the fix applied. To the left of the door is what it looks like without the fix. The workaround is to apply an unnoticeable rotation to the objects behind the masked image. I just did "rotate .01 time=.0001". It's too small a rotation to even render. This is *not* the same as the common mask bug that we've had for years now; it's clearly a draw order conflict. So dont try to fix that problem with this. Any objects that were rotated, rebuilt, or even just right-clicked won't be vunerable to the draw order bug caused by masked gif/png images. However since it only works per session, using rotates seems to be the more practical solution for now. Limitations would be that the objects rotated have to be in the same cell as the masked image, or it won't be as reliable depending on load order. You can work around this by having a remote object constantly reapply the action every few seconds though. Hope this workaround lets you have a lil' more fun with this very powerful new feature at least untill they fix it (if they do :P). - Com Temporary fix for gif/png bugJun 17, 2006, 10:48pm
Temporary fix for gif/png bugJun 17, 2006, 10:48pm
Temporary fix for gif/png bugJun 18, 2006, 3:00am
Yes, you need to shave off .4% of the UV (0.04 and 0.96) to fix this
problem. AWE applied it to a number of objects such as all the sprites. Because the intended work around is to add texture clamping to the object which also fixes the black line. But then you clamp the texture, which makes it clamped on all objects in the area...which blows and slightly abusive :P - Com [View Quote] Recommendation by Senate Study Committee.....Jun 18, 2006, 11:53pm
Please allow V4 object rights in AW public building worldsJun 22, 2006, 4:31am
"Enabling all the 4.1 features in a world like Alphaworld does open up the
potential for abuse. We will be looking at some potential ways to minimize this abuse once 4.1 is bug free and then assess what features we can open in a public building world." -Cryonics source: a few threads down globalJun 23, 2006, 8:30pm
So you have a bump trigger at GZ basically? And when people tport into the
world they bump it? If so, make sure its not on the ground. Try putting an invisible object waist high for the trigger object. (AW has a funky difficult-to-fix issue with collisions on the ground). It's also possible that your visitors haven't loaded the trigger object yet. Its has to be loaded in order for them to trigger it. - Com [View Quote] is it a hole...or a cigaretteJun 23, 2006, 8:58pm
You said "cigarette" infront of potential minors, encouraging them to smoke
which would be illegal for their age. Shame on you! ;P [View Quote] A three challenge for you to pick and take up...Jun 25, 2006, 7:28pm
A city? That's like a life-long project :P (AW life that is). I doubt
anyone'll take on such a commitment based on the whims of a newsgroup thread. [View Quote] Anyone ever made 2048 res texture before?Jun 27, 2006, 6:19am
....and got it to work? If there's some secret to it lemme know. But by the
looks of it its just renderware being silly :( Which is a big disappointment. I spent pretty much all day today learning how to create my own skyboxes with terragen. I wanted to create a 2048 res skybox because 1024 skyboxes look like poo for mid-high to high range screen resolution users (like 1400-1900~). In case your wondering, yes, it uses a lot of video RAM (40MB for the set). I was going to make the skybox a seperate downloaded add-on for AWE designed for those who have the hardware for it. I checked my video card's tech specs and sure enough it supports those resolutions. AW won't even try to load anything greater than 2048. The help files mention no limitation, only that it takes accepts resolutions greater than 256 in the power of 2 since 3.x. It will take 2048, but, it just resizes it to 1024 as I can tell from the .RAS filesize in the active cache :\ Bug? or hard limitation? - Com Anyone ever made 2048 res texture before?Jun 27, 2006, 3:55pm
Nevermind, came up work a better workaround - splitting the skybox sides
into 4 pieces, 2x2 textures on each side. Works, looks good :D Anyone ever made 2048 res texture before?Jun 29, 2006, 12:36am
To Rick and JP...Jun 28, 2006, 9:54pm
Yea :o
There's this big flaw with alphaworld's object selection and it's easy to summerize - public world builders are *building block builders*. They piece objects together to get what they want, combined with action commands. They instinctively get pretty innovative with doing this if they stick around long enough. On the other end of the spectrum, the world's object modellers/suppliers and those with OP access are not personally building block builders because they can craft and upload their own objects; and many of them have never had to be a building block builder before. There's a conflict of building technique between the builders and the suppliers. Evidence that proves this: - There's no primatives!! The cornerstones of a building block builder that's very poorly developed as it stands. We have to use clunky pieces of furniture, support columns, and drain pipes for such needs :P - Objects are made with specific purposes in mind. Whereas a building block builder would prefer objects with mulitple purposes in mind. -- For example, objects are not tagged! More evidence that the objects had a specific purpose. It takes little skill, time and effort to add tags to polygons on objects so that builders can texture specific parts of the object. (this can even be harmlessly added after the object is uploaded and in use, hint hint). For example in my AWE project, I've been taken major components of furniture, such as tag 1 for the wood part, and tag 200 (so it can also accept pictures) for the fabric part. That you can customize it in-world. -- The same models come in different textures. We could just as easily change the texture in-world, especially if tags are used. The default object textures are not often used by season builders. Who would want to use the same old small selection of textures that the defaults offer? So don't even bother adding different texture versions in, just make them textureable by the builders. Not saying this is a bad thing, but it just looks like they're not taking any advantage of the create texture and tag commands, which are both critical commands for public world builders. - Speaking of that, all textures in the OP were originally designed for some object. How many textures were just uploaded specifically for the texture command? I'm hard pressed to think of any. I'm not saying that the modelers are bad people in any way. After all, if you have OP access and a bit of modeling experience, why would you have any reason to get into all that building block nonsense? You could make much better stuff with custom made objects. I just think there was a total lack of communication and it would have been a win-win for both sides. Builders could craft to their hearts content, and the modelers would have saved countless man hours since shapes and primitives take far less effort to design. I'm just a newb in object modeling but I can at least do primitives with nice UV mapping. Any paid professional modeler could prolly shell out some nice shapes and primitives in an hour or two and make many of us happy :P - Com [View Quote] Mr Pimp NollJul 1, 2006, 3:37am
You question that? Dude, there's the trademark authentic Enzo Smile there.
What more do you need :D [View Quote] "The Cys have made it to the future", building off the title "transition to the future"Jul 2, 2006, 4:30pm
Sounded fun, wish I coulda been there :(
Was at a wedding :P Congrats everyone. - Com Back to the Future RecreationJul 2, 2006, 4:28pm
Here was the official announcement for it, with coords and comparitive
screenshots: http://www.swcity.net/yabbse/index.php?topic=3632.0 Warning, it is a touch laggy there 'cause its so packed in. But he's working on delagging it now that we have huge cell space (as ironic as that may sound). - Com [View Quote] Come see the new awnewsJul 3, 2006, 3:09am
Cool ;)
Just one suggestion - know those gif based section title images? Make the edges fade into the background color vs the hard edges. A bolder, perhaps more spaced out font might be cool too. - Com [View Quote] ras viewerJul 12, 2006, 8:43pm
Awww nifty tool, thanks Andras :D
Wish I had this a couple years ago when my host went crazy :( [View Quote] Windows 98 / Me no longer supportedJul 12, 2006, 8:46pm
Most systems I have to reformat takes about 20-35 minutes to install winXP.
If it's taking longer than that, you might not want to put XP on that system, lol ;x [View Quote] Textures turning to the dark side. Bug?Jul 13, 2006, 8:30pm
Every few times that I start up AW, I notice that all the textures seem
darker, as if the lighting was cranked down. But it's a client side bug, and only seems to be fixed by dumping my texture cache. It seems to be happening every other time I start AW now, ugh. Anybody else having this problem? Know of a fix? examples: normal: www.swcity.net/temp/texture_glitch2.jpg bugged: www.swcity.net/temp/texture_glitch1.jpg - Com Textures turning to the dark side. Bug?Jul 21, 2006, 3:08am
.....really? Nobody else? I'm still getting it constantly. Though I've at
least figured out that I don't have to delete my texture cache to fix it. Just keep restarting the browser till it looks right. Sometimes takes 3 or 4 tries :\ - Com [View Quote] Textures turning to the dark side. Bug?Jul 21, 2006, 3:49pm
Ok, after 20 minutes of testing I've isolated the problem. It's the AWE 2.0
skybox. Dunno why and how it would be manipulating the world ambience settings but that seems to be it o_O Besides restarting the browser, you can also just bounce to another world and back and that'll sometimes fix it after a couple tries. Here's the RWX for it: www.swcity.net/temp/ground1.rwx It's not a run-of-the-mill skybox, because each side had to be broken into 4 images since AW doesn't seem to allow 2048 resolution textures. I think its bugged up though because when I tried to replace the texture in the rwx script with sometime like Wood1 just to test it with, it wouldn't work. - Com [View Quote] Textures turning to the dark side. Bug?Jul 22, 2006, 6:38am
Thanks. I messed around with all those texture mode settings but it didn't
seem to make any difference on the bug. And while foreshorten is no longer supported it still does something (though prolly not intentionally) - cranks the lighting on an object to 100%. And I think Lit is default so doesn't need to be included. Not that any of that matters anyway, ambience is already set to 1.0 on the object. Gotta be something else wrong with it though. - Com [View Quote] |