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sw comit // User Searchroland@activeworlds.comAug 27, 2001, 10:45pm
I guess you're gonna be upset then, cause they *are* changing it. No
offense but the GZ looks like it was built by a intermediate-newbie builder =\ [View Quote] SuggestionsAug 10, 2001, 7:47pm
May I ask why your against it? Raising cell space doesn't mean you *have*
to use it, it just gives you the option to. If your complaint is it lags to much then just don't go there. If you overdevelop an area an cause lag then that's your own undoing. If you fear that someone is going to lag you by making too many objects, that's nothing new, you can already do that other ways and it hardly takes any skill. If you fear your residents will cause too much lag in their lots then it's no difference than being a bad building - anti-lag environment is a skill too. Well? [View Quote] SuggestionsAug 10, 2001, 8:06pm
Wow I'm having problems with outlook lately. Why'd my subject change to
"People against raising cell space"? Better GZ.......Aug 10, 2001, 8:01pm
Why would any of you want the old GZ to stay for? It has z buffering out
the ***. The ground cover doesn't match, it's sloppy and not very organized, etc etc. AW GZ is always full of tourists and total newbies, so it only makes sense to make a good semi-first impression (with AWGate behing the first). No offense, but maybe you complainers are just use to sloppy building? I dunno, but it can be soooo much better. AW GZ is historic, but that's irelevant to newbies. I see all sorts of major r/l business rearanging the style and locations of their stores to better suite the public. AW is a r/l business, so why shouldn't they? Besides, I got offical word that they are revamping the AW GZ as we speak. People against raising cell spaceAug 10, 2001, 7:50pm
(Whoops, meant to make this a new post)
May I ask why your against it? Raising cell space doesn't mean you *have* to use it, it just gives you the option to. If your complaint is it lags to much then just don't go there. If you overdevelop an area an cause lag then that's your own undoing. If you fear that someone is going to lag you by making too many objects, that's nothing new, you can already do that other ways and it hardly takes any skill. If you fear your residents will cause too much lag in their lots then it's no difference than being a bad building - anti-lag environment is a skill too. Well? Re: portal rendering (was Re: Visibility Minimum)Aug 27, 2001, 5:02am
World's list CategorizationOct 1, 2001, 2:29am
Yes I would find that useful...when I'm in the mood to do some planetary
exploration, the choice is too overwhelming. [View Quote] 2 small wishesOct 1, 2001, 2:27am
1. Integrate "downloads (f3)" into the GUI. It's nice to have around but
having the floating box can just be annoying. 2. When you right click an object, perhaps there could be some bar or percent number of the amount of cell space you got left. This would be nice for planning, so you don't end up making 90% of something only to find out that you can't finish it. Also, perhaps as your typing things into the action or description field, there could be another percentage that'll indicate how much space it'll cost you. - SW Comit Re: plagarism (was Re: saving cell data)Oct 1, 2001, 2:36am
Back up there, all that content was created by me from my inworld academy.
Syntax did add some stuff to it, but most of it was made by me. I didn't learn one thing from you or your page Eep, I already knew all that stuff. [View Quote] Re: saving cell data (was Re: catagolizing project)Oct 1, 2001, 2:39am
>
> Also, the "gear" object isn't necessary since simply use one of the named objects as the "control" object. And the "excessive create animate me . 1 1 0,astart;adone texture carpet1 name=c1,astart" isn't necessary; "create texture carpet1 name=c1" is sufficient (though the name could be one character less). > No it's not, if the object with the "create texture carpet1 name=c1" loads before the objects with "c1" in it, they won't be textured. The animation allows it the texturer to keep refreshing. I learned that trick from Lara =) Re: saving cell data (was Re: catagolizing project)Oct 1, 2001, 8:53pm
ContactsJun 26, 2003, 11:11pm
How about a feature that shows the percentage of cell space used? Maybe
shown in the cell grid view... - SW Comit [View Quote] Cell capacityJun 26, 2003, 11:12pm
How about a feature that shows the percentage of cell space used? Maybe
shown in the cell grid view... - SW Comit More picture supportJun 28, 2003, 4:49pm
I believe AW said GIF costs a hefty licensing fee to use in a commercial
product. However I also heard that the GIF patent was "about to expire" a couple years ago so I dunno. [View Quote] More picture supportJun 30, 2003, 10:49pm
What's better than jpg in compress to quality ratio? I didn't think there
were any. Call me ignorant =P I'd like to know though for future reference. [View Quote] day to night system such as morrowind?Aug 14, 2003, 5:56pm
CellsSep 3, 2003, 7:36am
And....they don't? Explain. Unless your talking about cells outa range, or
not loaded, there's not much you could do about that. If your using the animate me command to texture your objects, you have to add astart at the end to refresh it for cells that loaded after the texturing object. Other than that I'm not sure what your talking about. [View Quote] the 8 Light limits - bug or feature?Sep 2, 2003, 6:24pm
If your in directX rendering mode, you may have noticed you can only render
8 lights at any given time. If you switch to OpenGL, you can see all the lights in the area. Anyway, if I recall, the 8 light limit wasn't always there (the earlier versions of AW). So what's up? Is it a directX problem? An AW problem? Is it supose to be like this for lag (in which case it should be a client setting)? All I know is that I hate it, because any area of town that's even slightly dense will run into this problem. If anything, it should at least only render the closest lights. I can be in a room with a light, and not see it, but then I lower my vis from 170 to 150 and I can see it...It's also a vandal problem, as some clown could pop in 20 lights so the area couldn't have anymore. - SW Comit the 8 Light limits - bug or feature?Sep 9, 2003, 6:58am
You're right, AWI said it's renderware's fault. Course, if I'm not
mistaken, AW is using an older version of renderware. Perhaps they've fixed it, though it probably costs a fortune no doubt =P Regardless, lights really need some kinda of priority, where the closest lights would render first. On a related note, cells closest to you should also download first. X_X at how it seems like the only cell you wanna see loads last, lol. [View Quote] GIF patent expires, let there be image support!Oct 26, 2003, 5:48am
I remember AW saying, years ago, about not supporting GIF because they would
have to pay royalities. But they did imply interest in using use once the patent expires, which has happened several months ago. ....so? ;) update= for texture commandOct 26, 2003, 5:34pm
update= for texture commandOct 26, 2003, 10:10pm
So you can have a botless DJ. A php could change a .mid or something every
5 minutes for example. It'd be a god-send for those long building projects, or any ol' place where your at for a long time. [View Quote] Active Worlds CouncilNov 21, 2003, 5:49am
AW MapperJan 5, 2004, 3:46am
Here's wishing that AWI could do their part to actaully allow the AW mapper
to be on time for at least 2 times in a row. History is really repeating itself here =\ - SW Comit Cube Cell GridJun 11, 2004, 3:54am
If they're going to redesign the whole property database management anyway,
they might as well dump cell space and switch to a per-object download system. Cells have a limit now because they are downloaded in *one* big packet of info, which is hard on the internet and the risk of it failing transfer grows as the data packet grows. There's also the bonus of maintaining lag with a cells; but that could still be arranged with a per-object download system. Objects per coord and the way objects download would be split into two systems is all. But if a cube cell grid is done? Despite what the previous comments made, I disagree. Propdumps wouldn't become all massive, suddenly. I've looked at propdumps and they don't list any info about blank cells. Existing buildings would use about the same space, since the data the building was using in one cell is now divided amoung a bunch of cells, and when you add those all up, you get the orignal data used. People would be able to pack more info into a given area, of course; but that's just the price you pay for more detailed evironment, one that's worth it IMO. [View Quote] Cube Cell GridJun 13, 2004, 2:41pm
Renderware is the graphic engine; AFAIK it has nothing to do with the way
things are downloaded =P [View Quote] Cube Cell GridJun 15, 2004, 3:31pm
An upgrade wouldn't make existing thing magically better. It would require
the buildings to take advantage of the new features. For example pixel shading commands, if those become available. The last major upgrade was AW version 3.0. [View Quote] Cube Cell GridJun 17, 2004, 12:03am
No, it wouldn't...the ONLY reason why it might is if the graphic engine is
more efficent and runs at a higher fps, in which case, having more objects in an area wouldn't cause as much lag...thereby encouraging AWI to rewrite the way things are downloaded, allowing more objects. > But at least it would probably help to increase the cell limit, wouldn't it? > I would think it would... > > > |