sw comit // User Search

sw comit // User Search

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roland@activeworlds.com

Aug 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
=\

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Suggestions

Aug 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?


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Suggestions

Aug 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 space

Aug 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
*drool* at portal rendering. I wonder how hard it would be to implement it
into AW.

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World's list Categorization

Oct 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.

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2 small wishes

Oct 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.

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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
This is only experimental. If someone can confirm that it helps, I'll be
thankful =)

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Contacts

Jun 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

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Contacts

Jun 26, 2003, 11:13pm
Not the first time that's happened to me. Sorry =P

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Cell capacity

Jun 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 support

Jun 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.


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More picture support

Jun 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.


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day to night system such as morrowind?

Aug 14, 2003, 5:56pm
True but AW and games have at least one thing in common - Environment =)


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Cells

Sep 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.

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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.

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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 command

Oct 26, 2003, 5:34pm
It'd be great for sounds. Then you could do a radio station or something.


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update= for texture command

Oct 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.

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Active Worlds Council

Nov 21, 2003, 5:49am
"What's going on"? What does this Council do exactly?

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AW Mapper

Jan 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

3-D AW

Jan 14, 2004, 9:47am
AW is already 3-D


;D

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Cube Cell Grid

Jun 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.


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Cube Cell Grid

Jun 13, 2004, 2:41pm
Renderware is the graphic engine; AFAIK it has nothing to do with the way
things are downloaded =P


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Cube Cell Grid

Jun 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.

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Cube Cell Grid

Jun 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...
>
>
>

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