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sw comit // User Search
sw comit // User Search
Apr 8, 2005, 5:43pm
I think AWI should send an email to all citizens who've long since expired
since the begining of AW, as a reinvitation. I noticed it seems to be a
popular strategy for subscription games to rebuild their customer base. The
emails typically say what new features have come out since they left (or
since like AW 3.x)
Could even go so far as to give them 1 free month on their account to try it
out.
I been on AW over 6 years now and met a lot of good people back in the day.
But most of them are gone now. I'd like to see at least a few of them make
a come back.
- SW Comit
www.swcity.net
Apr 10, 2005, 8:40pm
You talking about the prefab objects?
Word of advice...don't waste your time. Those objects suck and were never
originally designed to be released in Alphaworld. Just build your own
garage with regular objects X_X
[View Quote]"PC Hamster" <pchamster at comcast.net> wrote in message
news:1snh51dkpaiqhhu3d6l283t2uglkbpcvaf at 4ax.com...
> Hi everyone:
>
> I'm in the midst of building some houses with garages and if there's a
> couple of things I discovered about the current garages that come with
> the whole house sections that Lara so graciously made, those things
> are....
>
> 1). You CANNOT enter the garage using the BUTCH avatar (his head hits
> the top of the doorway). Ceilings in the garages need to be RAISED a
> little in order to accomondate the taller avatars.
>
> 2). There's NO doorway leading from the garage to (at least) the
> kitchen area of the house. Why is this? I don't know of a house IRL
> that doesn't have a door that one can use to enter and exit the garage
> from the house.
>
> Perhaps the house sections that have garages can be revised somehow to
> add a doorway and raise the ceiling?
>
> Lara?
>
> Just a couple observations :)
>
> Cheers for now everyone :)
>
> PC Hamster
> Mayor - City Of Hamsterville
> pchamster at comcast.net
> Denver, Colorado (my REAL city :-))
> http://hamsterville.tripod.com/
> HAMSTERVILLE GROUND ZERO - AW 5029N 500E
> SKYPE ME at patspodcast
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Apr 11, 2005, 3:39am
Actually...not even sure what your talking now. Just checked out the garage
objects with my hotep avatar and had a whole meter of headroom left. o_O
[View Quote]"PC Hamster" <pchamster at comcast.net> wrote in message
news:8adj519phvqhu0u7ud3r81e7iljvvrfqhs at 4ax.com...
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> All I was referring to was the garage portion of those objects. Even
> if a doorway isn't added, there's no denying the fact that the garage
> ceiling needs to be raised a little in order to accomondate the taller
> avatars such as BUTCH and HOTEP. There's nothing wrong with the rest
> of it.
Apr 12, 2005, 8:22pm
Uhh Hotep is way taller than Butch. Hotep is actually the tallest avatar,
hence the term used in SW City "hotep compatible" buildings :P
[View Quote]"PC Hamster" <pchamster at comcast.net> wrote in message
news:173n511djk5th6hqnh2mbgriu9bvf655do at 4ax.com...
> Hi everyone:
>
> On 11 Apr 2005 00:39:08 -0500, "SW Comit" <sam at usamedia.tv> wrote:
>
>
> Try it with the Butch avatar. Navigating around the garage in thseb3a
> is okay - once you're inside. But walking in from the driveway is a
> completely different ballgame altogether. :(
>
> Cheers for now :)
>
>
> PC Hamster
> Mayor - City Of Hamsterville
> pchamster at comcast.net
> Denver, Colorado (my REAL city :-))
> http://hamsterville.tripod.com/
> HAMSTERVILLE GROUND ZERO - AW 5029N 500E
> SKYPE ME at patspodcast
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Apr 12, 2005, 9:17pm
Ah, your right. According to collision detection, harold is 2 ctrl+shift
clicks taller :D
[View Quote]"Gnu32" <simplaza at simplaza.net> wrote in message
news:425c3f8b$1 at server1.Activeworlds.com...
> According to Jim1's Measurement checker, Harold is the tallest, but only 1
> cm taller than hotep
>
> SW Comit wrote:
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Apr 17, 2005, 3:43am
Sounds like a good idea me, and, probably not very hard to implement.
I know I'd use it...
[View Quote]"Tivoloran" <challagar at hotmail.com> wrote in message
news:4261d03d$1 at server1.Activeworlds.com...
>I would like to see a feature where you can send a user a bookmark from
>your teleport list. This feature would be handy for when you have just
>completed a build and you want to share it with your friend, but he or she
>is either busy, afk, or offline at the time. You can find out your
>teleport coords by opening the teleport.txt file in your AW folder, but
>this way is kinda inconvenient.
>
>
>
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May 4, 2005, 9:46pm
Just one of the many simple, yet worthwhile additions Alphaworld could use.
Personally I'd still use Hotep, but I'm all for additional avatars as long
as the originals are left alone.
[View Quote]"bastillion" <webmaster at bastillion.net> wrote in message
news:427921da$1 at server1.Activeworlds.com...
> While hanging at AWGZ, we started a discussion about how old the avatars
> on
> world AW really were.
>
> I know that two of us there have been with ActiveWorlds since mid and late
> 1999, and neither of us could
> name one new avatar that has become available there since that time!
>
> This would be one of the easiest updates to world AW that could be made.
>
> I can understand wanting to have special avatars for the homepages, as to
> entice people to bown worlds,
> but even if they were to add the ones from AWGate, that would be an
> improvement.
>
> Just my $.02 worth..
> ..wonder if anyone will actually read this and make a change?
>
> Bastillion, Curator for The Bastion - A Gallery of Talented Builders
> aw 1206n 7750w
> www.bastillion.net
>
>
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May 5, 2005, 7:26pm
If your interested you can use my custom avatar pack. It "unlocks" all the
avatars in the Alphaworld object path that aren't in use. However only you
and others with the mod can see them.
http://www.swcity.net/files/avatars.zip
[View Quote]"bastillion" <webmaster at bastillion.net> wrote in message
news:427921da$1 at server1.Activeworlds.com...
> While hanging at AWGZ, we started a discussion about how old the avatars
> on
> world AW really were.
>
> I know that two of us there have been with ActiveWorlds since mid and late
> 1999, and neither of us could
> name one new avatar that has become available there since that time!
>
> This would be one of the easiest updates to world AW that could be made.
>
> I can understand wanting to have special avatars for the homepages, as to
> entice people to bown worlds,
> but even if they were to add the ones from AWGate, that would be an
> improvement.
>
> Just my $.02 worth..
> ..wonder if anyone will actually read this and make a change?
>
> Bastillion, Curator for The Bastion - A Gallery of Talented Builders
> aw 1206n 7750w
> www.bastillion.net
>
>
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May 6, 2005, 7:54pm
Btw it doesn't unlock ALL of them. Some were just too bad to include :P
Also the avatar sequences need some work. I just copy and pasted the
sequences from another avatar...hotep I think it was.
[View Quote]"Jaguar Hahn" <jaguarhahn at gmail.com> wrote in message
news:427bd05d at server1.Activeworlds.com...
> This is EXACTLY what I'm looking for. Thanks a ton Comit :)
>
>
> "SW Comit" <sam at usamedia.tv> wrote in message
> news:427a815d$1 at server1.Activeworlds.com...
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May 24, 2005, 1:31am
Pretty much....vehicle avatars. I'm guessing it may be a two part system.
The vehicle itself, and, where its allowed to travel. There might be some
type of special object or way of "Drawing" where they can go, which would
probably be made to fit the road objects.
[View Quote]"SWE" <swe at swehli.com> wrote in message
news:42929c00$1 at server1.Activeworlds.com...
> don't see why it would be that hard? just need to have to change to more
> realistic physics while in driving mode, and limit the diffrent types of
> vehicles, but could have it so each vehicle is a totally seperate avatar,
> so that the avatar doesn't actually ride it, but a new avatar appears, as
> say, a car, or whatever. Would be quite simple in my opinion.
>
> Well all i'm saying is that there's a simple solution to everything.
>
> -SWE
>
> "Gnu32" <simplaza at simplaza.net> wrote in message
> news:4292670e at server1.Activeworlds.com...
>
>
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Jun 20, 2005, 4:27pm
You could try this as a temporary solution, but, it's kinda inconvienant to
add new listings:
http://www.swcity.net/yabbse/index.php?topic=3350.0
- Com
[View Quote]"Kenneth" <cosmosken at sbcglobal.net> wrote in message
news:42b350e8 at server1.Activeworlds.com...
> Like Netscape has, AW should have a small toolbar on top where people can
> put their favorite places in the AW universe at. It's hard to dig through
> 100s of teleports in the teleport window to find places I always go to,
> even though I do categorize them, like "Ken's .....", etc. But a button
> toolbar would quickly move people around more I believe.
>
> -Kenneth
>
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Jun 27, 2005, 7:17pm
We use to have a negative brightness command but it was removed during beta.
I think a better method would be to adjust the refraction properties of an
object.
create refract=-.5 would be -.5 from the current value.
[View Quote]"Gnu32" <simplaza at simplaza.net> wrote in message
news:42c00fad$1 at server1.Activeworlds.com...
> Ah, like light absorbsion? (Although if absorbed, it means it cannot be
> overridden)
>
> create light type=absorb
>
> Kal Verahda wrote:
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Jun 28, 2005, 2:37am
Colored light can only add color to whats already there...Hence you can't
have dark red for example, or any dark colors.
Negative brightness was removed because AWI said that wasn't an intentional
renderware feature and it wouldn't work in future renderware versions, so
there was no point in adding it.
[View Quote]"Jaguar Hahn" <jaguarhahn at gmail.com> wrote in message
news:42c095e8$1 at server1.Activeworlds.com...
> What's wrong with create light color=black etc?
>
> "SW Comit" <sam at usamedia.tv> wrote in message
> news:42c06cd6$1 at server1.Activeworlds.com...
>
>
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Jul 3, 2005, 2:02am
AW's uptime is better than that of other 24/7 entertainment related servers
(MMORPGs and whatever, all that stuff). I say...give em' some slack.
Though hopefully it won't be down till Wedensday as I heard rumors of.
That'd be ridiculous X_X
[View Quote]"Bastillion" <webmaster at bastillion.net> wrote in message
news:42c750e4$1 at server1.Activeworlds.com...
> ..from AWI.
>
> Why is it, that whenever their servers go down.. or they feel the need to
> shut down world AW, they don't even bother to create a simple update to
> their tech/status page explaining what's going on?
>
> Even if it were to say "We're sorry for the unexpected outages at this
> time,
> we are working on resolving the issue." then at least we'd have an idea
> that
> they were actually aware of the outage(s)... regardless of if they really
> know what's wrong or not. :-p
>
> *sigh*
>
> And here I am, trying to PROMOTE ActiveWorlds, by opening an area I
> created
> to those in the BookCrossing.com community..
>
> ..not a good start to showing that off... since I just posted about it two
> nights ago and now they can't access what I was talking about. :-p
>
> Bastillion, Curator of The Bastion (when world AW is actually UP)
> www.bastillion.net (check out the newly formed Forums also!)
>
>
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Aug 21, 2005, 5:16pm
Just an FYI, but, screensavers are more harmful than good. The problem they
save the screen from is no longer an issue. You'll save more $ on your
power bill by just using the monitor shut off feature instead of a
screensaver.
- Com
[View Quote]"John Dough" <arcworld at shaw.ca> wrote in message
news:4308c41f at server1.Activeworlds.com...
> It appears that an "improvement" in the latest AW software includes a
> "crash my browser on screensaver start". What is with that? I read on the
> release notes that this is an improvement? I myself don't see the benefit
> in having to ensure my screensaver is OFF (I have children who are not
> allowed to surf the net regularily so my screensaver must remain for
> security), or ensure my AW browser is minimized every time I leave my desk
> to grab a coffee. I don't know how many times I forget to do this, and
> upon my return, AW is crashed and needs to restart!! This.... imo.... is
> NOT an improvement, but a major inconvenience, not too mention looks
> terrible in the program stability dept. Is there anything that can be done
> with that?
>
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Oct 1, 2005, 11:48pm
OpenGL will hardware render as many lights as your video card has pipelines
for which is usually like 4 or 8, and 12 or 16 for the high ends, and then
software render the remaining lights. DirectX is just hardcoded to do 8 and
no more. Sorta makes lights useless in high vis areas, or scenarios that
require many lights. It'd be nice if it at least rendered the closest
lights....
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:433f03b6$1 at server1.Activeworlds.com...
>I believe that DirectX in any mode is limited to 8 lights at a time.
>
> -Joe
>
> Captain MAD Mike wrote:
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Oct 27, 2005, 11:16pm
[View Quote]"Siliconmana" <d4 at siliconmana.com> wrote in message
news:43617029 at server1.Activeworlds.com...
> 1. Set up an automated crash report on browser as Second Life have in
> place. Browser crashes, it automatically asks to locate crash file and
> sends it off.
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Is this really needed? AW seems pretty stable. I'd point fingers at
something else if your having problems. Video card perhaps.
> 2. Security Settings:
> A checkbox in settings, so a new contact has to be approved before being
> added to personal contact list.
> Would this not be a very useful feature that should be easy enough to
> implement.
> Same as for join/invite requests.
> Or:
> If a user is removed from contact list, then their corresponding link is
> also removed.
> As it is, if you have a blocked contact and remove their name from your
> list, all blocks are nulified. Or otherwise stuck with yellow ? Not an
> effective solution.
> Msn has a 'block' list, so does Secondlife.
Would be nice...
> 3. Text Window - Scalable text for vision impairead.
You can already do this. Click somewhere in the text box, hold ctrl down
and scroll up on the mouse wheel. Works in IE too.
Nov 1, 2005, 4:35am
Being on dail up for 6 years, I made a tool to help with that problem.
It's a simple .bat program which will back up the AW cache and let you
restore it in case you crash.
It only works for Alphaworld though...
http://www.swcity.net/yabbse/index.php?topic=3997.0 for info
[View Quote]"Lady NightHawk" <dmurtagh27 at hotmail.com> wrote in message
news:4367078c at server1.Activeworlds.com...
>I wish I were in beta 4.1 LOL nooooooo that's not what this post is spose
>to be about ... ummmm ...
>
> I wish you could STOP world d/l after a crash/refresh. The reason for a
> Stop button would be the same as any web browser, to stop d/l if you wish.
> For instance, I'm currently and painfully on dialup :o/ When the browser
> crashes and I re-login to aw I'm forced to red/l all over again, now that
> might be necessary if I couldn't see anything at all but I can see
> everything so why the forced refresh d/l? I'd like to be able to stop that
> if I want to!
>
> Lady NightHawk
>
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Nov 1, 2005, 2:29pm
Thanks Gnu. Jusst a note...backing up the .idx files may cause texture or
object corruption. It happens to me every once in a great while. However the
property portion of the backup never has caused any problems.
- Com
Nov 16, 2005, 10:17pm
The ultimate HTML cop you :P
Who cares though? 4kb? oh noez lol
[View Quote]"Andras" <andras at andras.net> wrote in message
news:437bac96$1 at server1.Activeworlds.com...
> LtBrenton wrote:
>
>
> Concept is good.
>
> I wonder what made you the urge to post this 15 lines in HTML bloating the
> whole post to 128 lines according to Thunderbird??
> Is there anything the plain text did not deliver in this message?
> IMHO people reading the newsgroups understand your post without the fancy
> colors.
>
> Any opposition?
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
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Nov 17, 2005, 10:43pm
Sounds like a losing battle. People will never stop the occasional HTML
post. Furthermore, how many KB do all the posts about posting in HTML add
up to? ^_^
[View Quote]"Andras" <andras at andras.net> wrote in message
news:437c9ab9$1 at server1.Activeworlds.com...
> And I pay by the amount I download - are you willing to share the cost of
> my internet connection?
>
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
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Nov 17, 2005, 10:41pm
Signed...them abandoning mapper was most uncool X_X
-Com
[View Quote]"Bastillion" <webmaster at bastillion.net> wrote in message
news:437c0502$1 at server1.Activeworlds.com...
> Sure would be nice to have these before the end of the year.
>
> Bastillion, Curator of The Bastion
> aw 1206n 7750w
> http://www.bastillion.net
> http://forum.bastillion.net
>
>
>
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Jan 20, 2006, 4:42pm
You think particle emitters and zones are useless??? How much building do
you do, lol. Doesn't realize their potential you :P
[View Quote]"MPL Knight" <darianknight at gmail.com> wrote in message
news:43d0831b at server1.Activeworlds.com...
> Wow Strike...
>
> Okies, I think we are all in a little bit of a funk about AWI doing some
> definite PR damage. I am the last person to say good things about AWI
> (generally), but I at least give them the evil corporate benefit of the
> doubt.
>
> Took a look at 4.1 earlier last week, and so far it looks ok. Nothing
> totally mind boggling here (as you may have read from Rapier). There are
> particle effects, new icons for object types and stuff. VoIP is in there
> as well... just some general stuff that would probably have taken the AWI
> team about 6 months to implement if it was all just plugins.
>
> Which I am inclined to believe.
>
> The VoIP part was simply dropped in from one of Chris's older contract
> programs he had sitting around. The Dockable windows are generally a
> plugin system to add to the code (a DLL?) and the zones ability, while
> quite spiffy, seems to lack a usefulness off hand.
>
> The particle effects are pretty neat, but not something to rave about
> (unless we are talking about the particle snow, which was pretty damned
> neat).
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Nov 20, 2005, 11:46pm
Personally, I just lower my vis to 30m, back up a tick, and raise it again.
- Com
Feb 9, 2006, 4:57pm
Build a lil' "startup point" for yourself somewhere. You start there, and
there's 3 clickable teleports in clear view ;D
- Com
[View Quote]"Lady NightHawk" <dmurtagh27 at hotmail.com> wrote in message
news:43e96ada at server1.Activeworlds.com...
> I'd like to be able to have a choice of say ... 3 worlds (that I chose)
> ... to log in to before the browser starts up. Be able to choose (perhaps
> by a checkmark) at login screen which world I'd like to enter. I have
> three worlds, so it would be nice to log into any one of those rather than
> the default one (Make this my home). Although at is a nice feature, 1) you
> will be logged into that world and only that world and 2) if that world is
> down you go nowhere or to awgate and then have to choose another
> destination, etc.
>
> Just a thought, to be able to pick at login which of say ... three worlds
> ... you would like to log into at login time.
>
> LNH
>
>
>
>
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Mar 9, 2006, 4:13pm
The sit seq is static, actually. But the wait sequence kicks in if you
don't move in 30 seconds or so, so it interupts it. The only workaround is
to either remove that or put yourself in flight mode before you sit, because
the wait seq doesn't work in fly mode.
- Com
[View Quote]"Talisan" <wardaor at hotmail.com> wrote in message
news:440f95ca$1 at server1.Activeworlds.com...
> Well, I wish we could have SEQ's work until they are canceled
> deliberately. As in the example of a SIT seq. Click on a chair/etc and
> click on the SIT button... and you remain seated... possibly with some
> movement while sitting like checking nails, looking to the left, etc...
> and not standing until your SIT seq is terminated by the user... maybe by
> pressing another SEQ button... like STAND.
>
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Mar 19, 2006, 7:39am
*checks RAM useage* 1.6MB...yea, huge :P
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:441d1056$2 at server1.Activeworlds.com...
> Let me guess... People are forced to use your huge bot to do something
> that should be built into the browser? Gee.
>
> -Joe
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May 1, 2006, 6:52am
When 4.1 introduces vehicles and personal avatars, I'm no doubt expecting
there to be a lot of stupid and abusive uses of it, eg hideously ugly and
huge abominations. I suurree hope there's going to be a "visual mute"
function, so you don't have to see it =\
Not to mention it'll be nice to have when people try to annoy you by getting
up in your face constantly.
- Com
May 8, 2006, 1:58am
Being an Elder Scrolls fan I must inform you that the trees don't use
traditional "models". They're all dynamically generated, and no 2 players
see the same version. All plants are generated per-copy using very well
done code. Instead of spending all their time making a million tree models
they just created a generator instead ;D
Back on topic, yea, facers could use a good bit of attention. They're an
effective way of adding lots of visuals at very little cost to the art
department.
[View Quote]"talisan" <wardaor at hotmail.com> wrote in message
news:445e3ba8 at server1.Activeworlds.com...
> Isn't that cool? And I think I can identify 3 different tree trunks in
> that picture, they are just rotated and angled differently and at
> different heights and I think all three use the same leaf pattern. I can
> see one bush pattern and a few different grass patterns. So, the picture
> uses maybe less than 20 models and results are awesom. Two years ago this
> technology existed. Probably longer. According to AW's documentation,
> pre3.0 may have supported something similar? Who knows. :)
>
> From experiencing the game, the facers all face your center viewpoint. So
> facers above you are facing down on you, facers to the right of you are
> facing to your side, etc. AW's facers, no matter where they are in your
> viewport always face straight in your direction, but not towards your
> viewpoint. I'm sure there is a better way of explaining it.
> ___
> aw's are like ^
> _
> and oblivions are like / ^ \
>
> Where ^ is your viewpoint.
>
> "ORB" <sharonclarke at hotmail.com> wrote in message
> news:445e2d85$1 at server1.Activeworlds.com...
>
>
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May 8, 2006, 5:40am
Is the only reason for hanging onto the engine just for the sake of the
objects?
It doesn't seem too far fetched to just program a converter and just run the
OP through a batch.
> You are probably not aware that Criterion dropped the RWX format when
> moved to version 3.
> Roland had to implement the whole format to translate it to the new
> RenderWare interface.
> I did not dug deep enough into the new API but as far as I remember, the
> Axisalignment was totally dropped from it, so we are lucky we at least
> have one version interpreted :)
>
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
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