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grimble // User Search[release] Demeter 1.18Jan 11, 2003, 4:38pm
Read the thread Andras mentions ... Brant states that the non-inclusion of
such an option was down purely to a desire to release the bot without any further scope creep ... and is to be included in an impending version. The words "teacup" and "tempest" spring to mind. I don't know why Andras saw fit to brand the s/w "spyware" where as a simple "btw, please note this application will 'call home' as part of the auto-upgrade facility ... view any perceived security risks as you see fit" would surely have sufficed inplace of the rant he did post. Perhaps a new piece of text on your download page would be appropriate Brant? .... something like "if you're prohibitively paranoid, don't download this!!" Grims [View Quote] SDK Developers : Pissed OffJun 18, 2006, 7:09am
I think a more considered, less sarcastic response would have been more
appropriate here. People have bought citizenships and world licenses based on what Activeworlds and the SDK did before the forced upgrade ... and the combination of the changes brought in with 4.1 has clearly moved the goalposts for many. Now even the design of existing SDK applications needs to be readdressed because of changes in the platform. Bearing in mind the level of communication and documentation from AWI relating to 4.1, I think this type of complaint is only to be expected. Clearly very few people knew what was coming and the impact it would have on existing projects or new projects. Grims [View Quote] SDK Developers : Pissed OffJun 18, 2006, 7:06pm
No, I don't think we do agree. My reply was to Cryonic's post. I think HIS
reply should have been more considered and less sarcastic, and I think complaints such as Strike's are only to be expected. Whilst I believe that we now have to deal with what we've been dealt and try to move forward from the position we find ourselves in, I also find it inconceivable how the heck we got to this position in the first place. If I'd had a vested interest other than a citizenship before the upgrade, expecting 3.6 + the new 4.1 features, I'd have the right 'ump now as well, especially with the operational changes in and lack of any documentation for the SDK. I don't necessarily condone broadcasting complaints, but its astonishing that Cryonics should respond in that manner and, to me, its out of line. [View Quote] SDK Developers : Pissed OffJun 20, 2006, 11:38am
"potential or possible" = "I wonder what's the best way to do it"
"very difficult, if not impossible" = a challenge! [View Quote] > "presently existing in fact and not merely potential or possible" Needed BingoBot!Jul 6, 2006, 12:49pm
The only reasons I can see for 4.1 versions of bots not being available are
(a) the original developer is not available to recompile/release a new version or (b) its reliant on the COM wrapper and the developer is waiting for the 4.1 version. I think Xelagots fall into (a), but if its (b) it seems that the best way to deal with it would be for all these people to ask AW very nicely to release an interim COM wrapper - one that can connect to the 4.1 universe but to 3.6 spec. Then people can get their worlds back how they were before this forced migration. [View Quote] Missing BotsJul 27, 2006, 8:44am
I'm hitting this now. The instance isn't being informed of bots already in
the area when it enters. Other instances (that arrive subsequently) are reported OK though. [View Quote] banning/ejectionsNov 15, 2000, 3:58pm
Just a thought. Don't know much about dynamic IP allocation (except that it
seems that in the UK no-one - cable, ADSL, etc. - will give you a fixed IP address without a leased line - in my area anyway) but .... If you ban a dynamic IP address, theoretically aren't you banning someone later who hasn't one anything wrong (i.e. the NEXT person allocated that IP on dialup) ???? Grims [View Quote] banning/ejectionsNov 17, 2000, 7:57am
I totally agree with zero.
By giving your password/privileges to other people, you are effectively letting them operate in AW as you. If you DO give out your password, then its your choice. If you own the world, then give them the privileges outright. If you don't, then morally you shouldn't do it because YOU have been given the rights by the world owner - and not your "friend" - because he/she trusted YOU. The only valid reason for using the privilege passwords that I can see is if YOU want to host bots. How many people out there share e-mail and ISP passwords? Grims. [View Quote] PrivPassesNov 18, 2000, 7:07pm
At the end of the day, the reason for chaning a password (when not forced to
by the server/software) is BECAUSE it has been compromised, so yes, the change should become effective immediately. How "easy" this would be to implement is another matter since the I would imagine that the security "features" of AW are only appear to be utilised at login-time. Having said that, there is always a solution, just not always a pretty one. Grims [View Quote] "Fly" ButtonsNov 15, 2000, 9:38am
Just one thing..... Flying.
Recently I've spent a lot of time "on the road" and therefore have been using a laptop. As ppl may know, the number pad keys are a little awkward to get to on a laptop (usually needing a "function key" of some kind and a key in the middle of the keyboard some where. What would be nice is alternative keys for flying .... on the standard keyboard somewhere. I know that would have made my life somewhat easier over the past 6 months. Grims "Fly" ButtonsNov 16, 2000, 12:57pm
Awwww c.mon. Its obvious what the scroll lock key used for.
"Scroll Lock" is short for "Turn on/off Scroll Lock light on keyboard". Duh! lolol Grims [View Quote] mouselook should work in all three dimensions when flyingNov 16, 2000, 4:35pm
mouselook should work in all three dimensions when flyingNov 17, 2000, 8:02am
I like the gravity/non-gravity idea. Trying to maintain a fixed position in
"space" to overlook something (like your building) is a pain. Grims [View Quote] mouselook should work in all three dimensions when flyingNov 17, 2000, 8:03am
mouselook should work in all three dimensions when flyingNov 18, 2000, 7:03pm
Eep, I would imagine, from the name you make for yourself (no offense), that
hosting such a central "feature request" list on your site might not be the most productive (and I believe I've already shared my views on these "petitions". Isn't the reason for this NG to put forward new ideas? Just a thought. Grims [View Quote] mouselook should work in all three dimensions when flyingNov 18, 2000, 7:37pm
Looking at the size of some of these threads and the deviation from the
topics on a lot of them, is it any surprise? Grims [View Quote] mouselook should work in all three dimensions when flyingNov 19, 2000, 8:33am
But AW would have more clout with Criterion than us poor, insignificant
users. Perhaps it would be best to go through Roland somehow. My main point here is that I think there has to be a more effective and non-antagonistic manner of influencing future product updates than these flaming petitions. Grims. [View Quote] Re: The twittiest twit of them allNov 17, 2000, 7:44am
What would you suggest AW do to check whether an e-mail address is free?
They aren't going to keep track of EVERY e-mail host in the world are they? One of the ISPs I use is free (ex-call charges). Does that count? Grims [View Quote] Re: H-E-L-L-ONov 17, 2000, 8:07am
Since its a wishlist, Roland only really needs to read the posts. I think he
responds sometimes to discuss some items, but at the end of the day, one the idea has been put down in writing, there's no need to respond to them. Its just a suggestion box. I am sure Roland appreciates the input. He's not a child. Grims. [View Quote] Re: leavingNov 18, 2000, 7:08pm
upgrade dialog additionNov 21, 2000, 5:17pm
Unless I am missing something somewhere in the options and help files, an
option NOT to upgrade to a different major version would be nice (like where 2.2 keeps prompting to upgrade and it upgrades to the 3.0 beta. Just plain annoying that). Some indication of which version/build you would be upgrading to would be nice too. Grims [View Quote] avoid caching of local path objects/texturesDec 4, 2000, 8:54am
So effectively (for your own purposes anyway - if no-one visits your area)
you can add new objects that you (and anyone else you distribute the objects/textures to) can use even to AlphaWorld? Could be fun (!), but I can see that things may get a little out of hand if everyone who is just "playing" in AlphaWorld starts to do this. Breaks the concepts of what AW is really. Grims. [View Quote] A wishlist of important things...Dec 28, 2000, 11:18am
I think AW would need more of a commercially viable reason to rewrite their
core 3D handling code. Mirrors would fall into a "nice to have" category in my view and "nice to have"s with a high development/implementation risk to the product (i.e. large cost/small return) don't make a lot of sense. Also, I think its time to stop comparing AW with all the 3D multiplayer games on the market. The only substantial dynamic data these games have to handle is the activities of the other "characters" in the environment. Handling a situation where the environment itself is changing (as required by AW to allow people to build, etc.) is a TOTALLY different matter. If AW only provided fixed worlds to run around in and interact with then that would be a fairer comparison. However, AW provides a more true-to-life environment which can be manipulated in real-time by many users simultaneously and it is this that sets it aside from the others. AW is not a level-editor for a game engine and in no way can it be compared to one because of (at least) one fundamental difference. Level-editors are effectively compiler/optimisers for fixed environments and that is not what AW is. Maybe the infrastructure on which AW is based is reaching the end of its shelf-life (personally, I think the changes from v2.2 to v3.0 fell well short of qualifying as a major product release), and v4 should be a strategic redirection, but right now, with the split between the server-based and client-based processing being so client heavy, some things are just not practical. If mirrors were to be added to AW, then they should be true mirrors and not a compromise of any form. If that means redeveloping large chunks of the rendering code or even switching rendering engines, then you've just got to accept that its not going to happen until AW can show in a business plan that the costs involved would be recouped, with interest, over a fixed period of time. Making such a change WITHOUT that business plan in place would constitute negligent management. AW are not going to prosper by blindly pandering to the requests of the likes of us, most of whom pay an annual pittance to AW to dabble in their environment. Even world owners (who pay) don't provide much of AW's revenue - their focus is, quite rightly, elsewhere. Business makes the world go around ... not hobbyists. Anyone who cannot accept the service AW provide should vote with their feet and be done with it. Grims [View Quote] A wishlist of important things...Dec 29, 2000, 3:41pm
The main point I was making (perhaps poorly) was that the end result from a
level editor is a fixed environment ... basically a set of predefined rules which equates ONLY to a fixed, completed world in AW (replace this wall with this one when someone shoots it, crumble the floor when someone walks on it). What it cannot handle, as AW can, is the scenario where one "player" can be on the third floor of a castle when another "player" comes along and replaces it with a rose garden. This is where I see the fundamental difference to AW which is focussed as a real-time, muti-user, interactive environment. If it is used to create a world which is then baselined and published, then yes, a comparison can be made, but I don't see how the central supports of the AW "community" (basically AlphaWorld and other public building worlds) could still be provided in that case. I have to agree that there is a likelyhood of new, better alternatives overtaking AW, but then that's how things work in the world. Its inevitable that someone else WILL come along and steal (at least) some of AW's market share. Its how AWCI respond to that intrusion that will decide their fate. I doubt they are a big enough company right now to pre-empt it. Final comment ... I know I've expressed this opinion before and I'll try to make it the last time. What AWCI do and how they do it is their business. A little more recognition of citizens as "customers" would be nice, but at the end of the day, if they don't want to concentrate on placating existing customers, then they don't have to. If they want to run the company into the ground (which I am not saying they are doing by any means), then it is the shareholders they answer to, not the customers (us). When there's comparitive competition, then we'll see what happens. Grims [View Quote] A wishlist of important things...Jan 4, 2001, 6:53pm
Geesh ... here we go again ...
[View Quote] > Again, this is simply incorrect. AW can VERY easily allow such dynamic environments which include your so-called "fixed" environments of level editors. I believe, if you read this point properly, I say that a COMPLETED AW world EQUATES to a predefined gaming level - i.e. AW has a broader scope than that of the level editor. If the environment is "fixed" such as in gaming levels (quake, half-life, etc.), then the overall rules of that "level" are fixed and only certain, supported activities have any interactive effect. Creating a "level" for something like a game would be the same as building your world off-line and uploading it like a web-page. With AW, you create the environment whilst interacting with it ... big difference. > Why can't you? AW already DOES support its "community" while at the same time allowing people to create worlds. <shrug> See above. AW doesn't just allow the creation of worlds. AW allows the real-time maintenance of the worlds, whilst everyone is interacting with it .... a bit like having someone trying to play a quake level while you were still creating it. If you take this feature away, then you have a level editor, BUT this is clearly one of the core concepts of AW and therefore, public building wouldn't be possible. > Under Delaware Corporation Law, which AWCI is incorporated under, the shareholders have NO power over AWCI or its management. Please learn about things before commenting on them. "Answer to" does NOT mean power over the running of the company. By definition, a shareholder has the power to plummet the company into financial ruin and therefore AWCI has a basic responsibility to them. The corporation law covering a company is irrelevant to the effect of the shareholders actions. > You obviously don't pay attention to the gaming industry much. Perhaps you missed how popular Quake, Half-Life, and other games with level editors are. And with more and more multiuser online-only games coming in 2001, AW's so-called "market share" will be even more stressed. To my mind, there is no other product around at the moment that even comes close to what AW can offer. Multi-user, online games do not combine AW's ability for dynamic content (and lets get this straight ... dynamic meaning TOTALLY dynamic, not just a select few supported activities pre-coded into a "level" definition such as the destruction of a specific wall or a bridge) with the capability for mass usage and interaction. There is no comparison. Grims [View Quote] > The main point I was making (perhaps poorly) was that the end result from a > level editor is a fixed environment ... basically a set of predefined rules > which equates ONLY to a fixed, completed world in AW (replace this wall with > this one when someone shoots it, crumble the floor when someone walks on > it). What it cannot handle, as AW can, is the scenario where one "player" > can be on the third floor of a castle when another "player" comes along and > replaces it with a rose garden. This is where I see the fundamental > difference to AW which is focussed as a real-time, muti-user, interactive > environment. Again, this is simply incorrect. AW can VERY easily allow such dynamic environments which include your so-called "fixed" environments of level editors. > If it is used to create a world which is then baselined and published, then > yes, a comparison can be made, but I don't see how the central supports of > the AW "community" (basically AlphaWorld and other public building worlds) > could still be provided in that case. Why can't you? AW already DOES support its "community" while at the same time allowing people to create worlds. <shrug> > I have to agree that there is a likelyhood of new, better alternatives > overtaking AW, but then that's how things work in the world. Its inevitable > that someone else WILL come along and steal (at least) some of AW's market > share. Its how AWCI respond to that intrusion that will decide their fate. I > doubt they are a big enough company right now to pre-empt it. > > Final comment ... I know I've expressed this opinion before and I'll try to > make it the last time. What AWCI do and how they do it is their business. A > little more recognition of citizens as "customers" would be nice, but at the > end of the day, if they don't want to concentrate on placating existing > customers, then they don't have to. If they want to run the company into the > ground (which I am not saying they are doing by any means), then it is the > shareholders they answer to, not the customers (us). Under Delaware Corporation Law, which AWCI is incorporated under, the shareholders have NO power over AWCI or its management. Please learn about things before commenting on them. > When there's comparitive competition, then we'll see what happens. You obviously don't pay attention to the gaming industry much. Perhaps you missed how popular Quake, Half-Life, and other games with level editors are. And with more and more multiuser online-only games coming in 2001, AW's so-called "market share" will be even more stressed. A wishlist of important things...Jan 4, 2001, 7:27pm
Not the same thing at all. Games where you can "level a mountain just by
shooting at it" have that opportinity predefined within the level. AW places no such restrictions on the user, where they can build a mountain, delete it, replace it with a park bench, stick a pole in the middle of the park bench, build a house around the park bench and pole, delete the pole, etc. etc. etc. ... ad infinitum. As for games were you can build ... you can only build those things that are supported within the game and interaction with these "objects" is also restricted to what is supported within the game. AW provides an environment where there are very few rules, and therefore handles any activity in a generic manner. In the games you mention, the restrictions placed on the player represent the "fixed" aspects. You can only do what the game supports which falls well short of a user's capabilities in AW. It is hardly surprising that these games perform so much better than AW due to the assumptions and subsequent shortcuts that can be made within the processing BECAUSE of these restrictions. With the generic nature of AW's concept, everything must be handled in a "correct" manner ... and that takes processing power. Here's an example (of the point - don't take it too literally regarding AW). Imagine a ten-pin bowling alley. The rules are strict here - if the ball hits the pins at a certain point, from a certain direction, the fixed starting position of the pins can be relied upon and the after-effects of the strike can be rapidly rendered BECAUSE of this fact. Now imagine the same bowling alley in AW ... where the pins can be put anywhere. Each object (e.g. the ball, the pins, etc.) must be handled discretely and all the impacts individually calculated and rendered before moving on to the next point in time (e.g. frame) because there are no assumptions that can be made. There is a massive overhead in handling real-world, flexible environments where rules are few and far between compared to those where the bounds of interaction are so limited. Grims [View Quote] I've seen games where you could level a mountain just by shooting at it. I've seen games where you could build structures while playing, whole army bases, and shoot them to pieces. You can even play them multiplayer. And they all ran faster than AW. Now tell me how the "worlds" of those games are more fixed than those in AW? A wishlist of important things...Jan 5, 2001, 12:28pm
OK, I take your points, but I look on the two scenarios as different -
especially the "mission packs" point since this, to me, demonstrates my point. "Mission packs" are basically additional pre-defined scenarios that the game can run. They don't relate to going in to other worlds in AW, since the same abilities are available in other worlds as in the original. You can change them dynamically from from any location. I know exactly what I mean, but I seem to be having a problem articulating it ... sorry. I still see vast differences between the scope of AW and those of an environment tailored to specific environments (such as games with massive level definitions). In terms of my views on AW ... the concepts behind AW are so much more generic than anything else we have been discussing here. Sophistication isn't the point, its the capabilities that the product allows over the alternatives that set AW aside. The "rules" that AW applies to its worlds are far less restrictive than those in games. The two sets of rules are focussed on different subjects. As I was saying to Eep, in my view, the 3D game environment that people compare AW to equates to a completed and published world. With the lack of an ability to state/script specific actions within an object definition for AW to the extent that is afforded to games programmers who are writing a specific game, AW falls behind in functionality and interaction whilst still having to follow the same processing. BUT is not the key point I have been trying to make ... which was that level editors create predefined environments (and new/updated environments which manifest themselves as your "mission packs") for a game. These environments are interacted with by the game itself ... but NOT while the level is being built. That is the focus of the game concept ... there's always a theme and a set of rules which relate to that theme, whereas AW is an attempt at a kind of "global interaction". I basically see no comparison because there is no theme defined for AW at all - no related rules/assumption. What games don't have to worry about is someone coming along and unexpectedly MOVING the walls of the U-Boat you're navigating. If they move because someone has pressed a button, then there is specific code to make the walls move in which is then executed within each of the instances of the game to which it is relevant. AW allows much, much, much lower-level activities than that. AW is aimed at mimicing the core activities within a "virtual world", not the instigation of predefined action. The bowling example was meant as an example for the point, not AW. AW's infrastructure doesn't allow such scenarios to be created efficiently ... (even bots wouldn't be able to perform that kind of task and keep the effect realistic to all client's). The Carmageddon II reference you made forced me to think a bit more (thanks for that!!), but I still came up with the same basic thoughts. The car is an object and it therefore a set a rules that define how it interacts with things such as how it deforms when hit (although I would imagine that the basic shape of the car isn't actually effected in terms of the object itself rather than just how it looks) and the rest is just a change of velocity that is then handled by the game. AW doesn't deal with specifics - all activity is handled in a generic way but you can't describe an object to the extent that a real-world needs. AW is the very, very, very, very, very, very, very, very, poor cousin of the "Thirteenth Floor" environment - modelling a world and not a scenario. Thinking about it though ... is the AW performance really that bad? v3.0 flies on my machine (PIII 500, 128MB, Voodoo 3 3000). The restriction is this pathetic dialup I have here. Bet there wouldn't be half the compaints about it if they had a "full screen" mode rather than windowed. Interesting discussion, but I think we're going to have to agree to disagree. Shame no-one else wants to join in. Grims. [View Quote] |