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ananas // User Search
ananas // User Search
Apr 18, 2003, 10:44am
Custom ressources would help you too, you could have one
green ball for all open worlds, all ratings the same, and
one red ball for all not public ones.
And we could fix the icons on the build box buttons too.
[View Quote]the joker ss wrote:
>
> what about ppl like me who dont care about ratings and just want wolrds ot
> be red or green depending they are open or not , there should be a "retro"
> option for those things
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Apr 18, 2003, 5:58pm
The idea was to put this kind of patching on a legal base
with an external ressource DLL that you are allowed to alter.
[View Quote]the joker ss wrote:
>
> was thinking about that also , but would the crc check mess up ? not sure ,
> i dont want another mail from bill
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Apr 19, 2003, 8:19pm
you could check the atdump
[View Quote]brock wrote:
>
> I wish we were able to see what a world's rating is from the world server :)
>
> --
> Brock - 308723 - DE Leader
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Apr 20, 2003, 8:03am
Do you host on Unix?
The following will work without stopping the world server.
This lists all world names with their ratings :
cp attrib.dat /tmp
cp attrib.idx /tmp
cd /tmp
atdump|grep '^[0-9]\+ \(0\)\|\(24\) '
A similar version might work on Windoze too, I haven't tried.
Microsoft's "findstr" command is messy so you will need a
proper grep command, BorlandC comes with one I think.
[View Quote]brock wrote:
>
> Yes but i'd like to have the information right on hand.
>
> --
> Brock - 308723 - DE Leader
> "ananas" <vha at oct31.de> wrote in message news:3EA1BD50.326E0738 at oct31.de...
> server :)
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Apr 20, 2003, 10:34am
In the browser it is way more important even
[View Quote]defiance wrote:
>
> AND in the AW browser.
>
> "brock" <Brock at my.activeworlds.com> wrote in message
> news:3ea21f2a$1 at server1.Activeworlds.com...
> world
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Apr 24, 2003, 4:01am
There was a similar idea that I like better just a bit above,
posted by Tomilius
Subject: Speed up the browser/world server
news://news.activeworlds.com/3e9c8b5c%241%40server1.Activeworlds.com
[View Quote]bastillion wrote:
>
> I don't know how this could be incorporated, but I was thinking about Cell
> Space usage...
>
> What if we could use shortcuts in the command line instead of completely
> typing out the command?
>
> create color = cc
> create texture = ct
> create sound = csound
> create sign = csign
> create solid = csolid
> create name = cname
> create noise = cnoise
>
> Or, even finding a character that could be used in place of "create" ?
>
> I know it doesn't seem like it could save that much space, but you'd be
> amazed how many times
> I have created a "control rod" (using create name) to be able to use the
> same texture on various
> objects in one area and it actually helped me save space!
>
> Just a thought to possible get some ideas going?
>
> Bastillion
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Apr 29, 2003, 4:34am
Not exactly the same.
The tokenizing would take effect when the properties
are stored and expanded when you right-click a model.
It's the same method that VIC20, ZX80, Clipper and
older VB "compilers" used to speed up intepretation.
It replaces each keyword with a unique 1-byte token
that can be interpreted very quick at runtime.
Of course it would limit the keyword set to 255 commands
and 255 triggers - but with the current growth rate of
commands/triggers it will be sufficient for some time :)
It would even be helpful if one day someone would decide
to add a newbie mode with QBE for the action field.
Your wish is more an expert mode for the action field
representation that speeds up input of triggers/commands.
Both ideas would go very well together as just the array
with the text representation for each token would have to
be switched. Even "foreign" language command sets would
work. The tokens stay the same, the text representation
is customizable.
[View Quote]technozeus wrote:
>
> Yep. Tokenizing the commands is an old idea, and a good one in my opinion. As for shortening them in text form, I suggested a long time ago that a system of bbreviation could be supported which would use the period character as a delimiter, and also that either the "create" trigger could be assumed when no trigger is given or the format of following a command name by a colon such as used to work with certain commands in older versions of AW could be supported on all commands.
>
> Examples...
>
> This example uses the implied create trigger...
> activate sign "clicked"; sign "click here."
>
> This example uses period delimited abbreviations...
> c. co. red
>
> This example uses the appended colon command syntax...
> sound: forest1
>
> For more information, see my November 23, 2002 post entitled "Ancient Wishes" news:3ddfffdd$1 at server1.Activeworlds.com
>
> Here are some examples given in my Ancient Wishes" post...
> c. Mu. 0 seed plant tree bigtree time=10
> a. Mu. 1 chair time=60 name=object1, Mu. 100 onlight offlight time=1 name=object2
> b. Tel. 30N 40W +1.2A +180
> a. Tel. 3139N 106E +0; b. W. +0 +0 2.5A +180
> c. Sc. 2 1 .5 time=50
> b. Ac. +2S -1E
>
> TechnoZeus
>
> "ananas" <vha at oct31.de> wrote in message news:3EA77DC5.1612AC4C at oct31.de...
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Apr 30, 2003, 4:34am
Tokens => internal representation
Shortcuts => what you see in the build box
It's just a matter of separating function and design.
Btw.: Your posts are hard to read, as you do not
structure your text but :-/
[View Quote]technozeus wrote:
>
> It would appear you misread my statement. I said "...Tokenizing the commands is an old idea, and a good one in my opinion. As for shortening them in text form..." which it would seem either I didn't state clearly enough or you didn't read carefully enough... or both. :) I think it's a side effect of me writing so thoroughly that people end up skimming my posts. Hehe.
>
> Actually, there's no reason why a two byte token system couldn't be used. That would allow the first byte to categorize the second byte, so that it would even be possible to distinguish between older and newer versions of the same command if a command's function changes drastically, such as what happened to the animate command back when Active World 3.0 came out. For now, it would make sense to simply have the first byte indicate whether the second byte should be expanded into a trigger, a command, or a parameter keyword such as "mask" or perhaps a value keyword such as "off" which would allow up to 256 possible in each category plus the option to add more than that through the simple addition of a category such as "additional commands" if necessary at some point in the future.
>
> "ananas" <vha at oct31.de> wrote in message news:3EAE1CDE.EB827872 at oct31.de...
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Apr 24, 2003, 4:18am
You're worse than Bill Gates *g
Forget this nonsense
[View Quote]
Apr 24, 2003, 4:34am
.... and it is good that it does.
Applications with a large cache like AW have to be moveable.
[View Quote]tony m wrote:
>
> On 23 Apr 2003 17:43:13 -0400, "ryan" <ryan_jacob at hotmail.com> wrote:
>
>
> It does work.
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Apr 24, 2003, 8:15pm
Have you tried my shell script solution for the world rating
on the world server?
[View Quote]brock wrote:
>
> What I wish for is summed up here:
> Ability to see if world is tourist enabled, and the world rating in the
> World Server.
> Ability to see if world is tourist enabled in the browser.
>
> --
> Brock - 308723 - DE Leader
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Apr 28, 2003, 4:07pm
I like the idea but it would need to have the same timeout that
the joiner has (no response from ...), in case you missed a
join while beeing AFK.
[View Quote]strike rapier wrote:
>
> that lights up when you have a join pending, so you wont say 'y' in public
> if you dont mean to.
>
> - Mark
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Apr 26, 2003, 6:46pm
Not really needed, I think this works as well :
# create a 0 byte file
touch dummy
# make an elevdump from this
elevdump < dummy
[View Quote]john wrote:
>
> Dion: keep a elevdump of flat terrain :-)
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Apr 27, 2003, 6:02am
Maybe the world admin tool works different from the unix
command line program. You could try the Windows command
line program, maybe it works like the Unix one.
[View Quote]dion wrote:
>
> huh?
>
> I tried to save an elevdump when my terrain was flat and I think it just
> ended up as a 0-byte file or something.
>
> When I tried to load it, it said something about no nodes or whatever...
> *shrug*
>
> -Dion
>
> "ananas" <vha at oct31.de> wrote in message news:3EAAF014.A1EBB628 at oct31.de...
> Not really needed, I think this works as well :
>
> # create a 0 byte file
> touch dummy
> # make an elevdump from this
> elevdump < dummy
>
> john wrote:
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Apr 27, 2003, 6:07am
hm, I guess it would even work to just move the
two files elev.dat/elev.idx away.
[View Quote]dion wrote:
>
> huh?
>
> I tried to save an elevdump when my terrain was flat and I think it just
> ended up as a 0-byte file or something.
>
> When I tried to load it, it said something about no nodes or whatever...
> *shrug*
>
> -Dion
>
> "ananas" <vha at oct31.de> wrote in message news:3EAAF014.A1EBB628 at oct31.de...
> Not really needed, I think this works as well :
>
> # create a 0 byte file
> touch dummy
> # make an elevdump from this
> elevdump < dummy
>
> john wrote:
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Apr 27, 2003, 9:33am
duh, of course, I didn't think about that
[View Quote]tengel wrote:
>
> yes, that will erase the terrain, but not only in that world you will like
> to erase the terrain in, but in all world you have in same AWS. If you have
> more then one world in it.
>
> Tengel
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Apr 28, 2003, 4:04pm
There's only one elev.dat/elev.idx and deleting those will
erase the terrains of all worlds.
The elevdump command produces only one output, that you
can filter through grep of course in order to split it.
But so there's only one elevdump for each world server.
The admin tool is not a database tool, it is more like a
bot and those can produce separate dumps.
[View Quote]swe wrote:
>
> emm, every world has a seperate elev dump...
>
> "ananas" <vha at oct31.de> wrote in message news:3EABBFE8.C35F6AEA at oct31.de...
> like
> have
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Apr 29, 2003, 3:28pm
You must have checked the browser cache but
the problem occured on the world server.
[View Quote]swe wrote:
>
> actually, theres one in every world folder, i just checked, and each is a
> diffrent size. you wouldnt happen to be using 3.3 would you? cuz maybe its
> diffrent in that, i dunno.
>
> -SWE Wu.
>
> "ananas" <vha at oct31.de> wrote in message news:3EAD6D29.3386D8EE at oct31.de...
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Apr 29, 2003, 4:44am
Having all people on top who are online, then those
who are AFK, then those who hide the status and then
those without any icon. Secondary sort should be by
name.
Optional a filter to see only online and AFK citizens.
Apr 29, 2003, 7:11pm
I think hiding the online status is over-used. Why do
people go to a chat system just in order to hide there?
Especially the "hide" setting in the citizen options is
used way too much - often people are quite surprised
that they are hiding - it isn't clear to them that they
hide from everyone else and wonder why they do not meet
their friends anymore.
Some seem to think that the "hide" option does not affect
people they have on their contact list.
There should be an option to hide the own online status
for people who hide theirs. And there should be a warning
message that explains exactly what happens when someone
puts a checkmark into the "hide" option.
May 19, 2003, 4:46pm
The privacy options are nice to have some privacy for a while if
you get 80 grams within an hour and want to talk to your friends
instead of answering telegrams for some time.
But there are people who always hide and are surprised when you
tell them why they cannot see _your_ online status anymore.
Just yesterday a good friend suddenly had a question mark by his
name and when I told him that, he even thought it was a bug in
the browser. I'm sure it was not the browser, he just played with
the settings and set this checkmark by mistake.
[View Quote]technozeus wrote:
>
> Not meaning to say whether I think it's good or bad, but simply an answer to your question... You asked "Why do people go to a chat system just in order to hide there?" The answer, at least in the case of Active Worlds, is that it's not a chat program. It's a program with chat features. The distinction is that there is more to do in Active Worlds than just chat, and more options for socialization available than simply talking with anyone about anything.
>
> Yes, I agree that there should be additional options such as to only hide your online status from people who's on-line status it already hidden from you, or to only hide your on-line status from people who are not on your contact list, but there will always be people who will use such features in a way that fails to make sense to some other people. In fact, it's interesting to note that when the hide online status feature was added, a lot of the same people who had asked for it, begged for it, or even demanded it, ended up complaining that it was over-used.
>
> TechnoZeus
>
> "ananas" <vha at oct31.de> wrote in message news:3EAEEA5B.913EA604 at oct31.de...
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May 2, 2003, 7:11pm
????
It is a world feature that a bot should be able to modify.
Not in colors though.
[View Quote]dion wrote:
>
> I want that ability to be a world feature so that my bot can create one
> that's a bit more colorful and use variables and such for games.
>
> Thanks,
> -Dion
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May 10, 2003, 4:52pm
This bug has been reported to the Beta newsgroup
[View Quote]calhoun wrote:
>
> when you reset your world, or modify terrain if you go somewhere else and
> come back it isnt there; Active Worlds isnt overriding elev files for them
> to reload terrain on every world stop and you have to dump your cache, there
> should be a Load Terrain Button that reloads terrain over existing elev
> files
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May 12, 2003, 4:06pm
Might make sense to create a not repeating ground object,
if you built it with a few low-poly elements.
At least as long as no large-distance objects are implemented.
[View Quote]andras wrote:
>
> pineriver wrote:
>
>
> And you reason for it? ....
> That would create HUGE object which is not good :)
>
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
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May 20, 2003, 4:00pm
Afaik. Renderware has no raytracing capabilities
[View Quote]calhoun wrote:
>
> yeah we do need this command, i've seen it done in 3 games and 2 programs
> like AW..
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3ec9b4f9 at server1.Activeworlds.com...
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May 26, 2003, 5:11am
You can use it for testing objects, avatars and gestures,
together with a local object path.
I don't think it requires too much additional coding to keep
it and it doesn't slow down the browser so why drop it?
[View Quote]dlp anne wrote:
>
> What is it for anyway, you can do anything but move to cached areas and if
> you build it's not saved.
> The only thing I can think of is to use this mode as a off line presentation
> type thing.
> I was thinking it might also be used for diagnostic purposes but then I
> though maybe not cause you don't have the universe server acting on it.
>
> If this mode has no real purpose couldn't it just be removed?
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May 27, 2003, 5:15pm
I used up to 3 action-applied textures on one model in this one :
http://oct31.de/aw/myobj/sbwalls!.zip
maybe you can use it as a sample for your own models.
The info.TXT in the ZIP explains how to use it inworld.
[View Quote]scuz wrote:
>
> Ability to use more then 1 texture somthing tag=.
> right now if u do more then 1 it will make the first one white
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May 30, 2003, 4:40am
The text output at the end of a awreg2prop run should help the
configuration :)
[View Quote]dlp anne wrote:
>
> ...
>
> Note: this one takes some time to configure it just the way you want it, you
> may end up reconfiguring it and reloading the object yard a few times.
> http://oct31.de/aw/awreg2prop/index.html
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Jul 20, 2003, 5:53pm
PNG is not ideal with a high color count, just for up to
256 colors, lossless PNG is really small.
[View Quote]kah wrote:
> "sw comit" <swcomit at swcity.net> wrote in
> news:3f00da84 at server1.Activeworlds.com:
>
>
>
>
> I know this post is 20 days old, but what the heck:
>
> PNG is *far* superior to JPEG. It provides lossless compression that works
> well (there is hardly any loss in image quality and the filesize is tiny),
> in addition to a bunch of other format features. I think it's the US Army's
> format of choice when dealing with images that have to be losslessly
> compressed, and if you ask me, that's a serious vote of confidence.
>
> KAH
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Jun 28, 2003, 2:59pm
[View Quote]crazy pills wrote:
> ...
>
> examples;
> activate/bump/create text source=(whisper or chat) text="text would go here"
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Nice idea, even broadcast (with "special" rights) would make sense
in some worlds
> and that would make an object clicked on either whisper or announce chat. so
> you could bump it and have it or have it auto announce when it enters view.
> etc..yes i know it can be done with bots but what about tourist..or what
> about people who dont have biot room or dont want bots..
>
> ...
>
> if you dotn like it dont comment
Weird idea, send it to AW if you don't like it discussed here.
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