|
strike rapier // User Search
strike rapier // User Search
Sep 22, 2003, 3:18pm
Egh... if you want I could throw the source code at you instead...
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f6e4296 at server1.Activeworlds.com...
> Please stop throwing lines of code and megabytes of program size in my
face.
>
> I am the customer here, and I don't like having to spend more time than I
> have to to make full and efficient use of the product I'm paying for.
>
> Give me real features.. not time consuming workarounds. I don't care how
> much code needs to be written or how much bigger the program gets. I
> will save the time and bandwidth over and over again if the features help
> make working with AW more efficient.
|
Sep 22, 2003, 9:03pm
Im saying, its hard to do... its not as simple as people think. I dare say,
eventually, it will be put in... but things do get put in a queue, and at
the moment its behind 5.0....
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f6f4d37$1 at server1.Activeworlds.com...
> You throwing the source at me would not change what I wish for.
>
> No more than citing megabytes of code size, or hours of programming
> effort does.
>
> I wish for what I stated, and I still do. I will eat the megabyte on my
hard
> drive for the bigger browser.
|
Sep 24, 2003, 3:15pm
I did (try) talking with a few AWI'ers about this a month or 2 back...
nothing really happened. Would be nice though.
- Mark
[View Quote]"anduin" <news at goreanscribe.com> wrote in message
news:3f715fc3 at server1.Activeworlds.com...
> Hello All,
>
> I wouldn't mind seeing AW provide some Fan Site materials on their pages.
> Such as banner graphics, screenshots etc all in a zip file for fans to use
> and create their own AW website with.
>
> --
> Anduin
> - GoreanScribe - The Ultimate Gorean Resource
(http://www.goreanscribe.com)
> - GorHost - Cheap & Reliable Hosting for Goreans (http://www.gorhost.com)
>
>
|
Oct 5, 2003, 7:18am
Already confirmed on the 4.0 features list I believe... just about 100 times
more advanced than what your thinking...?
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f7f071d$1 at server1.Activeworlds.com...
> it would be nice to have something like a HUD for avatars.
>
> It could be an optional additional line or two in the avatars.dat file.
>
> If provided, it would name a texture and a mask with an update= type
update
> rate for fetching new images.
>
> Avatars that have a specific tag would have this texture mapped to them.
If
> you are using first person view, and if you have HUD enabled in your
> settings, this texture would be painted full window size in the
foreground.
> Perhaps there are two textures named.. one that other people see (and you
> see in third person view), and another that only you see from first person
> view.
>
> This would be useful even if the images were static. You could use it to
> 'clone' avatars and give them different textures within limitations
without
> having to create a copy of the avatar model as well.
>
> Where it would really be useful is in conjunction with object server
> applications that could provide dynamic information in a game style heads
up
> view.
>
> Perhaps the SDK could also have a method added to allow bots to change the
> image.
>
>
|
Oct 8, 2003, 4:33pm
Wow you really do need to take a rest from thinking these advanced ideas
up...
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f84406d$1 at server1.Activeworlds.com...
> A new field associated with the ground object where you can put a command.
>
> Among other things, this would allow you to 'create picture blah
update=30'
> so that you could embed surfaces with picture tags inside your ground
model
> and change them dynamically.
>
>
|
Oct 8, 2003, 8:10pm
All of this could be done via a browser-side plugin... hint hint 9 9 9 ;)
- Mark
[View Quote]"crazy pills" <chris101d at comcast.net> wrote in message
news:3f846a21$1 at server1.Activeworlds.com...
> Ok dont hate me, but i got this sort of got this idea from "The sims" when
> you click an object it should have a menu as a command
>
>
> Activate menu choice1="1" choice2="2" choice3="3"
> activate1 move 1 0 1 time=2
> activate2 rotate 6 time=1
> activate3 picture picture.jpg
>
>
> something like that
>
> i think itd be really neat then you could have like if i click a tv i can
> have like 10 channels on it and it chanegs it.
>
> itd be REALLY neat
>
>
|
Oct 9, 2003, 3:23pm
Ermm... why bother... a DLL running client-side could steal your password in
microseconds...
- Mark
[View Quote]"john" <john at 3d-reality.com> wrote in message
news:3f849e2e at server1.Activeworlds.com...
> Theoretically, plug-ins, specially browser-side, could be used for
stealling
> cit passwords etc.... if it was built into browser, no possibilities :-P
>
> ~John
|
Oct 10, 2003, 4:00pm
No.... a decent DLL would be able to steal your pass in microseconds... It
dosent even have to access AW.
- Mark
[View Quote]"binarybud" <leo at realPANTStourvision.com> wrote in message
news:3f85c134$1 at server1.Activeworlds.com...
> Not if your(as a developer) forced to "pre-register" your plug-in with
AWI, before it will run with the browser.
> It could be done securely....no problem.
|
Oct 15, 2003, 5:13pm
'Hola, Me nombre es Mark k dude?'
- Mark
[View Quote]"c p" <chris101d at comcast.net> wrote in message
news:3f8d9ba3$1 at server1.Activeworlds.com...
> if its slang it leaves it the same
|
Oct 15, 2003, 7:28pm
Your latter point would be more accurate to what it is...
[View Quote]"c p" <chris101d at comcast.net> wrote:
|
> or something
Oct 22, 2003, 4:33pm
Would take up royal s**tloads of processing power server side checking each
time, or changing db's depending on sets etc...
But Andras' idea is great... why not allow a bit mask for the attributes to
recieve...
8 bytes should sort it?
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f958c0b$1 at server1.Activeworlds.com...
> How about a new event then that only fires for objects you specifically
> ask for it on.
>
> They only send for objects with a name= on them or along the lines of
> that in my other post. 'create botevent send="keyboard_1"'. Default it
> to not send a bot event.
>
> I grant you that some worlds would have heavy click traffic. I'm surprised
> it's that high in some worlds, but I believe it could be for a global mode
> bot in a very big world.
>
> Your suggestion of an event mask or something so you could ask for only
> what you're interested in would help a lot.
>
> Any mechanism that could provide better info on specifically what it was
> you clicked on would be a great help for doing complex bots using a simple
> app.
|
Oct 22, 2003, 7:25pm
There is the single biggest problem you face...
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f96f220$1 at server1.Activeworlds.com...
(being
> a lazy programmer things that save time make me very happy).
|
Oct 21, 2003, 4:08pm
Alternativly... you could bother to make the code yourself! Lazy person...
- Mark
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f956f53 at server1.Activeworlds.com...
> If an object has a name, it would be useful to have the name returned as
> an attribute of the click event.
>
> i.e. "create name info_booth"
> "create name info_booth"
> "create name info_booth"
> ..
>
> would let you put 'info_booth' around and not care which one was being
> used. They could even all use a different model as long as they share the
> same name.
>
> If you care which one is being used, give it a different name. Then you
> have a quick way to identify what object was clicked without having
> to enumerate all of the objects in the world.
>
> In conjunction with knowing the polygon tags as per the previous
> post, this would allow very simple and powerful object oriented
> event systems to be made that would be decoupled from the actual
> layout, objects, etc. within a given world.
>
> Using the 101 key keyboard example:
>
> create name terminal1
> create name terminal2
>
> on two different instances of the same 101 key keyboard model,
> and the bot just has to harvest keystrokes from these two objects
> without having to do a full query of all the objects.
>
>
|
Oct 21, 2003, 4:10pm
Codewarrior, this is the police, step away from the SDK or we will be forced
to shoot...
Oct 22, 2003, 4:33pm
<Joke Continued Further>
*h4x0r h4x0r h4x0r...* Gahhh where did I put those proxy RC's!!!
</Joke Continued Futher>
Oct 31, 2003, 1:09am
We have yet to actually get confirmation on what the hell happens... its
under discussion in the Beta NG as we speak... multiple ideas, waiting for
Grimm..
- Mark
[View Quote]"john" <johnf at 3d-reality.com> wrote in message
news:3fa19c1a at server1.Activeworlds.com...
> Maybe in 3.5 a propper object change command is needed... lol
>
> ~John
|
Oct 31, 2003, 3:16pm
Thats what we were thinking.. but the SDK documentation says differently...
- Mark R
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:3fa1eb36$1 at server1.Activeworlds.com...
> A new object is added, if the RC is 0, then it deletes the original (old)
> object. This is all fine and dandy until you run out of cell space.
>
> -Joe
|
Nov 1, 2003, 10:32am
I think running multipath on you files on IIS works....
]
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3fa30da1$1 at server1.Activeworlds.com...
> It would be cool if the local path feature allowed for a
> 'default' search path in addition to the specific per-world
> mechanism it uses now.
>
> Currently, you have to manually set up a directory tree that
> contains the name of your domain server and any subfolders
> you may need in the URL (mangled of course).
>
> Then you need to populate that folder with another copy of
> the megapath, or as I mentioned in another post, you can create
> a shortcut to the same megapath from multiple places, but you
> have to do this manually, and it's a little ugly for the average person
> to figure out a pathname after the fact from a cache folder entry
> and go set it all up. By then you've already wasted the bandwidth
> anyway.
>
> It would be useful if you could tell the feature to *always*
> consult a specific folder on your local machine regardless of
> the domain you were attempting to access, in addition to doing
> what it does now (a per world mapping). This would allow
> people to dump a copy of the megapath locally onto their hard
> drives, and surf a great many worlds without having to download
> a single 'stock' object.
>
> Enabling this feature dramatically reduces bandwidth consumption
> even if you just spend a lot of time working in your own world.
>
> People who fiddle with stock objects without changing the names
> shouldn't do that anyway :-)
>
>
|
Nov 1, 2003, 5:16pm
So why did you ask...?
- Mark
[View Quote]"bowen" <ten.sardna at newob> wrote in message
news:3fa3ec29$1 at server1.Activeworlds.com...
> strike rapier wrote:
>
> Why would IIS be your first choice? Right, I forgot, nevermind.
>
> --
> --Bowen--
> http://bowen.homelinux.com
> Give me ideas.
>
|
Nov 1, 2003, 7:23pm
Although there is a capability for it, most other bots etc don't use PS to
determin if a text is PS....
- Mark R
[View Quote]"c p" <chris101d at comcast.net> wrote in message
news:3fa428e9$1 at server1.Activeworlds.com...
> there should be a thing next to th chat window, so if u got on a pwp for
ps
> you could clic ka check box on or of to have ps, and stuff if u had it, or
> even if ur cit num had it
>
>
|
Nov 2, 2003, 2:17pm
I did... bots rip if a persons chat is PS from the world rights list, so
they can say that that session has PS regardless of if they have spoken yet.
- Mark R
[View Quote]"c p" <chris101d at comcast.net> wrote in message
news:3fa52c90 at server1.Activeworlds.com...
> Who said ANYTHING about bots?
>
> this is for users, right next to the chat entry window, it wouldnt be the
> hardest thing, and would help alot.
|
Nov 2, 2003, 6:50pm
No it wouldent... bumbs don't work with shift... Only way to do that
currently is using bots and a lot of polygon equations.
- Mark
[View Quote]"john" <johnf at 3d-reality.com> wrote in message
news:3fa57a27 at server1.Activeworlds.com...
> If this was added.... it would make finding out if people enter buildings
if
> shift was off..etc :-o
>
> ~John
|
Nov 2, 2003, 9:04pm
I now agree to that... and I've ported a huge Intranet DB system from ASP to
PHP and PHP is absolutly brilliant! MySQL and PHP are cool in combination.
- Mark
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:3fa5995d$1 at server1.Activeworlds.com...
> ASP is bad, its the same as VB. PHP can do so much more, and its
> cross-platform.
>
> -Joe
|
Nov 8, 2003, 4:20pm
No... it won't.
- Mark
[View Quote]"jacob the m hero" <Jacob2000caca at yahoo.ca> wrote in message
news:3fac3376 at server1.Activeworlds.com...
> Yep! that is good Idea! it will be post on Active worlds 3.5 Build 521
|
Nov 7, 2003, 4:52pm
Give AWI Source code? Ha... haha... hahahahaha
- Mark
[View Quote]"john" <johnf at 3d-reality.com> wrote in message
news:3fabc061 at server1.Activeworlds.com...
> Maybe somebody could make one, send the source code to AW and AW compile &
> release so that everyone knows its OK
>
> ~John
|
Nov 7, 2003, 5:46pm
Or... get someone to do automatic backups and propdumps...
imatowns.com
virtuallylearning.com
etc etc etc
- Mark R
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3fabefe6$1 at server1.Activeworlds.com...
> The 'world admin' utility is an SDK app I think. It just has too much
stuff
> in it for most new world owners.
>
> I suggested this because getting a new world can be a bit overwhelming.
> There are a lot of different 'pieces' you need to all work together. It
> would
> take most people a while before they got around to locating a bot.
>
> If AW just supplied one, they would be introduced to that stuff right
away,
> and with a simple bot it would be an easy learning curve.
>
> "john" <johnf at 3d-reality.com> wrote in message
> news:3fabedce$1 at server1.Activeworlds.com...
>
>
|
Nov 13, 2003, 9:58pm
No plans for client side plugins :(
- MR
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3fb3f1ae at server1.Activeworlds.com...
> There is no need for any kind of server to be involved in putting
> up a chat message based on an event initiated by the user (like
> a create, a bump or an activate). I didn't mean to imply that
> everyone in the world would see it. I only wanted the person
> triggering the action to see it.
>
> It does suggest an additional option though that would allow it
> to either be broadcast to everyone, or only the person who caused
> the action.
|
Nov 15, 2003, 6:27pm
With clearly no experience at modeling?
- MR
[View Quote]".vamp." <bluehampster at blueyonder.co.uk> wrote in message
news:3fb688e6$1 at server1.Activeworlds.com...
> OI! were only human
|
Nov 19, 2003, 5:02pm
True.
[View Quote]"kf" <none at junk.mail> wrote in message news:3FBB4302.41BB at junk.mail...
> IMO such a concept will be added with V 4.0
|
Nov 30, 2003, 1:43pm
This is already semi done... while not completly capable until 3.4's system
comes out, things such as my chat areas work... just waiting for the plugin
server.
- MR
[View Quote]"c p" <chris101d at comcast.net> wrote in message
news:3fc8fb48$1 at server1.Activeworlds.com...
> we have universes, galaxies, worlds, why not countries, maybe subworlds, i
> dont know but itd be neat. maybe like you could seperate a part of a
world.
>
>
|
|