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strike rapier // User Search
strike rapier // User Search
Nov 23, 2002, 7:02pm
I personally hate it when people do this, usually tell em to p_ss off if they keep doing it repeatedly...
- Mark
[View Quote]"stecloud" <stecloud at fsmail.net> wrote in message news:3ddfec7f at server1.Activeworlds.com...
> My advise to The Game Master would be, get some more people into your world,
> maybe by going to GZs and telling them about it.
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Nov 23, 2002, 7:22pm
Noo, I wanted him to shut up for a while and give it a rest, and not to post about cash / material prizes... and I posted it 1 day before this 1! :P)
- Mark
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3ddff10b$1 at server1.Activeworlds.com...
> Yes, well, that was before he started posting something every few days. You
> also wanted him to stop completely, if I understand correctly. :P
>
> Chris
>
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
> news:3ddfaf8c$1 at server1.Activeworlds.com...
> news:3ddeed46 at server1.Activeworlds.com...
> in
>
>
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Nov 23, 2002, 11:10pm
Yeah but we are just showing that there is opistion for it when Flagg investigates.
- Me
[View Quote]"mod" <mod at darkbirdie.com> wrote in message news:3de02263$1 at server1.Activeworlds.com...
> Do you guys realize that starting posts to stop the advertisements, every
> time there is one, is just as bad, actually worse than advertising
> themselves. Just live with it, any posts by the game master, just filter,
> this was a completely useless thread...
>
> Will they ever learn?
> -Mod
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Nov 24, 2002, 1:04am
Please dont fret about the 4 or so posts everyone :) Ive just explained how to set it up to her, its still a lil buggy.
- Mark
Nov 26, 2002, 7:36pm
So maybe now would be a good time to whip up a UniServer bot or even easier, the write access list to the Beta newsgroup, search though and eliminate those from Beta who are...
a) Just not posting
b) Have asked to be taken off
c) Are pains in the back side *gulp*
- Mark
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message news:3de3b1e0$1 at server1.Activeworlds.com...
> Heh, you wouldn't be able to count the number of people I shouldn't have put
> into the beta... I thought we were real close to a stable release ":)
>
> Oh well
>
>
> E
>
>
>
> "mod" <mod at darkbirdie.com> wrote in message
> news:3de2cf06 at server1.Activeworlds.com...
> people
> not
> people
> and
> them
> see
> could
>
>
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Nov 28, 2002, 4:51pm
You seriously need to reconsider your views on people coming from worlds directly effecting a persons posting habits (unless its AWTeen spam from 1 of the core). I thought you had more honour than that.
- Mark
[View Quote]"goober king" <gooberking at utn.cjb.net> wrote:
Something not very entertaining...
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Nov 28, 2002, 7:47pm
So basicly ur promoting were immature in every post you now make? :P
- Mark
"brant" <awteen at shoemakervillage.org> wrote
> "Brant - Former Caretaker of AWTeen, he's apparently decided to trade the
> hassle of dealing with immature teens to dealing with immature posters
> in the NGs. Sounds to me like he got ripped off on that trade."
..
..
..
..
..
..
..
Joking of course
Nov 30, 2002, 11:22pm
Ohhhh a live raffle! Hey Ste why dont we have any of those?
- Mark
aw_say avatars.item(int(rnd*10)).session + " " + " has won the raffle! whoopy do"
[View Quote]"the game master" <the_foundation at sprynet.com> wrote in message news:3de95d72 at server1.Activeworlds.com...
> We would like to thank all of those who turned out for our live raffle
> today. Many unique items were won, and everyone seemed to have a great
> time.
>
> We look forward to future raffles to be held at the-game world.
> Congratulations to our winners!
>
>
>
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Dec 1, 2002, 10:28am
Yes ive visited.
- Mark
COB?
[View Quote]"goober king" <gooberking at utn.cjb.net> wrote in message news:3DE99292.4070408 at utn.cjb.net...
> Strike, for the love of COB, until you've actually visited The Game and
> seen it in action, shut your hole! You have no right to belittle
> something you know nothing about, so perhaps you should educate yourself
> before spouting off here.
>
> strike rapier wrote:
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Dec 1, 2002, 11:54am
Thats what I thought but I fail to see the relevance....
- Mark
"ncc 71854" <NCC-71854 at USS-Venture.Starfleet.UFP> wrote
> As in Truespace object?
Dec 1, 2002, 3:03pm
Yes.. but why not just use God not COB? Heh
- Mark
[View Quote]"maki" <maki at awmaki.com> wrote in message news:3dea3fb0$1 at server1.Activeworlds.com...
> Oh for the love of god>Oh for the love of COB
>
> awmaki.com
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
> news:3dea148c at server1.Activeworlds.com...
>
>
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Dec 1, 2002, 4:23pm
I sometimes use "Of for the love of C++"
- Mark
"ncc 71854" <NCC-71854 at USS-Venture.Starfleet.UFP> wrote
> RWX is more AW-related than COB will ever be though..
Dec 2, 2002, 4:33pm
umm.. its VB.. LOL, but the + operator aint work, No idea why i did that bit.
- Mark
[View Quote]"bowen" <thisguyrules at 7k2.4mg.com.ANTISPAM> wrote in message news:3deaadf8$1 at server1.Activeworlds.com...
>
> Mmm... you might want to try that again. You can't even program C/C++ bots and
> you're already using a weirded out funky C++-style OOP? Maybe it's just me... :P
>
> --Bowen--
>
>
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Dec 2, 2002, 4:46pm
Oh wait, yes I do. I was just experimenting with it after I saw it in some of Brants code.
- Mark
"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote..
> umm.. its VB.. LOL, but the + operator aint work, No idea why i did that bit.
>
>
> - Mark
Dec 2, 2002, 4:45pm
Saying that any way to make RAS into JPGs?
- Me
[View Quote]"pineriver" <pineriver at thenett.com> wrote in message news:3deba744 at server1.Activeworlds.com...
> Ok, dont ask why just tell me if there is a program that converts jpg images
> to ras files, without going through aw. I know there is a program that can
> do ras to jpg, but this way I dont have to wait for the image to upload and
> load on aw.
>
>
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Dec 2, 2002, 6:26pm
Mwhahaha Ananas ur a life saver :D
- Mark
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3DEBB9F1.EBC762E at oct31.de...
> through BMP, yes http://oct31.de/aw/rwras2bmp/index.html
>
> strike rapier wrote:
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Dec 9, 2002, 7:11pm
Worldbuilders...
[View Quote]"seiya faye" <starbuilds at yahoo.com> wrote in message
news:3df4eef6 at server1.Activeworlds.com...
> Greetings fellow AW users,
> This may be an odd post, but if anyone out there can answer it, let me
know.
> I have a basic understanding of what causes lag, in buildings that is, and
I
> also know how to rid of some of it too. I was curious if anyone knew
> anything about lag elimination in building, or any information on it that
I
> can further study or something. I am not looking for any type of lag
> information, only on building and what causes it and how to eliminate it.
> Please give me a gram or reply to this. Whatever it is you.... people do
> here. THANKS! =]
> -Seiya Faye
> ps. A less laggy world is a better place to be in.
>
>
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Dec 9, 2002, 7:16pm
A bot that can detect cell data limit is also usefull... not using hundreds
of objects on the same move commands etc, they just cause allot of lag cause
the vectors have to be calculated.
- Me
[View Quote]"seiya faye" <starbuilds at yahoo.com> wrote in message
news:3df4eef6 at server1.Activeworlds.com...
> Greetings fellow AW users,
> This may be an odd post, but if anyone out there can answer it, let me
know.
> I have a basic understanding of what causes lag, in buildings that is, and
I
> also know how to rid of some of it too. I was curious if anyone knew
> anything about lag elimination in building, or any information on it that
I
> can further study or something. I am not looking for any type of lag
> information, only on building and what causes it and how to eliminate it.
> Please give me a gram or reply to this. Whatever it is you.... people do
> here. THANKS! =]
> -Seiya Faye
> ps. A less laggy world is a better place to be in.
>
>
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Dec 10, 2002, 4:51pm
Please direct your attension to the post of mine below it...
- Me
[View Quote]"goober king" <gooberking at utn.cjb.net> wrote in message
news:3DF5696F.5050704 at utn.cjb.net...
> Good ol' Strike: Content to stick his foot in his mouth, rather than
> actually *help* someone. No wonder he was miffed about my NG2tNG
> assessment of him: I was right. :P
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Dec 10, 2002, 9:09pm
Newsgroups: community
Subject: CHECK THIS OUT
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Date: 10 Dec 2002 03:30:48 -0500
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check it out click here
-------------------------------------------------------------
Ummmmm....
- Mark
Dec 12, 2002, 7:48pm
Decemal points?
AW is based on 2 integers combined into a long...
For example 1n isnt 1.000.. its 1000 ^_^
- Me
[View Quote]"seiya faye" <starbuilds at yahoo.com> wrote in message
news:3df8d1fd at server1.Activeworlds.com...
> Greetings again fellow AW users,
> Thanks for helping me better understand lag for building. I was wondering
> once again. In some of my builds, I get cracks in them small enough so
that
> even ctrl+shift cannot fix them. Yes, I am also aware that if you use
shifts
> during building it can set a pattern off. But I remember being told a
while
> back that on lesser comps, a small small decimal point is off, therefore
> causing cracks. I happen to have a cruddy computer. So I was wondering if
> there is anyway to reduce cracks, any setting I can use or just tricks I
> don't know of. Once again, I do understand the basics such as not to use
> shifts when your building too often. So please no 'learn how to build
> n00bie' replies. Thanks guys!
> -Seiya Faye
>
>
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Dec 12, 2002, 9:04pm
Sooooo, how come the database is integer based?
- Mark
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message
news:3df90d51$1 at server1.Activeworlds.com...
> Since the output of a transister is read as one of a limited number (2 or
3) of "states" all digital computers work exclusively with integers at the
lowest level. How those integers are represented to the outside world
depends on the software that gets to decide how to convert, translate, or
interpret them for us. For example, a floating poing number can be
represented internally by a signed integer mantissa multiplied by a signed
integer power of 2, and a signed integer can be represented by an unsigned
integer acting as the positive part, added to the product of a single bit (0
or 1) and a fixed negative number. Letters and symbols are also represented
internally by unsigned integers.... in fact, everything is. Even a floating
point co-processor or the floating point unit of a modern microprocessor
deals "internally" only with numeric values that can be represented by base
2 numbers consisting of strings of the digits 1 and 0 and nothing else.
>
> That out of the way, here's how it works in Active Worlds. The integers
used for the positioning of objects represent centimeters from ground zero.
A single click moves an object 0.5 meters, which is 50 centimeters or 0.05
dekameters... and yes there is a decimal point in the number, if I represent
the distance in units larger than centimeters or not evenly divisable by a
centimeter. Anyway, holding the Shift key allows you to move an object
only 5 centimeters, and if you rotate an object, you can move if
approximately 5 centimeters in a non-orthagonal direction. For example an
object rotated one click or 150 internal rotation units (tenths of a degree)
or in other words, 15 degrees from North, and then moved forward a single
shift click (about 5 centimeters) at a direction of North plus 15 degrees,
"should" actually be moved about 4.8296 centimeters North and about 1.294
centimeters West, but when you place the object these numbers have to be
rounded to whole centimeters so some accuracy is lost there. Notice that
this object would then have mover 1 centimeter West, which is smaller than
the 5cm distance of a shift click. Notice also that if they made it
possible to move a single centimeter at such an angle much more accuracy
would be lost. Top that off with the fact that the rotation units used
internally are tenths of a degree, so there are 3600 of them in a full
circle of arc, and I think it's pretty easy to see why such small gaps can
happen if you don't at least reset the initial object's rotation before you
start.
>
> TechnoZeus
>
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3df90449 at server1.Activeworlds.com...
wondering
therefore
if
I
use
>
>
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Dec 12, 2002, 7:29pm
Well how about doing the obvious thing and shooting out their spotlights and
im sure robbie will let us borrow a few of his spotlight objects from his
object path to bring the light onto our side of the equation.
I mean we might as well steal their publicity, we are after all going to
smash their endevour into 3D into a exoillion pieces after people start
learning about Active Worlds.. Now would be a very good time to invest in
advertising to get the focus away from them before they get a foothold.
- Mark
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3df8d366$1 at server1.Activeworlds.com...
> Having read most of the thread about Linden I must express my surprise.
> Best Invention of 2002? It seems to me that the only thing Linden has
> invented is some good PR. Is there anyone in here that has seen anything
3D
> they have done? I can make a whole bunch of screenshots too if thats all
it
> takes. They have been around for a couple of years now and I have applied
> for Beta several times and never even get a response. When they first
came
> up, they were supposed to be a 3D internet tool, now it looks like a
> SimsOnline with 3D knockoff. (Which BTW , I did try as a beta, not worth
> the 1.2 gig download IMO)
>
> If anyone has seen anything besides screenshots and vaportrails let me
know.
>
> Also, if the Internet is realllllllllly gonna go 3D this time then we are
> still here and so are you... maybe it will be fun. There are sure a lot
of
> new coders thanks to the AW SDK and there are a lot more good modelers
too.
>
>
> E
>
>
>
>
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Dec 12, 2002, 11:09pm
*Prods E N Z O* You really have shot yourself in the foot with this 1 btw :D
And theyve already got more exposure than AW!
- Mark
[View Quote]"e n z o" wrote:
It seems to me that the only thing Linden has invented is some good PR.
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Dec 13, 2002, 4:35pm
E N Z O does AWInc have enough money to start this immidiatly, or is it dead
before it gets off the ground.
- Mark
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message
news:3dfa042a$1 at server1.Activeworlds.com...
> Actually we would do better to hype a 4.0 which has so many more features
> maybe even the NEW IMPROVED AS SEEN ON TV AND THE AW 5.1 XBOX version
> release. :)
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Dec 13, 2002, 6:57pm
So how come your not exploiting this :P
- Mark
"e n z o" <enzo at activeworlds.com> wrote
> It was a joke. To show that in PR anyone can say anything if it gets
peoples
> interest and the people are to lazy to check if its true.
Dec 13, 2002, 7:33pm
3.4 Is great now, most the bugs are out, those which we find are aptly
fixed.
- Mark
[View Quote]"brant" <awteen at shoemakervillage.org> wrote in message
news:3dfa47d2$1 at server1.Activeworlds.com...
> Who in their right mind would want to be on 3.4's beta program? Have you
> seen the bugs?
>
> But about the skinned avatars, it's a great idea - I hope that Young
Shamus
> gets around to implementing it :)
>
> "echomencer" <ghostrider at spiralmatrix.com> wrote in message
> news:3dfa0bad at server1.Activeworlds.com...
> they
If
> I
>
>
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Dec 15, 2002, 3:07pm
In that case send screenshots to E N Z O, and the EXE and DLLs to Joe ^_^
- Mark
[View Quote]"kerstin" <kersting at optonline.net> wrote in message
news:3dfca8fe$1 at server1.Activeworlds.com...
> I'm now a Second Life beta tester. I've seen it. It ain't vaporware.
>
> Kerstin
>
>
> "e n z o" <enzo at activeworlds.com> wrote in message
> news:3df8d366$1 at server1.Activeworlds.com...
>
> make a whole bunch of screenshots too if thats all it
applied
> know.
>
> --------------------------------------------------------------------------
--
> ----------------------------------
>
> "e n z o" <enzo at activeworlds.com> wrote in message
> news:3dfa042a$1 at server1.Activeworlds.com...
> years
>
>
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Dec 17, 2002, 9:46pm
I dont know about your ideas for the CTs being given control.... it is
possable that this could be deliberatly altered making it chaos for those
who like fast, and alternativly hell for those who like it slow if its put
on turbo.
You may also not know that 3.4 suports a stylish flight more, which although
not as fun as being able to define a way to toggle into it like a previous
beta (why the heck did you not make that button an option >_<) but flight
speed is about 10m/s standard, and by holding ctrl you can go upto about
25m/s and flight around at huge speeds... also with the flight directional
mode (Dissableable) you can take realistic and smooth virtual flights
around... I actually have fun doing 1st person take offs with a friend down
a long road, heh
- Mark
[View Quote]"ubermonkey" <henry at wcalliance.com> wrote in message
news:3dff9fc3$1 at server1.Activeworlds.com...
> Ahem! Don't bother wondering who I am, I've been in AW since 1996 and
> reading the NGs for as long as they've been around, I just don't say much,
> usually.
>
> I think it's about time I stopped just monitoring all this and said
> something. I'm sure most of you have been monitoring the beta NG since
time
> began like I have, so you should all be aware of the changes made to the
> movement system in 3.4. I am, of course, referring to the fact that the
> walk/run speeds have been significantly decreased to be more 'realistic.'
> This is simply one AW user (of 6 years)'s opinion, but... while I
appreciate
> the attempt to create a realistic environment with 'gamelike' features
(and
> have, in the past, been an advocate of such features), I cannot support
the
> idea of FORCING users to travel slower than they are already required to
in
> every world!
>
> This should be a server-side option, there is no question here! World
owners
> should decide how 'realistic' they want their environment to be. Some of
you
> may remember a time when holding ALT would allow you to travel even faster
> than CTRL, and holding both would allow "warp speed." I recall being quite
> upset when these options were removed (though we did receive the teleport
> menu to compensate). Regardless, I believe that it is unreasonable to
impose
> a slower movement speed on the general populous IN THE FORM OF A BROWSER
> LIMITATION (this is critical). HOWEVER.. I believe most people (<---this
is
> where I get in trouble) would agree that a reasonable compromise would be
to
> return movement speeds to their old values while allowing a SERVER-SIDE
> control on the speed of walk/run/fly (independent of each other of
course).
> This way, realistic worlds like NewAW could have more realistic movement
> speeds, while other worlds (AW Prime, which is so HuGe, for example) could
> maintain the original speed settings, allowing users to explore in the
same
> manner they have been able to.
>
> I needn't point out that these new speeds impede both building and,
> especially, exploration. I also needn't point out that giving world
> caretakers control of the speed would allow them to increase it if they so
> desired, which could be helpful somehow.
>
> My recommendation: Either a simple option in world features for
walk/run/fly
> speeds, or (I like this one) ... speed defs in the avatars.dat file, so
that
> different avs can have different speeds (bird slow on land, fast in air,
> only av that can fly, and so forth).... or, both would be cool.... but I
> think I'm on a tangent now.
>
> Aaaaanyway... We must have CUSTOMIZATION! Whee!
>
> Perhaps some feedback from someone in the beta who has an opinion after
> experiencing the new system??
>
> -UberMonkey (aka GloK, or more often, 35850)
> Moo.
>
>
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Dec 20, 2002, 7:16pm
Clear DayAnd im going to get a piece of rope and hang you from the top of my
christmas tree for posting that damned HTML crap you evil B-.....
- Mark
[View Quote]"jacob the hero" <jacob2000caca at yahoo.ca> wrote in message
news:3e038703 at server1.Activeworlds.com...
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We all Happy to get Surprise Present!! And Active worlds will Have A
Christmas Party!! :D
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