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dion // User Search
dion // User Search
Sep 14, 2002, 2:45pm
Is there an easy way to reset your world terrain to 0 elevation?
Sep 15, 2002, 4:21am
Thanks, disabling it doesn't work but Xelagot works like magic. What can't
xelagot do? :-P
[View Quote]"tony m" <ag5v1u7001 at sneakemail.com> wrote in message
news:1s47ouktsjoe71tu1l72ft1mdt2lq81045 at 4ax.com...
> On 14 Sep 2002 12:45:15 -0400, "dion" <Dion at digevo.net> wrote:
>
>
> Disable it and reenable it is my first guess; have a Xelagot do it is my
2nd.
>
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Sep 19, 2002, 11:21pm
Give XelaG some time. ;-) hehe
[View Quote]"strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
news:3d8a0898 at server1.Activeworlds.com...
> Make me a cup of tea, fix me this damn bug in my GUI object switchbot, do
my homework... etc...
>
> - Mark
>
> "dion" <Dion at digevo.net> wrote in message
news:3d8426dc$1 at server1.Activeworlds.com...
can't
my
>
>
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Sep 27, 2002, 7:13pm
ack! A bit out of my price range unfortunately. :-\
[View Quote]"frizzle" <jkaplan at axlogic.com> wrote in message
news:3d940864$2 at server1.Activeworlds.com...
> Just wanted to announce that I have released a *beta* version of a new Bot
> development kit for Tekadence Magik:
>
> http://www.axlogic.com/aw
>
> For those of you who have never heard of Magik (probably most), it is a
new
> visual development tool similar to VisualBasic - but for creating Java
> applications. I am one of the creators of Magik, but also I'm a long time
> fan of AW and creating Bots for AW. I couldn't resist the temptation of
> building a Tekadence module, and I think there is a lot that can be
> exploited.. such as the ease of which you can talk to WebServices,
> Databases, and JavaBeans - and also the robust scripting layer allowing
you
> to program using standard Javascript.
>
> The functionality of the module is pretty limited right now, but easily
> expanded since the framework is all in place - namely the JNI layer that I
> had to develop first. I think that this is a pretty cool tool, and would
be
> interested in anyones opinion on what I have in place so far, so please
feel
> free to check it out and let me know what you think!
>
> If you are interested in Magik itself, you can check that out too - and
you
> will need to download it use the new module I made:
>
> http://www.tekadence.com
>
> -j
>
>
>
>
>
>
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Oct 1, 2002, 5:53pm
It sounds wonderful and looks like it'd be very useful but at that price,
I'll ever know. :-\ I'd be very interested if there was a version with less
features that was a few hundred bucks cheaper. :-)
[View Quote]"frizzle" <jkaplan at axlogic.com> wrote in message
news:3d99e0aa at server1.Activeworlds.com...
> I'm not a business expert either, but since you asked, it's not at all
> stupid to make software that only big companies can afford. It obviously
> depends on where the target market is for the product. In the case of
Magik,
> at $500 it is unfortunately priced out of the hobbyist market, but it is
> well below the cost of both VB Professional and LabView, and is the same
> price as Flash MX and in the ballpark of REALBasic. That being said, it
> would be great to have a lower cost version of Magik available - minus
some
> features - that could be sold for $100-200 (or even less).
>
> I think there may be a misperception here that I'm trying to sell Magik to
> this usergroup, which is not the case. I just thought there may be some
> general interest in a new type of development tool for creating bots. The
AW
> stuff is something that I did in my own time, outside of my work at
> Tekadence, and is not something I'm trying to sell. In fact things like
the
> JNI wrappers and the Java framework that I made to do this, I will
> undoubtedly release after I've cleaned it up a bit. For some reason
though,
> you guys seem more interested in the price of Magik, then you are about a
> new technology that might offer something unique to the AW development
> community. Oh well.
>
> "swe" <swe at emptyco.com> wrote in message
> news:3d99aa45 at server1.Activeworlds.com...
>
>
>
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Oct 29, 2002, 8:35pm
or check out the help at the xelagot site. It's rather helpful. :-)
[View Quote]"maki" <maki at awmaki.com> wrote in message
news:3dbf0ed2$1 at server1.Activeworlds.com...
> Could do it with a xelagot, little more complicated kinda hard to explain,
> maybe you could try it if you have any experience with em ..survey
manager.
>
> maki awmaki.com
> "pineriver" <pineriver at thenett.com> wrote in message
> news:3dbee6c7 at server1.Activeworlds.com...
> Dose anyone know or could build me a bot that scans a whole world for
> certain named objects, and replace the action line?
> If so please tell me, or build me one. please
>
>
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Oct 31, 2002, 1:32am
Almost as bad as complaining about complaining :-P
[View Quote]"chiklit" <chiklit at funetwork.net> wrote in message
news:3dc0a131$1 at server1.Activeworlds.com...
> wasting more bandwidth complaning about html = bad :P
>
> --
> OS: Windows XP Prof. Build 2600
> Processor: AMD Athlon, 1.2GHz
> Memory: 256MB RAM
> DirectX Version: DirectX 8.1 (4.08.01.0810)
> Card: ATI Radeon 7000/VE 32MB (Driver Recent As of 10-14-02)
> "joeman" <joeman at bootdown.com> wrote in message
> news:3dc09814 at server1.Activeworlds.com...
god,
of
> month
>
>
|
Oct 31, 2002, 5:25pm
not my bandwidth :-P
[View Quote]"bonzai" <the_joker_ss at hotmail.com> wrote in message
news:3dc14a86 at server1.Activeworlds.com...
> you guys waste bandiwth for nothing ;)
>
>
> "johnny b" <jbitt2ATjuno.com> schreef in bericht
> news:3dc13596$1 at server1.Activeworlds.com...
;O)
love
> of
EXPERIENCED
> RPG
of
>
>
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Apr 10, 2003, 10:12pm
Where'd it go? What's going on?
???
Thanks,
-Dion
Apr 10, 2003, 11:55pm
Obviously it went down. LOL, I was hoping for some more of a reason and/or
when it will be back up but thanks, that's what I needed. :-)
Thanks,
-Dion
[View Quote]"bowen" <thisguyrules at 7k2.4mg.com.ANTISPAM> wrote in message
news:3e960e3a at server1.Activeworlds.com...
>
> "dion" <Dion at digevo.net> wrote in message
news:3e95fa76 at server1.Activeworlds.com...
>
> It went down. The OCX is on my site, if that's what you need.
> http://bots.omegauniverse.com
>
> --Bowen--
>
>
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Apr 16, 2003, 8:18pm
Are there any bots that will make randomly generated terrain for you (but so
it looks natural)?
Apr 16, 2003, 11:35pm
What the heck do I do? The elevation of the terrain is waaay too freakin'
high. AW is crashing! GRR!
-Dion
[View Quote]"andras" <andras at andras.net> wrote in message
news:3e9dd9db$1 at server1.Activeworlds.com...
dion wrote:
|
> Are there any bots that will make randomly generated terrain for you (but
so
> it looks natural)?
>
>
Use Terragen to generate the terrain and Dem2RWX will build it for you.
(both programs are free :)
http://www.planetside.co.uk/terragen/
http://andras.net/modular.html
--
Andras
"It's MY computer" (tm Steve Gibson)
Apr 17, 2003, 1:05am
Gahh!
I tried to do the shire one, but I suck at photoshop and can't replace the
top right thing with anything that looks good at all. :-P
-Dion
[View Quote]"tengel" <tengel at fna.no> wrote in message
news:3e9e027c at server1.Activeworlds.com...
it is a help page made by Ingiebee, it can help you
http://www.angelfire.com/de/IngieBee/
|
I have made a another page, but is not finnish, but it can help you to
understand.
http://www.tipssenteret.no/map/
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3e9df6d0$1 at server1.Activeworlds.com...
> What the heck do I do? The elevation of the terrain is waaay too freakin'
> high. AW is crashing! GRR!
>
> -Dion
>
> "andras" <andras at andras.net> wrote in message
> news:3e9dd9db$1 at server1.Activeworlds.com...
> dion wrote:
>
(but
> so
>
> Use Terragen to generate the terrain and Dem2RWX will build it for you.
> (both programs are free :)
>
> http://www.planetside.co.uk/terragen/
> http://andras.net/modular.html
>
>
> --
> Andras
> "It's MY computer" (tm Steve Gibson)
>
>
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Apr 17, 2003, 7:45pm
Kinda, but it's rather hilly. I was thinking more like gently rolling hills
and such.
-Dion
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3e9f0e4f at server1.Activeworlds.com...
Is AWTeen 2467S 355E the sort of thing you want? Its made using demeter and
my random terrain generator based on random smoothing / select scruct
methods.
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- Mark
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3e9dc8ad at server1.Activeworlds.com...
> Are there any bots that will make randomly generated terrain for you (but
so
> it looks natural)?
>
>
|
Apr 18, 2003, 12:30am
Is the bot set so that I can use it?
If so, send it to me right away! :-D
-Dion
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3e9f39fb at server1.Activeworlds.com...
That was at 70% magnitude dif, can make it smoother if needed. Really u
could do with newAW's
- Mark
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[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3e9f1274$1 at server1.Activeworlds.com...
> Kinda, but it's rather hilly. I was thinking more like gently rolling
hills
> and such.
>
> -Dion
|
Apr 18, 2003, 12:35am
you can help people directly without offering source code.
-Dion
[View Quote]"bowen" <thisguyrules at 7k2.4mg.com.ANTISPAM> wrote in message
news:3e9f4666 at server1.Activeworlds.com...
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[View Quote]"god zedle" <greg at greggage.com> wrote in message
news:3e9f3fe8$1 at server1.Activeworlds.com...
> this club was started for the purpose of helping new people learn and
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Then how does not requiring open source code help?
--Bowen--
Apr 23, 2003, 9:07pm
Could someone send me some sort of Visual C example of their bot. I learn
best from examples so erm... yeah. :-)
Thanks,
-Dion
Apr 28, 2003, 4:44pm
If you really want that programming experience to be helpful in making a
bot, I would suggest using Visual Basic. A lot of VB syntax is very similar
if not identical to QBasic.
-Dion
[View Quote]"panther1403" <panther1403 at hotmail.com> wrote in message
news:3ead3a04 at server1.Activeworlds.com...
Oh and I do have basic programming knowledge. By basic I mean C128 and
QBasic =P. I know the structure of programs and how to use goto and gosub
and all that stuff. The problem is, from what I have read and am still
reading in the xelagot help files, its not as straightforward as
if a=2 then goto blablabla else yaddayaddayadda
or
a="Welcome to AW"
print a.
The help files are a little confusing. I need someone who can teach me.
please. I am desperate.
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[View Quote]"panther1403" <panther1403 at hotmail.com> wrote in message
news:3ead34b1$1 at server1.Activeworlds.com...
> is there someone who can teach me how to write xelagot scripts? i can
usualy
> be found in AAWR.
>
>
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Mar 8, 2002, 7:25pm
$2 to make the shoes but much much more for the transportation of material
required, the research gone into creating the shoe, etc. A lot of other
things you didn't think of. But that's not the point.
Anyway, longer range bots should only be allowed by CT's or as a world
option in the features area. Certainly not something a user can just modify
whenever he wants to spam every person in the entire world
[View Quote]"silenced" <nospam at privacy.com> wrote in message
news:3c892a7c$1 at server1.Activeworlds.com...
> Yeah but it only costs about $2 to make the shoes in the first place.
> (including labor charges) They just want to stuff their wallets. It
takes
> no more money to have that kind of bot then it does what they have now, so
> why charge more? Why not just add a new feature into the SDK? I think
the
> new price increases should take care of the labor charges for implementing
> new SDK features.
>
> -Silenced
>
> "milesteg" <MilesTeg at nerim.net> wrote in message
> news:3c892631 at server1.Activeworlds.com...
think
> it
whatever
matter
> of
> this
a
its
no,
> would
> from.
that
a
becuase
> goign
>
>
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Feb 17, 2002, 1:54am
It would be a thing like ICQ and all those other messaging services where
people use it for spam and chain letters. I'm sure there's a way to make it
harder to do so, but right now I'm at a loss to find such a way...
[View Quote]"cozmo" <b.nolan2 at verizon.net> wrote in message
news:3c647ff7$1 at server1.Activeworlds.com...
> well...if they go so far as to do that i would definitly report them if i
> know it was the same person. But really, it only takes one second to block
> someone and i doubt they will have the $7 a month or whatever it is to buy
> more cits. It shouldnt be to hard to block them. But you never know...
>
> I really dont WANT multiple recipient telegrams but if it was implemented
> that would make spamming easier but i guess i could just block them.
>
> "silenced" <nospam at privacy.com> wrote in message
> news:3c646b2e at server1.Activeworlds.com...
> and
>
>
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Feb 17, 2002, 11:24pm
There should be a transparency action so I can set the degree of
transparency, where on the object it starts, and in what pattern, like a
radial, or cylidnrical, etc, etc. That way you could blend things like 2
floors together that way to get a smooth change from something like grass to
sand or dirt or water on a shoreline.
Feb 18, 2002, 3:57am
Well, then I suggest it become an action now :) hehe. With a few more
options including the place where the transparency begins, in which
direction it goes, and what sort of movement it could do. You could do some
neat things with that if you made a radial transparency and allowed it to
move with commands. :-) Just add some extra things to what you mentioned to
allow it to be a regular command with activate and bump and such.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3C709061.AD03AFF9 at oct31.de...
> It is already possible to fade out the opacity with
> a greyscale mask. The only thing that needs to be fixed
> is, how overlapping transparent objects are handled.
>
> I think it might work, if you place only one object
> that uses such a mask (fading out greyscale) slightly
> above a solid textured one, that has the texture you
> want to fade in. You just need to create a set of
> greyscale BMP files with all the effects you need,
> black for the invisible part, white for the fully
> visible, fading through grey for everything that you
> want semi-transparent.
>
>
> dion wrote:
grass to
>
> --
> "_
> |
> /\
> \ /
> __/ /_
|
Feb 19, 2002, 2:43pm
Could it be possible to run an AW server solely on an FTP server running
PHP? When something is done, the PHP script could modify the files to work
with what has been changed. It might be slower, but all you would need would
be a stupid little free server like geocities for awhile. It'd sort of be
like an object path but with the files on an FTP server. It certainly
wouldn't be as secure or fast iether, but for those who cannot host their
worlds 24/7 and want them up all the time, it could be a solution. Of
course, the current AW Client would need a little bit of tweaking and adding
to allow that sort of work since the current version lets the world server
do most of the work whereas this idea would flip the sides so the world
server would simply be a few files constantly being modified by a PHP
script. Or, with even worse performance, AW could allow a plan that would
simply make the person who changed it upload the file to the page. It
wouldn't work well at all when there were multiple builders at the same time
but for small things like a 3d homepage where it's just one guy, it could
mean a big difference. Then the people that logged in would only have to
download the propdump file from the server (which wouldn't be very big if it
were a 5x5 world) and ActiveWorlds would instantly render it all.
It wouldn't be a solution for big worlds at all, but for small private ones,
it might mean a lot.
Feb 19, 2002, 4:19pm
Ok, it was just a thought for those people who don't have the money to host
them or a computer online 24/7 to host it themselves. $100 a year can be
mighty expensive, especially if you just want a small 3D homepage (5x5) or
something.
[View Quote]"joeman" <Joeman at bootdown.com> wrote in message
news:3c728e6b$1 at server1.Activeworlds.com...
> Most free services don't allow PHP to run. And anyway, putting your world
> up on a free website provider is just silly. Also, PHP cannot handle the
> encryption that AW uses. Why not just get a free hosting provider to host
> your worlds? Or pay the $100 or whatever a year to get them hosted?
>
> -Joe
>
> "dion" <GovDion at subdimension.com> wrote in message
> news:3c728099 at server1.Activeworlds.com...
work
> would
be
their
>
> Not secure at all!
>
> adding
>
> Lots of tweaking and adding! Tons of tweaking and adding!
>
server
would
> time
could
if
> it
> ones,
>
>
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Feb 20, 2002, 6:58pm
It has to check to make sure that your cache is right by going out and
looking at the propertly log. That tells the browser if anything has changed
since the last time your cache was saved.
I don't think there's any other way they could do it except put up the cache
and then look... but that might get pretty annoying although that might be a
good idea as an option in the settings.
[View Quote]"linn" <ironhead at digitalpassage.com> wrote in message
news:3c73f3e2 at server1.Activeworlds.com...
> i wish cache was instant :-)
>
>
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Feb 22, 2002, 7:41pm
Yes, that would be great! :-)
Unfortunately, I'm not much of a Flash Wiz :-P Actually, I tried before, and
disliked it. I'm was made for programming, not graphics, YUCK! :-P
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3c76a3aa at server1.Activeworlds.com...
> (To start with, for any of you know MM and have dirty minds it is NOT what
I
> mean!!! So dont even think it!!!)
>
> How about including MacroMedia Flash in AW? It would open up MASSIVE
> developments in AW< you can have games and such like straight onto
objects.
>
> like
>
> create flash macromedia.com/aw/flash/swf/game1.swf (non existant)
>
> :P
>
>
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Feb 25, 2002, 9:51pm
a surface thing where you can make the surface of an object bumpy or wavy
with different types of surfaces to choose from.
another surface type thing that makes something like ice. So that when you
are walking across it you would slip across when you stopped just as you do
while flying. Since it's already in the fly feature, it shouldn't be too
hard to add it to an object. :-)
Mar 4, 2002, 9:11pm
;-) Hehe, I think that'd be pretty neat to have. I'd spend maybe $5 on one
of them (if the printing quality was good). I could tape it to the corner of
my monitor or something :) Those are pretty cool.
[View Quote]"puckman" <puckman71 at mac.com> wrote in message
news:3c83fe64 at server1.Activeworlds.com...
> Hell, I would :)
>
> Serious though. Stuff like T-Shirts, posters, mousemats and the likes.
Hey,
> people buy em from Apple and Microsoft. Or they buy merchandise of their
> favorite computer game.
>
> I'm not saying this should be an expensive item. An ID card the size of a
> credit card with a cool AW logo, you account details and laminated would
be
> kinda cool to have in your wallet, or am I just being a big geek here?
>
> Before you think I'm some little kid, I'm a 30 year old father with 2 kids
> working as an IT manager, does not mean I don't have a sense of humour :)
>
> Gerard
>
> "zeo toxion" <cozmo at activeworlds.com> wrote in message
> news:3c83eea1$1 at server1.Activeworlds.com...
>
>
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Mar 7, 2002, 12:10pm
Not one with good quality printing, unless they have a really expensive
printer... :-) 5000DPI sounds good to me! *drool* :-P
[View Quote]"carlbanks" <jonathanbloom at doglover.com> wrote in message
news:3c86e316$1 at server1.Activeworlds.com...
> Well anybody with a good imaging program could make a passport like aw's
or
> their own or one that looks exactly like aw's passports.
>
> "puckman" <gerard.van.schip at bamberforsyth.com> wrote in message
> news:B8A97084.1128%gerard.van.schip at bamberforsyth.com...
> more
I'm
> an
make
loosing
> my
>
>
|
Mar 7, 2002, 12:09pm
you peple are too serious about your builds. What are they going to be worth
once you're gone? Most likely nothing. They just take up space and annoy
others. There are a lot of people who have been on AW for 4 or 5 years
*cough*me*cougH* that are still on and their builds won't be deleted. You
can still explore those. As for your own and from people that are long
gone.. they take up space on the AWCom's servers and take up space for us to
build at and the majority of land coverage by NAC's are just that. Tons and
tons of land covered in walks that is completely useless!
[View Quote]"sir chaos" <sirchaos at wolfenet.com> wrote in message
news:3c86fb74 at server1.Activeworlds.com...
> This is sort of a complaint, and sort of a question, but it's mostly
> top of my wishlist that something be done. I wish for the permanence of
> NAC builds.
>
> Not a lot of citizens may know this, but it's been on the cancel page
> at least since the price change: Thirty days after a Citizenship with AW
> is "terminated" (and I assume this counts for peaceful "termination" as
> well as forceful ones), _all_ property created by that Citizen is
> _permanently_ deleted.
>
> Now, I know that with a "trial period" and no tourists, we need some
> way to clear out garbage; but this... this is kinda scary. Personally, I
> feel as if my buildings is being held hostage. If I find I can't pay my
> bills for a couple of months, be it for some emergency or whatnot, this
> last year (for me, for others I am quite sure more) of work is at risk.
> Much of my own fascination with AlphaWorld is its history and ancient (if
> forgotten) builds, and a lot of my buildings are "portals" to explore
these
> old places. With a rule like this in place, AlphaWorld has essentially
> ceased to accumulate them, and my portals are likely to lead to nowhere.
> And of course, if *I* lose credit or internet connection or whatnot for a
> couple of months (albeit the *right* months, as I intend pay yearly), or
> just leave for awhile, the biggest reason to ever return would be to see
my
> stuff again, if not add to it.
>
> But what really concerns me is the long run. The concept of "Towns"
> and "Cities" is in danger with this policy in place as well, as user's
> buildings will vanish with their accounts - as well as the roads and
> landmarks that keep them. My first build, for instance, is in RiffTown -
a
> considerably large area marked out by Riff (#275011) which has been being
> filled out for some years. What would happen to this neighborhood if Riff
> loses his credit or internet or something? Would the roads disappear?
> Would all those group projects written with Riff's Priv. Password way back
> when vanish as well?
>
> Even with a time differential this rule is a pain. AW History is at
> stake. What about the citizens that have *died*? Even some of the
trivial
> junk can acquire great meaning as memoirs and monuments of Citizens past.
>
> There's just gotta be a different way. Maybe those "trial accounts"
> can build in what used to be "tourist mode" (to become "real" on
payment?),
> or maybe have it possible for one citizen to "claim" NAC objects, or
> something. We need NAC builds to preserve inactive citizen's work, or the
> history and expansion (and subsequent explorations by future citizens) of
> AlphaWorld is _done_.
>
> -Sir Chaos
>
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