|
dion // User Search
dion // User Search
Jul 2, 2002, 4:28am
if you make the bot constantly check the distance between the person and the
object, you can figure out when they've touched it. But that's really laggy
way of doing things :-P
[View Quote]"lord fett" <lordfett at hotmail.com> wrote in message
news:3d213f32$1 at server1.Activeworlds.com...
> I don't know how hard this would be or if it would create lag etc, but
this
> would be useful for game bots. Instead of having to click, people could
just
> walk over objects and have the bot respond. Example: walking over ammo
> crates This would be neat and would simulate actual games.
>
> -Lord Fett
>
>
|
Jul 3, 2002, 12:29am
Yeh, it should be like a console message, allowing colors, bold, and
italics, too. :-)
[View Quote]"grimble" <grimble2000NOSPAM at btinternet.com> wrote in message
news:3d223fa0$1 at server1.Activeworlds.com...
> Its only just occurred to me as odd to be honest, but why is it the
> Immigration Officer that says the universe and world welcome messages?
Maybe
> a legacy thing, but there's certainly no need now, especially for the
world
> message.
>
> Could it just be a message without a "speaker"?
>
> Grims
>
>
|
Jul 5, 2002, 12:50am
yes, in crowded areas, the bubbled could be pretty annoying. I think there
should be an option so that bubbles are only used with the closest 10
avatars or something. That way it wouldn't totally blank out your screen and
give people more reason to get closer to who their talking to (which would
make the 3D appearance look much more realistic).
[View Quote]"ryan tidus" <AWPadfoot at hotmail.com> wrote in message
news:3d2500d9$1 at server1.Activeworlds.com...
> My question is..would the bubbles take up a lot more space making them
> undesirable? And would the bubbles be customizable?
>
> =====
> Ryan Tidus
> Citizen #323279
>
>
|
Jul 3, 2002, 4:10pm
*blink*
[View Quote]"pixelot" <jake at pixelot.com> wrote in message
news:3d233650 at server1.Activeworlds.com...
> :P
>
>
|
Jul 4, 2002, 3:21pm
I wish I could see my avatar's hands and feet when I looked down and that
people would see my avatar's head turning in the direction I'm looking. :-)
Makes for more of a slow connection thing though... it could be disabled :-)
Jul 4, 2002, 3:43pm
i know but it doesn't feel real then. it's weird how i can turn my head
90degrees down and see nothing, as if my entire body flipped and im looking
up.
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d2487b5$1 at server1.Activeworlds.com...
> LoL the head turning could probably be done easier then the foot thing
> (you've never been able to see your own feet/body in a FP pov.)
>
> --Bowen--
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d24840e$1 at server1.Activeworlds.com...
that
> :-)
> :-)
>
>
|
Jul 5, 2002, 12:48am
.... in 3rd person you can't look up or down so the whole thing would be
useless :-P
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d24b838 at server1.Activeworlds.com...
> Could be implimented, but noone else would see it, only u
>
>
|
Jul 5, 2002, 2:14am
*shrug* i guess :-)
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d251b52$1 at server1.Activeworlds.com...
> It's never in any games, not many people care about the realism of it.
> Sure, it helps keep the ambience but it really serves no purpose but to
slow
> the framerate down.
>
> --Bowen--
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d24892f$1 at server1.Activeworlds.com...
> looking
> looking.
> disabled
>
>
|
Jul 5, 2002, 2:17am
uhh.. in the object path, change the texture 'terrain0.jpg' and it'll change
all the world's terrain textures.
[View Quote]"zeo toxion" <zeo at my.activeworlds.com> wrote in message
news:3d249097$1 at server1.Activeworlds.com...
> I've decided I want to buy a world but I refuse to buy it until AW
includes
> something they should have in the first place. Ability to change the
default
> terrain texture! How hard is this!? I own an object path and there's is NO
> WAY I'm making another one or changing every single terrain square just to
> have another texture. But even then I can't change the texture past the
edge
> of the world. Other worlds use this path and have been for a long time.
I'm
> not going to force them to have their world turned ugly because I want
> another default terrain texture that isn't just grass or something.
>
> I know this wouldn't be very hard to add another world option. And even if
> it is it is VERY important. I don't know why this wasn't thought of in the
> first place because I thought of it the first time I ever used terrain.
I'm
> going to e-mail this to the developers becuase no one ever reads this ng
(i
> still wonder why it even exists).
>
> --
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> A message from Zeo Toxion
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
>
>
|
Jul 5, 2002, 10:14am
ohhh :-P of course.
I suppose that would be a good option. sounds like a rather simple request.
[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message
news:Xns92428A8A9C171kahatkahnewsdotcjbdo at 64.94.241.201...
> "dion" <Dion at digevo.net> wrote in
> news:3d251dc1$1 at server1.Activeworlds.com:
>
>
> He meant that the OP is used by other worlds which have got terrain that
> uses the default terrain texture, and that he wants a different one
without
> changing terrain0 (thus messing up the other worlds).
>
> KAH
|
Jul 5, 2002, 11:36pm
or at the very least, an option added in world features to disable it.
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d263f93 at server1.Activeworlds.com...
> I cant even walk up a ladder with it on.. Pointless features that should
be
> scrapped.
>
> - Mark
>
>
|
Jul 6, 2002, 2:43am
yeh, it should be effected by partial transparency rather than treated as an
opaque object.
[View Quote]"fg" <citfg at hotmail.com> wrote in message
news:3d2663a9$1 at server1.Activeworlds.com...
> Viewing ability of lighting effects on a JPG wall such as pp00.rwx and
> pictwll4.rwx.
>
>
|
Jul 7, 2002, 5:03am
it seems to screw up and the program thinks you clicked the scroll bar on
the same horizontal line from where you actually clicked.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D27D85B.7BD5C406 at oct31.de...
> everytime I click into the chat window to
> hilite text for copy, the chat window scrolls
> to a random position.
>
> This feature is 100% crap.
|
Jul 21, 2002, 1:43am
Lordy, Strike, I thought you could figure this out. Most online games do not
have an object path nor are they built with lots of tiny objects. For games
like Quake or Unreal Tournament render 3D models that are already on the
hard disk whereas ActiveWorlds must render models as they are downloaded
from an object path and continue to check for changes in the landscape.
Unreal Tournament and Quake only have to check for changes that are possible
in that game.
But I do agree, ActiveWorlds could be much faster. For starters, RWX isn't
the best way to go. It may have been when ActiveWorlds was beginning but
right now it's not, it's much too slow. Active Worlds needs to modernize
itself a bit with better 3D model formats, better caching of the objects and
more settings based on the frequency of checking for objects in the
landscape.
This brings up a good idea, but I'll save it for another topic ;-)
-Dion
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d3350d1 at server1.Activeworlds.com...
> I dont know what it is about AW (Tell me if you know please) how come we
are
> limited to a poxy little 200m compared to games like Oni which have much
> much further ranges and zero lag whatseoever. Why cant AWC concentrait on
> opening up some serious gaming capabilities by allowing lagless, high
> framerate, high visibility 3D. im no 3D programmer, but if it can be done
in
> 1 place, it can be done in another with enough effort and research.
>
> - Mark
>
>
|
Jul 22, 2002, 2:56pm
hmm.. dff... *goes to check it out*
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3C0E99.62AF32CB at tnlc.com...
> dion wrote:
>
not
games
possible
>
> AW only checks for changes in the "landscape" (world) when a change call
is given by the world server.
>
isn't
and
>
> RWX (text files) are stored in binary format in the models.dat file. AW3
also supports DFF format (binary only), which is used in games like Grand
Theft Auto 3, Tony Hawk's Pro Skater 3, The Italian Job, etc.
>
|
Jul 22, 2002, 3:03pm
There's nearly nothing about it. The only way I found out of using DFF files
was to get ProGate Suite (no price given) and convert RWX DFF to compact DFF
files. I certainly wouldn't pay for it unless i knew it worked well and I
can't even find a price. Gah!
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d3c3959 at server1.Activeworlds.com...
> hmm.. dff... *goes to check it out*
>
> "eep" <eepNOSPAM at tnlc.com> wrote in message
> news:3D3C0E99.62AF32CB at tnlc.com...
do
> not
> games
the
downloaded
landscape.
> possible
> is given by the world server.
> isn't
but
modernize
objects
> and
> also supports DFF format (binary only), which is used in games like Grand
> Theft Auto 3, Tony Hawk's Pro Skater 3, The Italian Job, etc.
>
>
|
Jul 23, 2002, 1:54pm
Looking around, I can't find any but are there any programs that can convert
RWX to DFF (open in RWX, export to DFF). And does using DFF actually make it
noticably faster?
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3D435B.3D2F424C at tnlc.com...
> http://tnlc.com/rw/files.html#exporters to get Maya/Max DFF exporters with
source code. ZModeler (http://www.zmodeler.com/) can now import (and soon
export) DFF format, due to the overwhelming demand by Grand Theft Auto 3
modders. I'm also trying to get someone to create a MilkShape 3D
(http://www.swissquake.ch/chumbalum-soft/) filter for DFF format but no
takers yet. :/
>
> dion wrote:
>
files
DFF
I
AW3
Grand
>
|
Jul 23, 2002, 5:15pm
so comparing FPS wouldn't be a reliable way of testing the rendering speeds?
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3DA33F.5EFBC50A at tnlc.com...
> dion wrote:
>
convert
>
> Not directly, but you can convert RWXes to 3DS or Maya, for example, then
export to DFF in 3DS Max 3.x or Maya 2-3 with the DFF exporters.
>
>
> I haven't noticed any speed increase but I haven't really tested it. The
only speed increase, if any, would come at rendering, but to test that you
would probably need to take a complex RWX that freezes AW while it renders,
convert it to 3DS or Maya format, then export to DFF and compare
render/freeze times, if any.
>
with
soon
DFF files
compact DFF
and I
file. AW3
like Grand
>
|
Jul 24, 2002, 11:21am
"To write a converter yourself to take the files from RWX to DFF you would
be looking at the basic RenderWare Graphics price of $40,000."
That's what I got from an RWX person when I e-mailed them asking for a
program that would convert RWX to DFF. LOL, who would pay $40k for that?
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3E464D.C74BFA4D at tnlc.com...
> But there would still be a pause while AW loaded the objects from the disk
into memory. AW needs to load more cells (perhaps at least 400m³) into
memory initially (when it first starts and when entering a world) to reduce
the jerkiness when moving through a world--perhaps even acting like
Morrowind (optionally, of course) by loading chunks of the world at a time,
with a pause and "Loading..." progress indicator to consolidate all the
pausing at once instead of incrementally as AW currently does.
>
> ananas wrote:
>
games, for the most part. Games tend to load all or parts of a level
completely into memory, while AW loads cells and sectors. Granted, Morrowind
also loads "cells" but they're much bigger and have relatively long load
times all at once vs. AW's incremental smaller cell loading.
speeds?
>
|
Jul 25, 2002, 3:24am
Exactly, and who in their right mind would pay $40,000 for that?
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D3F8250.29F1C8E3 at oct31.de...
> In order to write a converter, you don't need to have any special
> developement environment or rendering software, you "just" need
> to know the file specifications. RWX is well documented.
>
> dion wrote:
would
|
Jul 25, 2002, 4:00am
then what in the blazes does renderware want $40k for?
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3F8EA0.E051AE0C at tnlc.com...
> Er, you don't have to pay anything for it considering the RW 2.x API
documentation is freely available (http://tnlc.com/rw/links.html )...but
it's not even needed for parsing RWX files since it's RenderWare-specific,
not specific to whatever 3D viewer will be rendering the RWXes (and then
converting them).
>
> dion wrote:
>
news:3D3F8250.29F1C8E3 at oct31.de...
would
a
that?
>
|
Jul 18, 2002, 10:50am
yeh, we've discussed this before and basically there'd have to be some
really nice security things made to avoid mass telegramming. It would not be
fun in the least to receive 800 telegrams in a few minutes while you're
taking a leak!
[View Quote]"absolute monarch" <ultramew at ozemail.com.au> wrote in message
news:3d36a124 at server1.Activeworlds.com...
> I know this is quite off-topic but all well :). since u guys were on about
> bots i decided to add something ive wanted for quite a while now. Wouldn't
> it be nice if a bot could SEND telegrams? that way mayors of cities and
need
> to telegram all cits for important info wouldnt need to always type in a
new
> name. mayb they could add a list of contacts thru cit numbers? that way we
> wouldn't need to keep track of names. just an idea :)
>
> Yours Faithfully,
> Absolute Monarch
> 338508
> Mayor of Sapphire Estates (Aw 18000s 16000w)
>
> "elyk" <elyk26 at hotmail.com> wrote in message
> news:3d366415$1 at server1.Activeworlds.com...
a
> they
> times
the
> line
complex
be!)
but
> say
> on
the
actual
> the
nearest
Operator
> its
*GASP!*
>
>
|
Jul 19, 2002, 5:17pm
I know those don't work, I tried it about a year ago and it gave me the same
message "your citizenship has been disabled" thing.
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d384e19$1 at server1.Activeworlds.com...
> Hm, maybe it was a "canceled" cit that I was using the ppw of. You know
one
> that's been disabled because of vandelism.
>
> --Bowen--
>
> "tony m" <fldmshl7061 at hotmail.com> wrote in message
> news:3d383cc7.72206077 at news.activeworlds.com...
> when Microsoft makes a vacuum cleaner."
>
>
|
Jul 19, 2002, 9:27pm
lol, maybe...
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d386993$1 at server1.Activeworlds.com...
> LoL well I built things with a citizenship that was disabled. Now it
> doesn't work, maybe my mind's gone mad.
>
> --Bowen--
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d3865af at server1.Activeworlds.com...
> same
know
is
>
>
|
Jul 19, 2002, 6:38am
ditto, i dont care who knows where i go to on the net.
[View Quote]"young phalpha" <RhaneC at msn.com> wrote in message
news:3d3791ce at server1.Activeworlds.com...
> hahaha... I don't really care about spyware ;)
>
> - YP
>
> "joeman" <Joeman at bootdown.com> wrote in message
news:3d3769e9$1 at server1.Activeworlds.com...
all
>
|
Jul 19, 2002, 9:27pm
LOL, well it's not like it's my best friend trying to learn personal things
about me.
[View Quote]"pc hamster" <pchamster at email.msn.com> wrote in message
news:3d389581 at server1.Activeworlds.com...
> Hi everyone:
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d37d017 at server1.Activeworlds.com...
>
> HOW can you guys be so NAIVE?!?!?!?
>
> Just don't let the folks at RealNetworks hear you say what you just said
> Dion. They just *might* give you a FREE copy of the paid version of
> RealOne.
>
> Only there's just one *tiny* little catch. It's SPYWARE also (only more
> sneakier and intrusive, yet less obvious than Gator Corp.).
>
> In short - USE AT YOUR OWN RISK!!!! Otherwise - WAKE UP & SMELL THE DAMN
> COFFEE!!!!
>
> Cheers for now everyone :-)
>
> Patrick
>
>
|
Jul 20, 2002, 4:01am
I'm a private person ;-)
[View Quote]"anduin" <anduin at anduin-lothario.com> wrote in message
news:94bhju0ua4jojgmd0i1f8q66n9ba7c05hl at 4ax.com...
> In a galaxy far far away, known as wishlist, an identify claiming to
> be known as "dion" <Dion at digevo.net> scribed the following:
things
>
> Shouldn't your best friend ALREADY know personal things about you?
>
> ,,,,,
> (o o)
> /--------------ooO--(_)--Ooo--------------\
> | Anduin (317281) |
> | o The Gorean Scribe |
> | o http://www.anduin-lothario.com |
> | o It wasn't me, it was the one I'm in! |
> \--------------ooO-------Ooo--------------/
|
Jul 19, 2002, 6:38am
a solution to both problems. Put a bot in there and make a bold red message
from the Immigration Officer via console message. Then you can make it as
long as you like and it will stick out more so people are more likely to
read it.
[View Quote]"the derek" <imthederek at yahoo.com> wrote in message
news:3d37a4bd at server1.Activeworlds.com...
> i have same problem.. but an even bigger prob is NO ONE READS THEM i have
> people ask me questions that are answered in the w/m EVERY DAY
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d379fa4 at server1.Activeworlds.com...
I
then
> 3
>
>
|
Jul 19, 2002, 5:15pm
agreed
If you have no other reason for a bot, it's a real waste of bandwidth.
[View Quote]"zeo toxion" <zeo at my.activeworlds.com> wrote in message
news:3d3860f1$1 at server1.Activeworlds.com...
> Yeah I could do that but i'm not running a whole bot just to send a
message
> to everyone. Here's an idea that would fix both.
>
> -Increase the welcome message length
> -Ability to set the welcome message color from the world options (and the
> ability to subsitute "Immigration Officer:" for another name would also be
> nice)
>
> --
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> A message from Zeo Toxion
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d37cff3 at server1.Activeworlds.com...
> message
as
> have
> short?
>
>
|
Jul 21, 2002, 1:32am
I, myself, have thought of this feature before. I ran into a problem a few
times where I wanted to send a telegram to everyone on my list. I was
letting them know that I was going to be away for about 2 weeks. Since I
have about 50 people on my contacts list it was a pretty grueling task. It
would have been much easier if this sort of thing was implemented but I see
a serious problem with it.
It encourages spam and allows just about anyone the ability to send mass
telegrams. I know most people like to think noone on Active Worlds would
send out spam but there really is a large market for this sort of thing.
Infact, people might register just so they can spam everyone with their
information.
Also, if it were to be implemented, I would want something similar to ICQ
where you hit a button that says "Forward" and then a side form pops out
with everyone's name on your contact list allowing you to click the checkbox
beside each name or if you want to send to everyone, just click the "check
all" checkbox.
-Dion
[View Quote]"john" <johnfricker at lineone.net> wrote in message
news:3d398bbe$1 at server1.Activeworlds.com...
> AW need to make it so that you can just add a ", " and add other peoples
> names to send telegrams to (or select multiple people from contacts)
>
>
|
|