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dion // User Search
dion // User Search
Jul 21, 2002, 4:09am
good idea, you could just make a setting to block all tgrams sent to
multiple users. To avoid accidentally blocking a tgram that was just meant
for a few people and wasn't spam, though, you might want to have a setting
that made it so that only msgs sent to 'X' number of people or more would be
blocked. That way you can set that to like 15 or 20 and not worry about
getting much spam at all but at the same time get things from people that
are mass-tgraming but not spamming (something you might actually want to
read :-P).
[View Quote]"anduin" <anduin at NOSPAM.anduin-lothario.com> wrote in message
news:jtdkju0lnvork036mtpbstgap9hok0estd 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:
checkbox
"check
>
> If it were to be implemented, I don't wish to have to block telegrams
> from people not on my own contacts list...
>
> I would much rather have a feature where I can say, if it's a
> multi-part message, or sent to multiple users, I can block them
> automatically, without having to worry about it.
>
> Still, like many people here, I dislike the idea.
>
> ,,,,,
> (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 21, 2002, 1:59am
Interesting name, isn't it? Anyway, it's a new idea I came up with while
posting a reply to Strike Rapier's "Extended Viewing Range" topic. What it
would be would be a mode in which it only searches for objects within
viewing range once. So any change in building would not be downloaded by
your client and actually make the Active Worlds Browser much faster since
it's not searching for new objects that may have been placed by people while
you are exploring. It would be very useful for when you're looking at
historical builds which won't be changed (or at least not while you're
looking at them) or just any area that you may feel like exploring and don't
need to see any objects being placed down.
Also, the Active Worlds Browser currently (I think) compares what's in it's
cache with what the world server has so the speed of your cache really isn't
as fast as it could be. It is only the cache of models and textures but not
the landscape. It would be a good feature if you could force the browser to
use what's in it's cache without comparing it to the world server. And if it
doesn't cache landscape now, it most certainly should!
Another way of making it faster for some worlds would be to download the
objects, textures, terrain, and placement of them all before going into the
world. When you're playing Quake or Unreal Tournament online and you go to a
game that is using a map you don't have, it downloads all of the information
before letting you in. It would be helpful in Gaming worlds where speed is a
must and the world is small (so that the download doesn't last for weeks!
:-P).
Now just a little thing to add to the wishlist which doesn't really have
anything to do with what I said above. It would be cool if I could get all
the information of a person just by putting my mouse over his/her name in my
contacts list or in the chat for a moment. Then a little box would open up
telling me the citizen number, coords the person is at, and any other small
bit of information that could be enetered into your settings such as age,
gender, or interests.
I did enough yapping for today. Let me know what you think.
-Dion
Jul 21, 2002, 4:05am
> I'm not waiting on a download BEFORE I can chat. I usually enter
> worlds with the most users to chat with, I don't really care for
> exploring personally.
It would be an option. You could go in and bypass the world's settings that
recommend you download before entering and you would be able to chat while
you downloaded, you just wouldn't be able to see the world. But if you
bypassed it, you'd just be as slow as usual. :-P
Jul 22, 2002, 2:47pm
> AW already DOES cache everything and only "compares" it with the object
server if the object refresh limit has been reached.
>
So I assume it's the RWX Rendering that is slowing everything. AW needs to
support a new and faster 3D model format.
Jul 22, 2002, 3:21pm
put bluntly you are saying: RWX is fast, AW is slow?
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D3C3533.DC5960ED at oct31.de...
> The model format and the rendering speed are absolutely
> independant in this case. RWX is a format that contains
> only quite basic features that you will find in nearly
> all other format too, it's a subset of most other formats,
> except for few very old ones like nff or raw triangle.
>
> The only thing that is affected by the file format is the
> time a model needs to be added to a scenery, but as AW
> caches the models already tokenized and/or interpreted,
> so this plays only a minor role, except for models that
> are newly added to the cache (and scene).
>
>
> dion wrote:
object
to
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Jul 22, 2002, 11:52pm
I think there should be a feature to allow you to let everyone but a
selected few do something. So you could give build to everyone but by
putting a '-' in front of their citizen number, it would disallow them from
building. Could be pretty useful.
Jul 24, 2002, 2:00am
I'm sure they do.
[View Quote]"tony m" <fldmshl7061 at hotmail.com> wrote in message
news:3d3d544f.5108158 at news.activeworlds.com...
> i don't think anybody from AWI even reads this newsgroup :/
>
> On 23 Jul 2002 01:31:23 -0400, "the derek" <imthederek at yahoo.com> wrote:
>
thorugh
>
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Jul 25, 2002, 6:38pm
I'm sure making a bot to do this would be easy but it'd be much simpler as a
feature of the world rights.
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d405580$1 at server1.Activeworlds.com...
> Chill guys! Im working on it, a bot that does it should be out or if u
want
> a standalone I can make 1 in a few min
>
>
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Jul 29, 2002, 1:36pm
It's better that way, allows for a lot more configuration.
[View Quote]"tony m" <fldmshl7061 at hotmail.com> wrote in message
news:3d4282c7.37538829 at news.activeworlds.com...
> Not all C/C++ programmers have a nice
drop-a-component-here-and-make-a-gui-in-5-seconds-flat IDE like Delphi and
VB..
>
> On 27 Jul 2002 02:30:07 -0400, "tomilius" <homeworkkid at msn.com> wrote:
>
how
>
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Jul 24, 2002, 4:20pm
it wouldn't take much work at all. just a little textbox for you to put in
the name of the file to be used for that world's avatars.dat
[View Quote]"chiram seawing" <seawing at planet-safira.com> wrote in message
news:3d3ed137$1 at server1.Activeworlds.com...
> It'd be really nice to have a feature where you could load in different
> Avatars.dat for different worlds using the same object path, because I
find
> it annoying that my world is a futuristic underwater city type thing, but
> the avatars list has south park avs and xwings, and there's no way I can
> force people to fit in with the theme heh... I don't think it'd take that
> much work to do either....
>
>
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Jul 24, 2002, 8:33pm
I think at least simple vertical and horizontal collision detection with
moving objects should be pretty simple.
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3F24F3.A19B50B3 at tnlc.com...
> That has to do with physics (or AW's lack thereof) and collision
detection. Perhaps some eon AW will actually get competent physics...
>
> john wrote:
>
that
if
>
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Jul 29, 2002, 1:33pm
He's got a point. Rather than changing the terrain light settings, the light
settings of other objects in the world need to be changed to match.
[View Quote]"grimble" <grimble2000 at btinternet.com> wrote in message
news:3d41a120$1 at server1.Activeworlds.com...
> There's no point in comparing the terrain directly to a ground object.
> Because the ground object is just that, an object, and you can specify the
> ambient and diffuse light settings as with any model. The only difference
> here isn't that the terrain is too dark but that the surface values of the
> terrain can't be changed whereas on the ground objects they can be. The
> ground objects blindly used in a lot of worlds have a high surface values
> for ambient and diffuse lighting, hence they're atrificially bright. This
> whole issue has been covered before in previous wishlist threads.
>
> After some playing, I believe the equivalent surface settings used in the
> terrain surfaces are 0.2 1.0 (for Ambient and Diffuse respectively). If
its
> arbitrarily changed, I for one will have to change other objects to match
> it. What is needed is the ability to specify the surface lighting values
for
> the terrain, and not just a change so its "NOT SO DARK".
>
> Just for info, generally a request that basically says "change it" isn't
> going to be given any creedence from anyone. This is a wishlist ... not a
> wingelist. If you think something would be better if implemented
> differently, try doing some investigation and then suggesting what needs
to
> be changed rather than crying about it.
>
> Grims
>
> "the derek" <imthederek at yahoo.com> wrote in message
> news:3d40c1d2 at server1.Activeworlds.com...
> terrain
> brighten
probably
you
still
>
>
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Jul 29, 2002, 1:47pm
It would be useful if there could be certain variables in the WM like the
avatar's name, citizen number, etc. Just a few things that would be useful
at welcoming people to the world. :-)
Jul 29, 2002, 1:47pm
Oh, and also an option to disable the WM. That way I can just make my bot do
the WM. :-)
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d45637f$3 at server1.Activeworlds.com...
> It would be useful if there could be certain variables in the WM like the
> avatar's name, citizen number, etc. Just a few things that would be useful
> at welcoming people to the world. :-)
>
>
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Jul 30, 2002, 12:06am
Welcome Message is a long thing. Normally I would type it out but I woke up
at 6 this morning and drove 3 hours after being on a weekend vacation at the
beach so I'm just a bit tired. *snore*
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D45C536.F4E05208 at tnlc.com...
> Even that's not very common. What is it with all these lazy teenagers
coming up with silly acronyms?
>
> maki wrote:
>
though...
using
>
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Jul 30, 2002, 12:44pm
should be! :-P
[View Quote]"agent1" <Agent1 at my.activeworlds.com> wrote in message
news:3d46a593$1 at server1.Activeworlds.com...
> So *that's* what they were talking about... Well that's probably just
because the browser sees it like any other avatar_change event
> and moves the avatar smoothly. I don't think there's an event that says
"Hey! I've been teleported!" :)
>
> -Agent1
>
> "anduin" <anduin at NOSPAM.anduin-lothario.com> wrote in message
news:m44ckuskepkn360jjshs922smo8tua0dmd at 4ax.com...
Menu. When teleporting within the same world but still in the
> same
think that no matter the range, a teleport should
> "dematerialize and
>
>
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Jul 31, 2002, 4:53pm
I think this should be automatically added upon installation of Active
Worlds so that noone needs to manually add this sort of thing. :-)
Aug 1, 2002, 3:50am
it didn't for me. I had to manually add the AWT extension.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D4857E8.385B0696 at oct31.de...
> it does that
>
> dion wrote:
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Aug 2, 2002, 4:10pm
You'd have to create your own way of rendering the RWX files based on
querying the area and the distance between the bot and the object. That
would be one hell of a bot!
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d4ac7c2$1 at server1.Activeworlds.com...
them
>
> You'd have to create a bot to do that. I wouldn't doubt it couldn't be
> done. It'd be hard though, very hard.
>
> --Bowen--
>
>
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Aug 2, 2002, 6:15pm
Hey, if you can make a bot that can see in AW, I'm sure tons of people could
use that. That would be awesome, even if it can't view cob objects. Most
places don't use cob anyway, I've found AW to have quite a few issues with
COB formatted objects.
[View Quote]"grimble" <grimble2000 at btinternet.com> wrote in message
news:3d4ad89e$1 at server1.Activeworlds.com...
> RWX's are the simple bit - they at least make sense and are well
documented
> ... its the COBs that screw it! Writing the loader is just too damned
> boring. A number of the 3D engines out there now support the idea of a
> "generic mesh" that can be built at runtime and added to a scene. I made a
> good start on one for RWX's with the TrueVision3D SDK but like I said,
COBs
> just made it more work than I could be bothered with. Had a few issues
with
> the near clipping plane that irritated me too much as well. Might pick it
up
> again one day.
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d4acafa at server1.Activeworlds.com...
be
>
>
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Aug 2, 2002, 6:19pm
Unfortunately, it's always random. Even if you have a database, multiple TVs
refreshing at different times will screw it up.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D48BEAC.BA337FC6 at oct31.de...
> <?PHP
> $aPics = array (
> 'picture1',
> 'picture2',
> 'picture3',
> 'picture4'
> );
>
> $DocRoot = './';
>
>
> $i = time()%sizeof($aPics);
> $Basename = $aPics[$i].'.jpg';
> $Filename = $DocRoot.'/'.$Basename;
>
> Header ('Content-type: image/jpeg');
> Header( 'Content-Disposition: attachment; filename='.$Basename );
> readfile ($Filename);
> ?>
>
>
> commander a1ct wrote:
TV
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Aug 2, 2002, 10:27pm
If you ever do it, take a couple screenshots, I would love to see it. :-)
[View Quote]"grimble" <grimble2000 at btinternet.com> wrote in message
news:3d4af066$1 at server1.Activeworlds.com...
> Well even if it was finished and working (which it isn't and maybe never
> will be), I make a point of not sharing bots I write because of the
reaction
> things generally get from this group. Occasionally I'll help out on
> something specific if I can, but I'm not opening myself up to the level of
> rudeness of so many here and their selfish expectations of other people. I
> do things out of my own curiosity.
>
> Maybe before I move on I'll leave the code lying around or something.
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d4ae84d at server1.Activeworlds.com...
> could
with
>
>
>
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Aug 3, 2002, 1:46am
Could you explain all of it? I can't seem to see how it wouldn't be random.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D4B4A7C.CC13C436 at oct31.de...
> If you don't want it random, you can just use create animate
> instead of create picture (no script at all) or replace the
> line
>
> $i = time()%sizeof($aPics);
>
> by
>
> $factor=100; /* see comment below */
> $i = (time()/$factor)%sizeof($aPics);
>
> where the value for factor would depend on the setting of the
> update frequency in the picture object properties.
>
>
> dion wrote:
TVs
news:3D48BEAC.BA337FC6 at oct31.de...
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Aug 3, 2002, 5:57am
Oh, cool! :-D
Now I don't even know why I didn't understand it... LOL :-P
Thanks for that :-)
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D4B5DC0.C8CFD0A6 at oct31.de...
> You need to synchronize the expression
>
> (time()/$factor)
>
> with the refresh rate of the picture in AW, so it is
> incremented by one on each refresh.
> As time() counts seconds and AW refresh is in seconds
> too, the $factor should equal the update value in the
> picture property box.
>
> Example for a refresh every 100 seconds and 5 pictures
> in the sequence :
>
> create picture script.php update=100
> and
> $factor = 100;
>
> On the first loading, let's say time() returned the
> value 1000, so (time()/$factor) will be 10 and
> time()%sizeof($aPics)%5; will be 0, so the first
> picture will be loaded.
>
> 100 seconds later the refresh occurs, time() returns
> 1100 then and (1100/100) is 11. (11)%5 is 1 so the second
> picture will be sent to AW.
> 100 seconds later the next refresh occurs, time() returns
> 1200 and (1200/100) is 12. (12)%5 is 2 so it's the third
> picture now.
>
> As the clocks on your PC and the web server sure are not
> 100% synchronous it might occur sometimes, that a picture
> is skipped or the same one is sent a second time, but it
> will sure work correct in more than 99% of all downloads.
>
>
> Time is not a random value, that's why it works.
>
>
> dion wrote:
random.
news:3D4B4A7C.CC13C436 at oct31.de...
multiple
filename='.$Basename );
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Aug 19, 2002, 8:05pm
Would you please stop stereotyping all people from AWTeen as being immature
and disrespectful? Not all people who go to AWTeen what you stereotype them
as.
[View Quote]"ncc 72897" <NCC-71854 at USS-Venture.Starfleet.UFP> wrote in message
news:3d6116b9 at server1.Activeworlds.com...
> no, U awteen kids should shut up, coz everything i said about u is the
> truth. go get some maturity and learn to respect other ppl.
>
> "kah" <kah at kahnews.cjb.net> wrote in message
> news:Xns926FA68BF6139kahatkahnewsdotcjbdo at 64.94.241.201...
we
that
>
>
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Aug 2, 2002, 4:01am
double-clicking on the name in the contacts should bring up the telegram
box.
[View Quote]"the derek" <imthederek at yahoo.com> wrote in message
news:3d4a1efe at server1.Activeworlds.com...
> i hate it when i mean to send a tgram but i hit join then im warped away
> from whatever ive been doing. I NEED A WAY TO CANEL THIS
>
>
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Aug 2, 2002, 6:11pm
I meant it should, but it doesn't. :-P
[View Quote]"the derek" <imthederek at yahoo.com> wrote in message
news:3d4adf2b at server1.Activeworlds.com...
> doesnt work for me...
> "dion" <Dion at digevo.net> wrote in message
> news:3d4a2027$1 at server1.Activeworlds.com...
away
>
>
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Aug 2, 2002, 6:12pm
Nah, that's a pain to confirm, then you just start confirming everything.
Maybe it should ask for a confirmation to change your avatar or walk
forward. :-P
[View Quote]"linn" <ironhead at digitalpassage.com> wrote in message
news:3d4a6572$1 at server1.Activeworlds.com...
> maybe if it asked are you sure you want to "join" ?
> "elyk" <elyk26 at hotmail.com> wrote in message
> news:3d4a21cb$1 at server1.Activeworlds.com...
away
>
>
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Aug 6, 2002, 1:59am
LOL :-D
[View Quote]"mike zimmer" <mike at remmiz.com> wrote in message
news:3d4f3d1b$1 at server1.Activeworlds.com...
> Do you want to walk forward? Yes or No.
> Are you SURE you want to walk forward? Yes or No
> I mean, its REALLY had to walk that far. Yes or No
> Now you see what us AW Programmers do during work time :-) Yes or No
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d4ae794 at server1.Activeworlds.com...
everything.
warped
>
>
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Aug 2, 2002, 4:12pm
Bleh, there's Windows Media Player and Winamp for this sort of thing.
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d4ac4b9 at server1.Activeworlds.com...
> I like to listen to music thats effected by where I am in AW(Teen) but I
> cant get to work is something allong the lines of......
>
> 'create sound c:\Dj Otzi - Hey Baby.mp3'
>
> I know you can do fake paths and such, but its all a bit of too much to
get
> some mp3's to play when the path will be treated exactly the same in AW as
> it is in IE and they can both use content.
>
> - Mark
>
>
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