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paul // User SearchA New Bot IdeaJan 2, 2001, 12:34am
Hi,
I have an idea for a new bot. I'd like to know if someone is interested in making it? In return for my ideas, you would allow me to use the bot. I think this could be a profitable bot for someone who is trying to sell bots. I do modeling, I don't do bots. hehehe if you can do it right, I'd be willing to trade some of my models for usage rights. If anyone is interested, contact me in AW. Paul A New Bot IdeaJan 5, 2001, 6:05am
This is a multi-part message in MIME format.
------=_NextPart_000_003C_01C076BB.88D47200 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable ok here it is: I think this is a prety complete description. Bot: Stagehand (don't much care what it's called) Built in commands (minimum): LoadScript <filesname> Exit terminates bot Build <object> <coords> places <object> and the specified = <coords> Move <object> <current coords> <destination coords> self explanatory = I hope. Rotate <object> <coords> <L or R # of key clicks or degrees, whatever = required to work> Action <object> <coords> <action fields commands> insert action = cammand in to action field. { other useful command if you think of any } Wait <time delay> (optional auto exec mode script command)=20 specifies a delay in auto execute mode. Continue (optional auto exec mode script command)=20 continue to the next user command in the = script file and run it. NOTE: I realize that specifying coordinates for the object is a real = problem since one doesn't know the REAL COMPLETE cordinates of the = objects aka 1.25n 2.3e 0.05a, etc. The only solution I have for that = is to use BuildBot to load the objects in an area so one can get the = exact coords for the object to be manipulated (or use StageBot Build = command to palce the objects in known positions). So the bot should be = able to report errors of objects not found at the given coords so the = user can troubleshoot the object placement and not crash. Also, = destination coords should be limited (maybe to within 40 meters) of/and = checked against the current coords of the object affected so people = don't send objects to hell and gone, and 'out of bounds' coords = reported. =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D Script file: A script file is a list of User defined Action commands (not action = field). A user defined command might be: (opencurtain)=20 Move <curtain.rwx> <1.0N 1.0E 0.0A>> <1.0N 2.0E 0.0A> There may be multiple user commands per script file and and multiple Bot = commands per User command. Bot operation: Bot works in a combination of 2 modes. (1) Whispers to bot to LoadScript <filename>. Bot loads the script = file. (2) Whispers to bot of <User commands> in the script file (bot finds the = user command and executes it up to the next User command and stops and = waits for further commands (unless the last built in command was = Continue in which case the bot executes the next User command, etc., = etc. Note: it's not necessarily my intention that the bot execute Built in = commands (except LoadScript and Exit) from whispers, but that would be a = cool option. Also, the bot should only respond to the Bot owner or = someone with the owners privs. =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D #Sample Script file (opencurtains) Move curt1.rwx 1.0n 1.0e 0.0a 1.0n 2.0e 0.0a Move curt1.rwx 1.0n 1.0w 0.0a 1.0n 2.0w 0.0a (closecurtains) Move curt1.rwx 1.0n 2.0e 0.0a 1.0n 1.0e 0.0a Move curt1.rwx 1.0n 2.0w 0.0a 1.0n 1.0w 0.0a (lightson) action stlight.rwx 0.5n 0.5e 0.4a "create visible on" action stlight.rwx 0.5n 0.5w 0.4a "create visible on" (lightsoff) action stlight.rwx 0.5n 0.5e 0.4a "create visible no" action stlight.rwx 0.5n 0.5w 0.4a "create visible no" (movehorse1) Rotate horse.rwx 1.5n .5e .2a L90 # L=3Dleft R=3Dright Wait 4000 # 4 seconds Move horse.rwx 1.5n .5e .2a 3.5n .5e .2a Action horse.rwx 3.5n .5e .2a "create noise horsewhinney.wav" Wait 4000 Continue # execute next command (turnhorse1left) # this cmd can be run from prior command or by a = whisper Rotate horse.rwx 1.5n .5e .2a L180 # L=3Dleft R=3Dright # pauses here { more command or end of file NOTE: end of file does nothing. user = commands can be whispered to the bot over and over until (a) a new = LoadScript command is issued or Exit to terminate the bot } # End of script [View Quote] ------=_NextPart_000_003C_01C076BB.88D47200 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=3DContent-Type content=3D"text/html; = charset=3Diso-8859-1"> <META content=3D"MSHTML 5.50.4522.1800" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY> <DIV>ok here it is: I think this is a prety complete=20 description.</DIV> <DIV> </DIV> <DIV>Bot: =20 Stagehand &nbs= p;=20 (don't much care what it's called)</DIV> <DIV>Built in commands (minimum):</DIV> <DIV>LoadScript <filesname></DIV> <DIV>Exit terminates bot</DIV> <DIV>Build <object> <coords> = =20 places <object> and the specified <coords></DIV> <DIV>Move <object> <current coords> <destination=20 coords> self explanatory I hope.</DIV> <DIV>Rotate <object> <coords> <L or R # of key clicks or = degrees,=20 whatever required to work></DIV> <DIV>Action <object> <coords> <action fields=20 commands> insert action cammand in to action = field.</DIV> <DIV>{ other useful command if you think of any }</DIV> <DIV>Wait <time delay> (optional auto exec mode = script=20 command) </DIV> <DIV> = =20 = =20 specifies a delay in auto execute mode.</DIV> <DIV>Continue = (optional=20 auto exec mode script command) </DIV> <DIV> = =20 = =20 continue to the next user command in the script file and run it.</DIV> <DIV> </DIV> <DIV><STRONG>NOTE:</STRONG> I realize that specifying coordinates for = the object=20 is a real problem since one doesn't know the REAL COMPLETE cordinates of = the=20 objects aka 1.25n 2.3e 0.05a, etc. The only = solution I=20 have for that is to use BuildBot to load the objects in an area so one = can get=20 the exact coords for the object to be manipulated (or use StageBot Build = command=20 to palce the objects in known positions). So the bot should be able to = report=20 errors of objects not found at the given coords so the user can = troubleshoot the=20 object placement and not crash. Also, destination coords should be = limited=20 (maybe to within 40 meters) of/and checked against the current = coords of=20 the object affected so people don't send objects to hell and gone, and = 'out of=20 bounds' coords reported.</DIV> <DIV>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D</DIV> <DIV>Script file:</DIV> <DIV>A script file is a list of User defined Action commands (not action = field).</DIV> <DIV>A user defined command might be:</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(opencurtain)</STRONG> </DIV> <DIV> Move <curtain.rwx> <1.0N 1.0E = 0.0A>>=20 <1.0N 2.0E 0.0A></DIV> <DIV> </DIV> <DIV>There may be multiple user commands per script file and and = multiple=20 Bot commands per User command.</DIV> <DIV> </DIV> <DIV>Bot operation: Bot works in a combination of 2=20 modes.</DIV> <DIV>(1) Whispers to bot to LoadScript = <filename>. Bot=20 loads the script file.</DIV> <DIV>(2) Whispers to bot of <User commands> in the script file = (bot finds=20 the user command and executes it up to the next User command and stops = and waits=20 for further commands (unless the last built in command was Continue in = which=20 case the bot executes the next User command, etc., etc.</DIV> <DIV>Note: it's not necessarily my intention that the bot execute Built = in=20 commands (except LoadScript and Exit) from whispers, but that would be a = cool=20 option. Also, the bot should only respond to the Bot owner or = someone with=20 the owners privs.</DIV> <DIV>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</DIV> <DIV>#Sample Script file</DIV> <DIV>(opencurtains)</DIV> <DIV> Move curt1.rwx 1.0n 1.0e 0.0a 1.0n 2.0e = 0.0a</DIV> <DIV> <DIV> Move curt1.rwx 1.0n 1.0w 0.0a 1.0n 2.0w = 0.0a</DIV> <DIV> <DIV> </DIV> <DIV>(closecurtains)</DIV> <DIV> Move curt1.rwx 1.0n 2.0e 0.0a 1.0n 1.0e = 0.0a</DIV> <DIV> <DIV> Move curt1.rwx 1.0n 2.0w 0.0a 1.0n 1.0w = 0.0a</DIV> <DIV> </DIV> <DIV>(lightson)</DIV> <DIV> action stlight.rwx 0.5n 0.5e 0.4a "create = visible=20 on"</DIV> <DIV> <DIV> action stlight.rwx 0.5n 0.5w 0.4a "create = visible=20 on"</DIV></DIV></DIV></DIV></DIV> <DIV> </DIV> <DIV> <DIV>(lightsoff)</DIV> <DIV> action stlight.rwx 0.5n 0.5e 0.4a "create = visible=20 no"</DIV> <DIV> <DIV> action stlight.rwx 0.5n 0.5w 0.4a "create = visible=20 no"</DIV> <DIV> </DIV> <DIV>(movehorse1)</DIV> <DIV> Rotate horse.rwx 1.5n .5e .2a = L90 #=20 L=3Dleft R=3Dright</DIV> <DIV> Wait 4000 # 4 seconds</DIV> <DIV> Move horse.rwx 1.5n .5e .2a 3.5n .5e .2a</DIV> <DIV> Action horse.rwx 3.5n .5e .2a "create noise=20 horsewhinney.wav"</DIV> <DIV> Wait 4000</DIV> <DIV> Continue # execute next = command</DIV> <DIV> </DIV> <DIV>(turnhorse1left) # this cmd can be run from prior = command=20 or by a whisper</DIV> <DIV><FONT face=3DArial size=3D2> <DIV><FONT face=3D"Times New Roman" size=3D3> Rotate = horse.rwx=20 1.5n .5e .2a L180 # L=3Dleft R=3Dright</FONT></DIV> <DIV><FONT face=3D"Times New Roman" size=3D3> # pauses = here</FONT></DIV> <DIV><FONT face=3D"Times New Roman" size=3D3></FONT> </DIV> <DIV><FONT face=3D"Times New Roman" size=3D3>{ more command or end of = file NOTE: end=20 of file does nothing. user commands can be whispered to the bot = over and=20 over until (a) a new LoadScript command is issued or Exit to terminate = the bot=20 }</FONT></DIV> <DIV><FONT face=3D"Times New Roman" size=3D3></FONT> </DIV> <DIV><FONT face=3D"Times New Roman" size=3D3># End of = script</FONT></DIV> <DIV></FONT><FONT face=3DArial = size=3D2></FONT> </DIV></DIV></DIV></DIV> <DIV><FONT face=3DArial></FONT> </DIV> <DIV><FONT face=3DArial></FONT> </DIV> <DIV><FONT face=3DArial size=3D2>"paul" <</FONT><A=20 href=3D"mailto:p-barrow at NOSPAMhome.com"><FONT face=3DArial=20 size=3D2>p-barrow at NOSPAMhome.com</FONT></A><FONT face=3DArial = size=3D2>> wrote in=20 message </FONT><A href=3D"news:3a513e2a at server1.Activeworlds.com"><FONT = face=3DArial=20 size=3D2>news:3a513e2a at server1.Activeworlds.com</FONT></A><FONT = face=3DArial=20 size=3D2>...</FONT></DIV><FONT face=3DArial size=3D2>> Hi,<BR>> I = have an idea=20 for a new bot. I'd like to know if someone is interested in<BR>> = making=20 it?<BR>> In return for my ideas, you would allow me to use the bot. I = think=20 this<BR>> could be a profitable bot for someone who is trying to sell = bots. I do<BR>> modeling, I don't do bots.=20 hehehe if you can do it right, I'd be willing<BR>> to = trade some=20 of my models for usage rights.<BR>> If anyone is interested, contact = me in=20 AW.<BR>> <BR>> Paul<BR>> <BR>> <BR>> = </FONT></BODY></HTML> ------=_NextPart_000_003C_01C076BB.88D47200-- 3Dfx Voodoo/Voodoo2 support in ActiveWorlds.Nov 7, 1998, 3:47am
AW only does 3D in a Window. The Voodoo 1 and 2 do NOT do 3D in a window,
however, the Voodoo Rush cards (and the new Banshee) do 3D in a window so are supported. If you have a Voodoo 1 or 2, you are out of luck. But in some circumstances the D3D driver in AW are worse than just using the MMX drivers. Paul [View Quote] Import objects from other serversSep 5, 1998, 2:47am
Import objects from other serversSep 5, 1998, 2:54am
No, the AW lib is not a Common pool of objects. It is what you named it, the
AW library. A Common pool of objects would allow ALL objects in ALL COF owned worlds (and other worlds that wanted to contributed) to be accessed in ALL COF worlds (and in other worlds if the owners so desired). THAT's a Common pool of objects. Paul [View Quote] Import objects from other serversSep 5, 1998, 9:11pm
Or how about aw (like in the world list) instead of AW (Active Worlds).
That's what I try to do. Paul [View Quote] [View Quote] I was referring to Active Worlds, not AlphaWorld. When you're inconsistent with acronyms, as you were when meaning AlphaWorld but you used "AW", confusion will occur. Tip: AW stands for Active Worlds, not AlphaWorld. And "AW Prime" has to be the lamest name I've ever heard. There is only one Prime: Optimus Prime. If you HAVE to abbreviate "AlphaWorld", try "Alpha". > > I don't think so. What is to prevent someone from lying about the > registry info. An object that has a registered footprint of 0 x 0 could > be carefully placed between someone else's objects. Example, > walk001h.rwx is not registered as being 10m x 10m but 9.990m x 9.990m so > that walks from different owners can be right up against each other > without encroaching or leaving a gap. Any object registered as 0 x 0 > could be used to vandalize another's property. Then have AW check the dimensions. Or have someone at COF (yea right) validate all new objects people want to use before. I don't care. Remote object usage isn't going to happen anytime soon anyway. overlapping necessarily don't need > > It has nothing to do with z-buffering. Example, where a wall and a floor > come together, if there is a problem with one of the models then > RenderWare cannot seem to figure out where one model ends and the other > begins. If you face the wall straight on, there is no problem. If you > turn slightly then the intersection between them becomes a zig-zag about > 1/2m wide (not a pixel problem). Once the browser is "poisoned" it > screws up on worlds with normally clean models. The only way to fix it > is to shut down are restart the AW browser and avoid those worlds with > bad models. Um...that's z-buffering. Go read the definition at Webopedia. Z-buffering is the process of calculating which polygons are in front of other polygons. confusing yourself necessary. > > Too bad Eep², I get paid to think, it has become a habit, I cannot help > myself -- and I rarely get confused. I was not confused when I wrote the > previous message, and I'm not confused now. Perhaps you prefer > incomplete or vague ideas? I don't prefer babbling. If you don't know COF by now, you obviously haven't realized you're wasting your energy continuing to babble about things that won't change ANYTIME soon. COF has their own agenda and this newsgroup is little more than a cushion to make us feel better and actually think COF gives a damn about our suggestions... > BTW has anyone ever mentioned to you that your are intelligent, > talented, and have the social skills of a power tool? Yep. And if I want your social commentary, I'll beat it out of you next time, dig? Import objects from other serversSep 6, 1998, 6:51pm
I disagree Eep. I don't think Roland is the one who needs to be involved in
the initial discussions, but ENZO or JP. I told Roland I had some Objects I was willing to donate and he told me I should talk to ENZO. So, I think it's ENZO we should be making suggestions to since ENZO and JP (I believe) are the ones to decide what will and will not be done. Of course, you can make the same comment that ENZO and JP never join in the discussions either. Paul [View Quote] snip Import objects from other serversSep 6, 1998, 6:59pm
From what little I have read Zbuffering should only occur when multiple
objects overlap each other at common points of 3D space. Paul [View Quote] Force visibilitySep 5, 1998, 8:29pm
This is a multi-part message in MIME format.
------=_NextPart_000_009E_01BDD8F2.CEB81E20 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable The entries go in the aworld.ini file. [performance] framerate=3D14 force_visibility=3D1 visibility=3D60 Paul [View Quote] ------=_NextPart_000_009E_01BDD8F2.CEB81E20 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> <HTML> <HEAD> <META content=3Dtext/html;charset=3Diso-8859-1 = http-equiv=3DContent-Type> <META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR> </HEAD> <BODY> <DIV>The entries go in the aworld.ini file.</DIV> <DIV> </DIV> <DIV>[performance]<BR>framerate=3D14<BR><STRONG>force_visibility=3D1</STR= ONG><BR>visibility=3D60<BR></DIV> <DIV>Paul</DIV> <DIV> </DIV> [View Quote] ------=_NextPart_000_009E_01BDD8F2.CEB81E20-- Force visibilitySep 7, 1998, 8:41pm
You can not stop the visibility from fluctuating. That is how it is
designed to work. You can set a minimum visibility, but you can't control the Max. The FPS is what you would LIKE to have but may or may not ever get. Fewer object renderings mean greater visibility range and vice versa. Paul [View Quote] Force visibilitySep 9, 1998, 10:34pm
The force_visibility=1 does force the visibility to stay at the minimum you
set, or it does on mine anyway. That's what it's for, to prevent the new version of the browser from resetting the visibility to 40 on start up. Aside from that, if the FPS rate goes up while browsing around, then the visibility will increase. If the FPS goes down then the visibility will decrease in an attempt to balance out the FPS and Visibility setting you entered, but the visibility won't go below you minimum setting (which may cause your FPS to go lower than it otherwise would). The two are directly related and affect each other. Paul [View Quote] Virtual VirusOct 16, 1998, 8:14pm
Holographic StorageOct 13, 1998, 9:19pm
Of course there will be long downloads because you still have to send it
over serial communication lines at speeds slower than a floppy disk. Even a satellite link is slower than all but the oldest hard drives and that's assuming no competing traffic. Paul [View Quote] Virtual? =POct 16, 1998, 8:05pm
I agree. I don't want to be subjected to some "game rules" every time I
visit AW. I come here to build and have fun and I've paid my $20 a year to do so. If some folks want a Virtual Real Life World, then go in together and buy one and set it up any way you want, but I don't want "Their" definition of "fun" forced on me. Paul [View Quote] Tourists/World OwnersOct 16, 1998, 7:54pm
You could program the bot to say why though: example:
Bot: Sorry <Touristname>, Tourist are not currently allowed in <worldname> because <this_reason>. Sorry to have to eject you, but please come back again <when_you_specify>. Paul [View Quote] irc-like cmnd line interfaceOct 28, 1998, 10:13pm
I have a feeling that is not correct. I suspect AW gets the tourist IP and
mutes him/her until that person logs off of AW. If they reconnect to AW they are no longer muted. If they use the Login from the menu to change their name, then AW probably doesn't see that as being a disconnect, so they stay muted, whereas, if they exit AW and reconnect, then AW gets the persons IP address again and thus, they are no longer muted. Otherwise, AW would have to keep track of Tourist IP addresses even after they disconnected and I can't see COF writing the software in that manner. I could be wrong though. Paul [View Quote] #1 on my wishlistNov 3, 1998, 10:41pm
This newsgroupNov 17, 1998, 10:01pm
Let's face it. It's not going to improve a lot with only one programmer
handling the whole project. Paul [View Quote] This newsgroupNov 19, 1998, 12:02am
Two is not a lot better than one. They need 3 or 4. One or two to work on
the 3D sections, One to work on communications aspects and assist with overall new features, and One to work on overall new features, with one of them being coordinator. IMO Paul [View Quote] <snip> This newsgroupNov 19, 1998, 10:38pm
WorldsNov 27, 1998, 6:32pm
So ask them and maybe they will give you a discount on additional licenses.
You won't know if you don't ask. Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 2, 1999, 6:57pm
When you consider that REAL 3D modeling can have 10's of thousands, even
100's of thousands of polygons, it's not to much to ask that AWB be able to handle a couple of thousand or less polygons on a relatively few number of objects. You can't even build a decent realistic scene now without the FPS dropping to 4 or 5 fps using just the aw objects. Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 4, 1999, 3:53am
It's just plain no damn fun having to walk around with visibility set to
40-50 just to make AW perform BARELY adequately. Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 4, 1999, 3:59am
Your saying the new beta is going to lower the FPS by 25%???
Surely COF is not that stupid? Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 6, 1999, 10:45pm
Sorry, <8fps and the jerky movement and slow rendering bothers me. I
think, on a P233mmx (overclocked to 266) w/64M, I think the AW performance at GZ's (3-8fps) is pretty pathetic. Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 6, 1999, 10:55pm
Everyone can't afford to upgrade there computer once a year. I upgraded
mine in the fall of ' 97 from a DX4-100 to my P233mmx (running at 266) w/64M and voodoo rush video. I can't afford to do it all over again. And I shouldn't have to just because COF chooses to live in the "old days" of software 3D rendering. They should get their technology up to date, then if necessary, I'll try to get my hardware up to date. Paul [View Quote] *Yes* File-transfering is here! (Soon)Jan 11, 1999, 5:14am
Funny, the only 3D cards I know of that ONLY do full screen are Voodoo 1 & 2
cards. Paul [View Quote] trueSpace 4 TutorialsJun 7, 2002, 2:33pm
There are MANY changes to the TS 5 interface with many things rearranged and
some working differently. Also many new features to tools like changing UV on objects/faces in the info box in real time and seeing them instantly in 3D Solid view mode. I would not suggest learning TS 4 first. The basics are similar but the interface and layout is different enough in TS 5 that it's almost like learning all over again. Paul [View Quote] |