|
bowen // User Search
bowen // User Search
Jun 16, 2002, 9:19pm
Skinned avatars are in 3.3, the team just hasn't figured out how to use them
yet apparently.
--Bowen--
Have $3... want a website?
http://www.smartpenguin.com/affiliate.php?id=12
[View Quote]"echomencer" <ghostrider at spiralmatrix.com> wrote in message
news:3d0d1889 at server1.Activeworlds.com...
> lol why not there always promissing stuff then not delivering but still
> quite happy to take our $$$$ guess nothing has changed, I guess based on
> your comments your the new sales & marketing manager lol at least your
> current efforts are better than the last guys lol
>
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
> news:3d0d086f$1 at server1.Activeworlds.com...
> 3.4?
>
>
|
Jun 16, 2002, 9:34pm
Exactly ;). Supposedly it's HamFon's job.
Maybe he just hasn't had the initiative to find out how yet?
--Bowen--
Have $3... want a website?
http://www.smartpenguin.com/affiliate.php?id=12
Jun 19, 2002, 2:40pm
It is editable beyond the world limits. Just not by browser. Bots do this
just fine, and it does help with ambience of the world since it doesn't just
cut short at the world ends. I assume aw will get rid of it soon because
you didn't pay for "infinite terrain."
--Bowen--
Have $3... want a website?
http://www.smartpenguin.com/affiliate.php?id=12
[View Quote]"maka" <omegaflow at yahoo.com> wrote in message
news:3d10a8e3$1 at server1.Activeworlds.com...
> Hey there,
>
> well i kow this is a huge longshot but this is the wishlist so here goes.
> How about making terrain editable out of world limits? it wouldnt lower
> world purchased because people would still need to buy a world to build
> beyond world limits. It would be nice to make worlds look nicer though
>
>
|
Jun 23, 2002, 4:52am
That could be done, here's how:
Disable chat in your world, give it only to the Bot. Have people whisper to
your bot what they want to say. Then have the bot repeat what they say
using a console message, customized to whatever you want. Hope that helps.
--Bowen--
[View Quote]"billybob" <bill at vectracon.com> wrote in message
news:3d155ecf at server1.Activeworlds.com...
> Hey, AW new feature to add to your, hopefully large list. How about a way
> for all chat to run through a bot? What I mean is instead of broadcasting
> the chat messages to all, only gives it to a bot(with CT of course). That
> way the bot could then proccess the chat and resend it to everyone....this
> would allow CTs to customize the chat of their users, and edit out bad
> words. Of course it might lead to putting words in people's mouths, heh,
but
> nevertheless a good feature.
>
>
|
Jun 23, 2002, 5:16am
Well it's far from perfect, but it should still work. The only other way to
do it would be to build in some sort of bot to the browsers, or servers, to
intercept the messages before they're broadcasted.
--Bowen--
[View Quote]"lord fett" <lordfett at hotmail.com> wrote in message
news:3d1574e5$1 at server1.Activeworlds.com...
> Well having to whisper to the bot what you want to say gets annoying after
> awhile. Also, what if the bot is out of range? This chat system should
work
> in global mode and not just near the bot.
>
> -Lord Fett
>
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
> news:3d15701c$1 at server1.Activeworlds.com...
whisper
> to
> helps.
> way
> broadcasting
> That
> everyone....this
heh,
>
>
|
Jun 29, 2002, 4:00am
Yes, it's been planned for 3.4 since 3.2 hasn't it?
--Bowen--
[View Quote]"lord fett" <lordfett at hotmail.com> wrote in message
news:3d1d4ca8$1 at server1.Activeworlds.com...
> What is your problem? geesh This is a very good feature and from what
has
> been said, it is being added to AW 3.4. If it was such a dumb idea, then
why
> is it being added to the next browser? Looks like you need to rethink what
> you say.
>
> "slim smokey" <Smokey360j at ync.net> wrote in message
> news:3d1d416c at server1.Activeworlds.com...
> way
> broadcasting
> That
> everyone....this
heh,
>
>
|
Jun 25, 2002, 3:06pm
Well if it's a single object, you can have the temporary fix of putting a \
in front.. and you can put up to about 20 of them I think. This only works
when there's no registry though ;)
--Bowen--
[View Quote]"grimble" <grimble2000NOSPAM at btinternet.com> wrote in message
news:3d1867e9$1 at server1.Activeworlds.com...
> I know it has been mentioned before, but a way of refreshing the world
> content without having to bounce off another world is becoming more and
more
> important to to me. The reason I'm bringing it up again is that its a huge
> pain when you're in a single-world environment (SolServer or Galaxy) as
> there's no other place to teleport to and this means you have to shut down
> and restart the browser to refresh.
>
> I think a development mode was mentioned a while back too.
>
> Grims.
>
>
|
Jun 27, 2002, 10:01pm
They both work you freaking goofball ;)
--Bowen--
[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message
news:Xns9239EE9E0AC7Fkahatkahnewsdotcjbdo at 64.94.241.201...
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in
> news:3d18a302$1 at server1.Activeworlds.com:
>
>
> A /, not a \ ;-))
>
> KAH
|
Jun 28, 2002, 2:50am
Nah, just Insanity/Filmkr/whoever else would do the trick. That seems to be
their guinea pig for now.
--Bowen--
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D1BE3C1.B2408D00 at oct31.de...
> for a while at least.
>
> Just a wish - they are annoying :(
|
Jun 28, 2002, 3:00am
It is general discussion though :) That post got so offtopic though... AW
needs a flame newsgroup as well for this kind of stuff. Going to Andras' is
such a pain in the rump.
--Bowen--
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3D1BE7D9.DBB31EFB at oct31.de...
> The problem is, that they bring stuff to the news that
> should go by email.
>
> bowen wrote:
to be
news:3D1BE3C1.B2408D00 at oct31.de...
|
Jun 30, 2002, 1:13pm
If you're away from your "keys" (which isn't computer). You'll also be
right back wouldn't you? It's the same thing as BBL and the rest of the
shorthand. AFK means you won't respond if they ask or tell you something,
so they know you're not there. There's no need to add more.
--Bowen--
[View Quote]"slim smokey" <Smokey360j at ync.net> wrote in message
news:3d1eb448$1 at server1.Activeworlds.com...
> ACTUALLY, "KAH" they mean FAR from the same thing idiot...AFK means u will
> be away from your computer for a while while brb means what it is...BE
RIGHT
> BACK! IDIOT!
>
> --
> -chikka chikka Slim Smokey!
> www.slimandmike.tk
> "kah" <kah at kahnews.cjb.net> wrote in message
> news:Xns923C8FB65F991kahatkahnewsdotcjbdo at 64.94.241.201...
>
>
|
Jul 1, 2002, 12:32am
Theoretically, your browser would need to do most of the work (maybe the
world server).
--Bowen--
[View Quote]"the derek" <imthederek at yahoo.com> wrote in message
news:3d1fb060$1 at server1.Activeworlds.com...
> is this even possible?
> "john" <johnfricker at lineone.net> wrote in message
> news:3d1f0281 at server1.Activeworlds.com...
> from
>
>
|
Jul 4, 2002, 3:36pm
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--
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d24840e$1 at server1.Activeworlds.com...
> 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 5, 2002, 2:06am
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--
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d24892f$1 at server1.Activeworlds.com...
> 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.
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
> news:3d2487b5$1 at server1.Activeworlds.com...
> that
looking.
disabled
>
>
|
Jul 5, 2002, 2:05am
Why do you need it so much.. object paths should only be used by one world
anyways. (even though that's likely not to happen). That way there's no
conflicts. If your object path is on a linux computer, link folders. If
not, there's no way to do it that doesn't require a lot of work really.
--Bowen--
[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, 3:52pm
Did you read what I said? If it's on a linux machine you can link folders.
Linking folders allows you to create a pseudo object path. Just create a
seperate terrain folder and switch terrains around. Then link the
models/avatars/seqs/sounds folders and link them to the existing ones. If
not, there's not much you can do about it until it's added into the browser.
I don't see it happening either. MOST op's are only used in one world.
--Bowen--
[View Quote]"zeo toxion" <zeo at my.activeworlds.com> wrote in message
news:3d25bd3d at server1.Activeworlds.com...
> Well I'm sorry not everyone likes to create another object path and copy
> millions of files over just to change one texture (terrain0.jpg) and that
> not everyone uses the godly Linux operating system. Object paths were
meant
> to be used by more then one world, or we wouldn't have things like leased
> ops or the activeworlds op (or any other op for that matter) being public.
> It's easier to change one setting then change the entire way we use object
> paths to the way it should be according to you. There's usual no other
> conflicts except for the one that was created with terrain. I don't see
any
> sense in wasting space by having more then one path with all the same
> objects on them anyway just because I'm afraid something might "conflict".
>
> There, I think I've complained enough for today...
>
> --
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> A message from Zeo Toxion
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
> news:3d251af0$1 at server1.Activeworlds.com...
world
no
If
is
> NO
just
> to
the
time.
even
> if
> the
terrain.
ng
>
>
|
Jul 5, 2002, 3:54pm
Adding onto that, if you ARE on a windows machine, use "my briefcase" for
it.
--Bowen--
[View Quote]"bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
news:3d25dcc6$1 at server1.Activeworlds.com...
> Did you read what I said? If it's on a linux machine you can link
folders.
> Linking folders allows you to create a pseudo object path. Just create a
> seperate terrain folder and switch terrains around. Then link the
> models/avatars/seqs/sounds folders and link them to the existing ones. If
> not, there's not much you can do about it until it's added into the
browser.
> I don't see it happening either. MOST op's are only used in one world.
>
> --Bowen--
>
> "zeo toxion" <zeo at my.activeworlds.com> wrote in message
> news:3d25bd3d at server1.Activeworlds.com...
that
> meant
leased
public.
object
> any
"conflict".
> world
> no
> If
really.
> is
> just
> the
> time.
want
> even
in
> terrain.
this
> ng
>
>
|
Jul 14, 2002, 7:49pm
I'm pretty sure png can't be animated. Unless I missed something.
--Bowen--
[View Quote]"ncc 72897" <NCC-71854 at USS-Venture.Starfleet.UFP> wrote in message
news:3d31eeba$1 at server1.Activeworlds.com...
> thats true, but see the possibilities of PNG compared to GIF, and u can
> always convert those GIFs into PNG format
>
> "joeman" <Joeman at bootdown.com> wrote in message
> news:3d3198aa$1 at server1.Activeworlds.com...
> :).
> them
be
don't
product
> to
where
> better,
> be
> again.
> pay
graphics
by
from
> a
> grimm
about
we
it
> is
> encode
not
news:
files
:).
> browser.
in
> in
> 084"
>
>
|
Jul 16, 2002, 3:49pm
It could start saving them thousands of dollars too.
--Bowen--
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
news:3d345b94 at server1.Activeworlds.com...
> I think for the outstanding quallity which would be a result after 3.4 is
> fully released in all its sections they could indeed devote the large
> majority of their time to creating such as 3D engine which would have the
> potential to bring AW's capablities forward in leaps and bounds
>
> - Mark
>
>
|
Jul 16, 2002, 7:46pm
Ah, that's true too. Never underestimate Grimm and Shamus.. even though
they've seemed to vanish from the face of AW.
--Bowen--
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D348CB6.E73391FE at tnlc.com...
> It would cost Rick and JP more to get (and find) a programmer competent
enough to create a 3D engine from scratch anyway, which isn't even really
necessary.
>
> bowen wrote:
>
is
the
>
|
Jul 22, 2002, 1:00am
Yeah but rendering in real time is a slower than rendering
pre-rendered/fabricated scenes.
--Bowen--
[View Quote]"grimble" <grimble2000 at btinternet.com> wrote in message
news:3d3b68bf at server1.Activeworlds.com...
> Now you've totally confused me. I don't see how the format that the model
is
> stored in would affect the speed at which the model is handled. Its what
you
> do with the information in the model that's important, not the way you got
> the information in the first place.
>
> "dion" <Dion at digevo.net> wrote in message
> news:3d3a2df5$1 at server1.Activeworlds.com...
>
> 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.
>
>
|
Jul 22, 2002, 3:58am
Yeah it is.. you said, "I don't see how the format that the model is stored
in would affect the speed at which the model is handled." It's undoubtedly
faster if you get the file before hand it's going to render faster. If you
have to download an entire "room" of objects and avatars, then it will
affect the speed. You render as you download, you don't download everything
then render. And then you have to unpack the files and send them, then get
the textures. Most games everything is fabricated into one file (the worlds
anyways), and then the textures are stored into one file. This cuts down
the time everything is rendered.
So, pre-rendered scenes (ones you don't download) are a lot faster than ones
you have to download. The format of the file has everything to do with it.
Some modeling systems make objects very clunky (ie 3ds max), which would not
be ideal at all for real time rendering. On the other hand, renderware's
old format, RWX, is. It's a small, non-binary file to accomplish the same
thing that big huge 5 mb worlds would do.
I think most games use instances.. you render the object once, then you
reference it to an instance earlier to make rendering faster. So I've been
told. I guess only some rendering engines support that. :\
--Bowen--
[View Quote]"grimble" <grimble2000 at btinternet.com> wrote in message
news:3d3b90eb at server1.Activeworlds.com...
> That's obvious and not the point I quoted.
>
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
> news:3d3b7542 at server1.Activeworlds.com...
> model
what
> got
>
>
|
Jul 24, 2002, 1:24pm
2.2 doesn't work anymore, it's a forced upgrade. They took it away since aw
3.2 supported software mode.
--Bowen--
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3E4C10.55F9F99A at tnlc.com...
> Thanks. After a test, it seems you're right: nested clumps cause AW to
pause slightly while rendering. :/ That would explain the jerkiness in Hole
since all my shadows are in nested clumps. Guess I'll have to remove them
and screw AW 2.2ers (which are most likely getting scarcer and scarcer
anyway).
>
> I'll be adding that nested clump note to my RW site, Ananas, giving you
full credit for discovering it, of course. ;) Thanks again!
>
> Anyone else have optimization tips not already covered on my site:
http://tnlc.com/rw/ ?
>
> ananas wrote:
>
never noticed a difference, but I guess I haven't paid close enough
attention to it. If this is true, I'll definitely want to mention it on my
RW site. :/
creating non-solid parts anyway since there's the "collision" RWX command.
Regardless, for full backwards compatibility with 2.2 (since it's still
allowed), nested clumps should also be used.
it to 3DS or Maya format, then export to DFF and compare render/freeze
times, if any.
>
|
Jul 18, 2002, 1:06am
Control enter is the windows default for putting "line breaks" when the
window is meant to send stuff. Some times it's reversed, enter is a line
break and control enter is for sending.
--Bowen--
[View Quote]"pc hamster" <pchamster at email.msn.com> wrote in message
news:3d3619d9 at server1.Activeworlds.com...
> Hi everyone:
>
> It it just me or am I left alone in wondering WHY we have the complex
> capabilities of chatting in 3D, yet we *don't* have (what SHOULD be!) THE
> SIMPLEST feature such as paragraph sentencing in telegrams???
>
> I mean it's kinda awkward whednn you're trying to send a telegram, but yet
> PROOF READING it to ensure you've including everything you wanted to say
or
> to check for spelling errors is like reading the legalese fine print on a
> document.
>
> I can't evedn imagine what it's like for the person trying to READ the
> darned thing.
>
> There should also be a SEPERATE pop up window that contains the actual
> telegram. A sound file or a message to the world bot (or even using the
> current Operator - if not a combination of all three) can (still) be used
to
> inform the person they have a telegram. The world bot (or the nearest
> closest bot in case of AW towns) can then whisper to the user that there's
a
> telegram waiting for them (the user) unless the user sees the Operator
> message (which isn't hard to miss in a crowded area)
>
> For bot owners, it would be like the bot having a "contact list" of its
own.
> Plus it could act as a meassenger. Kinda cool, eh???
>
> Comments??? Tar??? Feathers??? Flames??? ALL OF THE ABOVE??? *GASP!*
:-)
>
> Patrick
>
>
|
Jul 19, 2002, 2:33pm
It used to work in 3.0 and 3.1, possibly earlier.
--Bowen--
[View Quote]"tony m" <fldmshl7061 at hotmail.com> wrote in message
news:3d38386b.71089341 at news.activeworlds.com...
> You can't use the PPW of an expired cit. (I would know, I've actually
> gone and tried it before.)
>
> On 19 Jul 2002 03:51:38 -0400, "pc hamster" <pchamster at email.msn.com>
> wrote:
>
>
> - TonyM.
> "The only time Microsoft will ever make something that doesn't suck is
when Microsoft makes a vacuum cleaner."
|
Jul 19, 2002, 3:36pm
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--
[View Quote]"tony m" <fldmshl7061 at hotmail.com> wrote in message
news:3d383cc7.72206077 at news.activeworlds.com...
> I recall being unable to do it back in the day of 2.2
>
> On 19 Jul 2002 12:33:51 -0400, "bowen"
> <thisguyisashimmyritzer at 7k2.4mg.com> wrote:
>
>
> - TonyM.
> "The only time Microsoft will ever make something that doesn't suck is
when Microsoft makes a vacuum cleaner."
|
Jul 19, 2002, 5:33pm
LoL well I built things with a citizenship that was disabled. Now it
doesn't work, maybe my mind's gone mad.
--Bowen--
[View Quote]"dion" <Dion at digevo.net> wrote in message
news:3d3865af at server1.Activeworlds.com...
> 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.
>
> "bowen" <thisguyisashimmyritzer at 7k2.4mg.com> wrote in message
> news:3d384e19$1 at server1.Activeworlds.com...
> one
>
>
|
Jul 19, 2002, 2:31pm
To make a bot or any program like this is too farfetched, it'd be a waste
IMHO.
--Bowen--
[View Quote]"pc hamster" <pchamster at email.msn.com> wrote in message
news:3d37cd75 at server1.Activeworlds.com...
> Hi everyone:
>
> As I mentioned earlier, another BRILLIANT idea just hit me.
>
> Now, we all know there a few of us who've had, over the course of time,
more
> than one cit, which in turn means more than one cit. ID #, right???
>
> What IF AWI (AWI is the new ActiveWorlds, Inc. for those not in the know
BTW
> :-)) were to somehow ask if a person, when they apply for citizenship, if
> they've EVER had a cit before and, if so, to please list either the screen
> name used or the cit no.
>
> This info. could be stored in a telegram redirection server in case
someone
> (like me) sends a telegram to someone who now goes by a different screen
> name and now has a different cit. no.
>
> Here's an example of how this would work....
>
> Let's say I'm sending a telegram to someone named MrOwl about a possible
> intrusion of his land by some sign-posting troll who has just *possibly*
> taken a small chunk of land away from MrOwl on AlphaWorld at 4968N 131E in
> the process.
>
> Now, let's assume that MrOwl is NOW known as mrbruce (the owner of the
A!!CT
> world). The redirecter can then look up MrOwl and realizes he's now known
> as mrbruce. The redirecter will then tell the Operator to notify mrbruce
> that he has a telegram just as though I had sent it directly to mrbruce.
He
> then reads the telegram and responds to it.
>
> Cool idea or not???
>
> Patrick
>
> [NOTE: There *is* a sign posting troll at the aforementioned
coordinates.,
> but I do *not* know just who to contact and the GET have better thin gs to
> do than go around deleting signs posted by such trolls if there is a
> question as to why the land was never covered. So I just ignore the sign
> and move on].
>
>
>
>
|
Jul 21, 2002, 5:52pm
I will also stab him with a rusty spoon, that's been dulled down even
further.
--Bowen--
[View Quote]"joeman" <Joeman at bootdown.com> wrote in message
news:3d39acb4$1 at server1.Activeworlds.com...
> Its not useful at all, its counterproductive. I'm sorry your highness, I
> wouldn't want you to hurt your fragile hands by right clicking and pasting
> in your message. That would be too much work! Listen, I don't want to
get
> Spam. So, if this isn't implemented, I get less. If it is, I hold you to
> blame, and my spoon is very rusty.
>
> -Joe
>
> "john" <johnfricker at lineone.net> wrote in message
> news:3d39a603$1 at server1.Activeworlds.com...
> different
other
>
>
|
Jul 25, 2002, 4:05am
It'd be simple to put in the derivative function to have real gravity where
you accelerate. Momentum would probably be another thing, but I see no
reason why it shouldn't be there.
--Bowen--
[View Quote]"eep" <eepNOSPAM at tnlc.com> wrote in message
news:3D3F8286.3FA011A3 at tnlc.com...
> One would think, but considering AW's gravity isn't even correct--and
there's no momentum (which is why avs fall straight down if not moving
forward or backward)...
>
> dion wrote:
>
lift that
even if
>
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