bowen // User Search

bowen // User Search

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Telegram "Responded" Icon

Jan 20, 2003, 10:17pm
"absolute monarch" <absolutemonarch(at)sappphireestates(dot)cjb(dot)net> wrote in
message news:3e2c8f3b at server1.Activeworlds.com...
> No he wouldn't, he never replies. :-P

To you. :P

--Bowen--

seed object function

Feb 10, 2003, 11:14am
[View Quote] But that's the best part. It's the only fun we have left aside from picking on NCC
when he goes through his monthly moods. Now, that makes you wonder.

--Bowen--

seed object function

Feb 10, 2003, 8:25pm
[View Quote] ;), still fun.

--Bowen--

I wish...

Feb 10, 2003, 4:32pm
[View Quote] Have Mark make you a bot.

--Bowen--

AW 3.1

Feb 17, 2003, 4:18pm
[View Quote] If you can't keep up then you really shouldn't be worrying about 3d applications that
require extensive resources. They're not going to put production on hold (more
money) just because some of their customer base can't afford to upgrade. Which then
means they probably don't have the resources to invest in your application.

--Bowen--

AW 3.1

Feb 17, 2003, 6:01pm
[View Quote] Exactly. Although I agree the gap shouldn't be huge as to encompass every processor
speed in the books, it should run halfway decently on a machine 1/4 the speed of the
developmental one. So if you're using high end 2 GHz machines, it should run... but
not very well on a ~600 MHz machine with all the bells and whistles at half
performance.

--Bowen--

Old feature made new (Ground in worlds)

Feb 26, 2003, 8:41pm
[View Quote] Or a cubic grid system instead of the 2D one we're using now. With the ability to
have multiple levels of terrain, table fog, table water, and stuff such as that?

--Bowen--

Object Selection

Feb 26, 2003, 8:39pm
[View Quote] They can't edit the objects anymore... does that count?

--Bowen--

Global Chat

Mar 1, 2003, 2:25pm
[View Quote] *thwap*

--Bowen--

Linux

Feb 28, 2003, 11:15am
[View Quote] WINE or WineX.

--Bowen--

Linux

Mar 30, 2003, 10:41pm
[View Quote] Mmm, make sure it's one of the packages you installed when you first put it on so it
makes sure you get the right dependencies without conflicts. I haven't played with
WINE in Mandrake. If I didn't have a winmodem I'd help you out with that (I have
mandrake but I have no way of testing it with AW's actual connection).

--Bowen--

undo button

Mar 1, 2003, 11:26pm
[View Quote] How far back should it undelete? ;)

--Bowen--

differentiation between animations and normal textures

Mar 2, 2003, 7:46pm
There should be a more obvious differentiation besides the current length x (length *
#) ones. Some sort of different extension maybe.

--Bowen--

differentiation between animations and normal textures

Mar 3, 2003, 7:51pm
[View Quote] OK, top left pixel = red... animate... top left pixel != red... not animate. I'm
sure it won't make any animations look bad to have the top left pixel being red.

--Bowen--

differentiation between animations and normal textures

Mar 4, 2003, 3:58pm
[View Quote] It would still use the same system, it just checks to see if the red pixels is there
first. One red pixel out of however many frames won't be that noticable, even if it
is a large animation.

> Btw.: there _is_ an different way to have animations already, without
> leaving the standards. The animate command does not require a special
> picture size.

Yeah, but I don't want my textures to animate just because they hapenstancely fall
into the range of width * (width * #). Sure, I could turn it sideways, but then I
have to re-UV things... and such.

--Bowen--

differentiation between animations and normal textures

Mar 4, 2003, 6:29pm
[View Quote] Then you have an empty row...

A completely 255 red pixel will not make neighboring pixels 255 red. It's just not
that noticable... how about a prefix to denote it's an animation. They're just
ideas. Hell, why not just get an image format that's made for animations; GIF for
example.

--Bowen--

differentiation between animations and normal textures

Mar 5, 2003, 2:11pm
[View Quote] I think it's LZH, sounds familiar.

> Even simple ZIP compressed BMP should do for a lossless
> compressed format as it is stored in the cache uncompressed
> anyway, AVI in its simple form would be another option
> but no common format beats JPG so far for scaleable(!)
> lossy compression with full color depth. Supercomressed
> GIF is sometimes smaller for animated textures but supports
> only about 250 colors then, as supercompress doesn't work
> together with local palettes.
>
> Maybe a second supported format would be a nice option
> but JPG still has advantages that most other formats don't
> have.

What about the MNG or whatever it was that KAH suggested? :) PNG and MNG would be
great.

--Bowen--

differentiation between animations and normal textures

Mar 5, 2003, 3:49pm
[View Quote] Yup, not to mention it's free : www.libpng.com

--Bowen--

delete a world from my world list

Mar 10, 2003, 2:32pm
[View Quote] Both are fairly easy to implement in theory. I actually think the ini one would be
easier.

--Bowen--

delete a world from my world list

Mar 10, 2003, 4:47pm
[View Quote] Easy cheesy. I think the icons they have now need to be redone quite a bit, it's
hard to tell what's closed, open, not rated, et al.

--Bowen--

delete a world from my world list

Mar 10, 2003, 5:45pm
[View Quote] It was the beta icons I was talking about. If you think it's hard now, just wait.

--Bowen--

chat box

Mar 10, 2003, 4:52pm
You know what would be great? If it acted like a standard chat box with "cut",
"paste", "copy", et al. and when you go to click in it, instead of automatically
clicking the link you last clicked or going up to what you last highlighted, it
checks for a double click. That would be a lot better, if that made sense.

--Bowen--

chat ranges

Mar 12, 2003, 4:13pm
[View Quote] And your point is?

--Bowen--

chat ranges

Mar 13, 2003, 4:21pm
[View Quote] But theoretically, that's how it works. I mean your talking range isn't a square or
an parallelogram or something like that. Unless I missed something, someplace.

--Bowen--

chat ranges

Mar 15, 2003, 12:18am
[View Quote] Hmm, it should be a sphere.

--Bowen--

the only way for a Mirror Feature? (this is a good idea)

Mar 16, 2003, 10:11pm
[View Quote] 00 01 11 10 becomes 10 11 01 00, I think. Only RWX modelers will know what I mean.

--Bowen--

[re-post] Command Enhancements

Mar 27, 2003, 12:30am
[View Quote] Just give the gist, your ideas are not going to be implemented.

The chances of what's here even being considered is a 1:1000000 chance (my estimate).
You have better odds playing the scratch off lottery cards and hitting the jackpot.
Especially if your idea is a remake of current commands. We all know what happens
when the dev-team messes with current "standards."

--Bowen--

password protect the whole object path.

Apr 8, 2003, 3:10am
[View Quote] It is _impossible_ to protect images. If not by RAM being accessable, it's that
photons are emitted by your monitor and can be captured by cameras. It wouldn't be
the same quality, but it's close enough on digital cameras.

--Bowen--

I wish for another bit, dear sir!

Apr 8, 2003, 11:29pm
[View Quote] Rick should appoint some of us as an idea team to get some of those ideas that have
been waiting forever to be included that keep getting pushed aside for eye candy.
Not that I don't like eye candy though.

--Bowen--

BingoBoards Randomization

Apr 15, 2003, 12:09am
[View Quote] Well, theoretically the turely random numbers are impossible is silly. If you're
using something like seconds from the epoch and a formula that's constant you'd be
getting something truely random based on it. Sortof? I just don't understand the
theory behind non-true random since it's not a brain trying to go "Well I picked a
low one last time, let's go high this time."

--Bowen--

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