|
robbie // User Search
robbie // User Search
Mar 25, 2002, 11:26am
Duke Nukems mirrors were actualy just simulated. I used to and still do make
Duke Nukem levels, and to create a mirror you have to have a sector behind
the mirror the same size as the room being mirrored. Basically all Duke does
is copy over all the textures and sprites in reverse and mirrors dukes
movements with a spite too.
Thats all fine and well with sprites, which are 4 polys and 1 vert, the
computer will soon start to die when you start trying it with fully 3D
objects. But then, that said...how else would they do it without rendering
every object a second time? and what about avatar Seqs?
-Robbie
[View Quote]"dotar sojat" <dotar at ramcell.net> wrote in message
news:3c896ad7 at server1.Activeworlds.com...
> Oh heck, ever the old Duke Nukem had working mirrors. From what I
understand
> it it the RWX that makes it difficult. Roland? Any thoughts?
>
> milesteg <MilesTeg at nerim.net> wrote in message
> news:3c89581f at server1.Activeworlds.com...
> graphic
> is
> really
> comp
at
> aimed
to
> is
lot
average
> easy
> the
> facing
> avatar
> I've
>
>
|
Apr 3, 2002, 1:34pm
I'm glad someone else knows whats going on, thanks Ima :)
-Robbie
[View Quote]"ima genius" <webmaster at imatowns.com> wrote in message
news:3cab07b1 at server1.Activeworlds.com...
> While it does sound like a good idea, it won't help as much as you
> think. In the most recent case, the object passwords were not obtained by
> zip cracking, but by decrypting the AW protocol and observing the password
> as it was sent to the client. So, it would not help at all to solve that
(a
> hacker could just get the PGP key.) AW's encryption algorithm should be
> improved to something much stronger.
> However, this will not make it truly hack-proof. The difference
between
> AW and other systems requiring encryption is that you are trying to
prevent
> the user from knowing what the computer is doing... AW will still decrypt
> the files on your computer. The idea with secure websites is that others
> will not be able to take the encrypted data while it is traveling between
> others' computers and decrypt it. With AW, your computer decrypts it but
> the user cannot find out how.
> In your example, you mention that the browser would store the key
> internally. However, what is to prevent someone from viewing it in
memory?
> - Ima
>
> "jerme" <JerMe at nc.rr.com> wrote in message
> news:3caa75b8$1 at server1.Activeworlds.com...
> file
sufficient
> to
minutes
> to
first
> easily
obliterated
> helpful
it
> problem
> files
needs
> to
knows
*something*
> is
truly
>
http://google.yahoo.com/bin/query?p=%2b%22pgp%22+%2b%22explanation%22&hc=0&h
> key
> private
> upload
> that
> key
HTTP..
> it
AW
> grab
even
> normally.
> an
> shouldn't
they
> seen
considered,
> as
> worlds,
for
support
>
>
|
Apr 28, 2002, 12:18pm
mmmm...particle generator-ness.
It wouldn't be so hard to implement either and would be a huge improvement.
If I was Roland, I'd put that right at the top of my list. It would
certainly be impressive and help draw in those vital new cits.
-Robbie
[View Quote]"darren." <canadakid89 at msn.com> wrote in message
news:3ccb340b$1 at server1.Activeworlds.com...
> I would like to see weather in AW. The world owner could schedule it, or
> have it randomized. this would make it much more realistic
>
> -Darren. (341198)
>
>
|
May 10, 2002, 6:24pm
> One feature *I'd* like to see (BTW....Why wasn't this thread cross-posted
> onto WISHLIST until now?? Found that to be kinda strange) is mass
DELETION
> capabilities. It's funny though how we can just simply hit CTRL+INSERT
and
> not only duplicate but also place an object in sequential place, but yet
you
> can't DELETE objects in the same manner.
>
> Is it just me not hitting the right keys (like SHIFT+DELETE) or is this
just
> yet another MUCH NEEDED improvement left out of 3.3???
Erm....just thought you might like to know....if you hold control whilst
selecting an object. you select all the objects in that cell....if you hold
control + shift you can select entire builds in seconds. You may already
know this but from what you said above it looked to me like you didnt(?)
:o)
-Robbie
Jun 11, 2002, 2:01pm
Thats a great suggestion Barbarae! Easy to program and very beneficial. I
hope someone at AWHQ sees this :)
[View Quote]"barbarae" <barbeisner at msn.com> wrote in message
news:3d05c3dc at server1.Activeworlds.com...
> How many times during a build you have assembled several pieces or objects
> together and wish you could lock them together--just temporarily?
>
> Well, that's my wish! I would like during a build in AW to be able to
lock
> two or more pieces or objects together so they can't be moved or changed
by
> accident. I would like also to be able to take that locked combo and work
> with it together with other pieces or combos. Similar to what they have
in
> Bryce.
>
> It would also be nice to be able to apply a texture to the locked group
> instead of each object separately, if desired.
>
> You could even duplicate the locked set. I could think of so many more
uses
> to use this capability in AW. And it would undoubtedly save alot of
> frustration and hair pulling and time!
>
> One woman's thoughts...
>
> Barbara of Amberlin
> aka Barbarae
>
>
|
Sep 5, 2002, 6:23pm
Probably the worst problem I have on a slow connection is when adding,
changing or deleting a huge amount of objects, not only am I sending a
packet for every object change, but the uniserver is sending an "OK" packet
back again. This can amount to a huge amount of bandwidth and can make you
go "waiting for server" for a few seconds, requiring you to restart for
updated contacts list and telegrams if its bas enough.
One much better way of doing it would be to have the Uniserver recieve all
the packets then attempt the changes and if its all sucessful send a "all
OK" packet to tel lthe browser that all the changes were successful and thus
halfing the bandwidth and stopping the browser from going WFS.
This could be applied to other common techniques, it would be easier on the
AW servers then as well as helping out us 56k'ers.
Comments?
-Robbie
Sep 6, 2002, 4:48am
world server, my mistake.
-Robbie
[View Quote]"tony m" <ag5v1u7001 at sneakemail.com> wrote in message
news:9olfnu8p1pjg1lr2guskh60ha5knhlg5qf at 4ax.com...
> On 5 Sep 2002 16:23:04 -0400, "robbie" <thetruth at awteen.org> wrote:
>
>
> Umm, I thought it was the WORLD server that handled object data...
|
Sep 6, 2002, 4:50am
If one object gave an error the world server sends an OK packet but one
slightly different from the one which says they all succeeded and in this
one the OK packet is followed by a packet for each object with a problem.
This would cause the same old bandwidth floods in some cases but would
certainly make it happen much less often.
-Robbie
[View Quote]"hal9000" <hal9k3 at attbi.com> wrote in message
news:3d77e510$1 at server1.Activeworlds.com...
> But what happens when that 1 object has an error in the building? you
would
> have no clue which one it was.
>
> Not only that but the world server doesn't just say "ok the object is
> built", it also gives you information like the object number, which the
> browsers and bots need if they want to build or anything with the object
> query.
>
> The only thing I can suggest would be to build slower, because the browser
> and/or the bot, need the response that the world server sends in order to
> properly track what's going on. If they aren't sent right after the action
> then you may have no clue which is which, unless they do a full query
> afterwards, which would be even slower, and take longer than what it
> currently does.
>
> --
> Hal9000
> worlds: Discover, Planets
> http://hal9000.wkya.net
>
>
> "robbie" <thetruth at awteen.org> wrote in message
> news:3d77bd28 at server1.Activeworlds.com...
> packet
you
all
"all
> thus
> the
>
>
|
Jul 8, 2004, 8:20pm
I was thinking of making a website to do it, not asking for a feature.
-Robbie
[View Quote]"eep" <no at spam.com> wrote in message news:40ED91EF.34995BF0 at spam.com...
> Wrong newsgroup; use news://news.activeworlds.com/wishlist
>
> robbie wrote:
other
Profiles
|
Jul 8, 2004, 8:21pm
Not sure what happened there, this should of been in community. Sorry!
-Robbie
[View Quote]"robbie" <robbie at oriox.com> wrote in message
news:40edc8b8$1 at server1.Activeworlds.com...
> I was thinking of making a website to do it, not asking for a feature.
>
> -Robbie
>
> "eep" <no at spam.com> wrote in message news:40ED91EF.34995BF0 at spam.com...
> other
> Profiles
with
about
>
>
|
Sep 26, 2004, 11:20pm
You download objects from the web server hosting the object path, the world
server merely provides you with the link.
-Robbie
[View Quote]"johnf" <johnf at 3d-reality.nospam.com> wrote in message
news:41570073 at server1.Activeworlds.com...
> Uhh then what does that have to do with the world server?
>
> John
>
> "themask" <ricky at whaletech.net> wrote in message
> news:4156ef8b$1 at server1.Activeworlds.com...
>
>
|
Mar 2, 2002, 12:05pm
Enough on this topic already, lol...Oriox is a perfectly G Rated website
now. Lets get over the whole morals and issues debated spurred by a link
placed in jest before I even knew where it went.
-Robbie
[View Quote]"sunofsolaris" <thelonesoul at hotmail.com> wrote in message
news:3c7edf3e at server1.Activeworlds.com...
> theft and murder are not down to values ?????
>
> what are you on ?
>
> tell that to a cleptomaniac(how ever you spell it) or a serial killer.
>
> i think you need to think that one thru Rene ;)
>
> lots of love
>
> kris[SunOfSolaris]
>
> xxxxxx
> xxxxxx
> xxxxxx
>
> "rene s" <renes.activeworlds at xs4all.nl> wrote in message
> news:3c4aeca0.440531 at news.activeworlds.com...
you
>
>
|
Feb 9, 2002, 12:27pm
Hey Guys, this is has aboslutly nothing to do with AW, but thats what this
NG is for!
I've recently got http://www.oriox.com up and running, ths site is still
under contruction but I've began adding news and reviews as I open new areas
of the site.
I was first of all wondering what you guys thought of it and if any has any
tips for getting the word out about a website? Y'know a bit of promotion,
with enoug hsupport I plan to get a whole network of sites up at Oriox and
get together a team of people to help maintain them.
-Robbie (315021)
Feb 20, 2002, 7:12pm
for some reason my version of TS dosen't like XP, I get "This is not a valid
win32 application"...can anyone help? I'm modellerous-less without it ;)
-Robbie
Mar 13, 2002, 2:35pm
UK here *flips off America*
[View Quote]"swe" <m_swehli at hotmail.com> wrote in message
news:3c8f682a at server1.Activeworlds.com...
> well i live in libya :) no US copyright law can affect me :) muahhahahaha
>
> "pc hamster" <pchamster at email.msn.com> wrote in message
> news:3c8f2475 at server1.Activeworlds.com...
> Community
> which
jeopardy
> dictated
> unique
> be
broadcast
the
to
a
> Don't
> belief,
which
> mahy
the
follows....
> now)
operational
right
http://abcnews.go.com/sections/wnt/WorldNewsTonight/WNT_newemail_form.html
> well.
> iron
> be
>
>
|
Mar 17, 2002, 5:25pm
he might not have usenet access.
-Robbie
[View Quote]"wendel" <me at home.net> wrote in message
news:3c936774$1 at server1.Activeworlds.com...
> You might have a better chance of learning what AMD laptops are on the
> market and their reliability by posting your question to:
comp.sys.laptops.
>
> "zeo toxion" <cozmo at activeworlds.com> wrote in message
> news:3c926b5f at server1.Activeworlds.com...
> Pentium
the
> you
P3's
>
>
|
Apr 3, 2002, 10:23am
Until someone whips up a program that downloads objects and gives the
USER_AGENT as Active Worlds browser. Although I doubt of the few that even
could do that, even fewer actually would. I'm also interested in what Andras
is working on. The browser that was used is dead now, and I doubt anyone
intends on creating another. Especially since 3.3 will be a whole new ball
game.
-Robbie
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3CAAA2D4.F5FB0280 at oct31.de...
> .htaccess can do way more than just password protect stuff,
> you can use it to forward from a directory access to a script
> for example, and the script can take the models from outside
> of the area, that is open for HTTP access.
>
> If you have this script check the HTTP_USER_AGENT for the content
> "ActiveWorlds browser"
> and then pass through the files, you get at least a little
> more security.
>
> zippy k wrote:
zipped
just
to
as
|
Apr 3, 2002, 1:34pm
I'm glad someone else knows whats going on, thanks Ima :)
-Robbie
[View Quote]"ima genius" <webmaster at imatowns.com> wrote in message
news:3cab07b1 at server1.Activeworlds.com...
> While it does sound like a good idea, it won't help as much as you
> think. In the most recent case, the object passwords were not obtained by
> zip cracking, but by decrypting the AW protocol and observing the password
> as it was sent to the client. So, it would not help at all to solve that
(a
> hacker could just get the PGP key.) AW's encryption algorithm should be
> improved to something much stronger.
> However, this will not make it truly hack-proof. The difference
between
> AW and other systems requiring encryption is that you are trying to
prevent
> the user from knowing what the computer is doing... AW will still decrypt
> the files on your computer. The idea with secure websites is that others
> will not be able to take the encrypted data while it is traveling between
> others' computers and decrypt it. With AW, your computer decrypts it but
> the user cannot find out how.
> In your example, you mention that the browser would store the key
> internally. However, what is to prevent someone from viewing it in
memory?
> - Ima
>
> "jerme" <JerMe at nc.rr.com> wrote in message
> news:3caa75b8$1 at server1.Activeworlds.com...
> file
sufficient
> to
minutes
> to
first
> easily
obliterated
> helpful
it
> problem
> files
needs
> to
knows
*something*
> is
truly
>
http://google.yahoo.com/bin/query?p=%2b%22pgp%22+%2b%22explanation%22&hc=0&h
> key
> private
> upload
> that
> key
HTTP..
> it
AW
> grab
even
> normally.
> an
> shouldn't
they
> seen
considered,
> as
> worlds,
for
support
>
>
|
Apr 4, 2002, 6:47pm
Heeeeelp, I'm trying to make SEQs for an avatar of mine in Accutrans that
I've made in TS4.2. I've got the hierarchy right but when I want to make the
lower leg bend instead of rotating at the knee joint it rotates from the
center of the piece so the two parts of the leg become detached. How do I
set the points from which the objects rotate in trueSpace before taking it
into Accutrans to formaking SEQs?
And although I know its possible to create SEQs in Accutrans, I'd much
rather create them in Accutrans, can anyone help me please? :o)
-Robbie
ps: sorry for strange choice of newsgroups to post in, we need a modelling
NG :)
Apr 4, 2002, 8:33pm
Hey Ananas! Thanks but I dont see a "green man tool" on my toolbar and I
have everything visible...you are using TS4.2 right? I dont see it anywhere.
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3CACC740.6FA2FD7 at oct31.de...
> The second tab in the "green man tool" window allows to
> set all joints. Try to bring the little red dot for all
> the parts to the point where they connect, and do that
> in all views (top/left/front)
>
> Dese ole bones o' mine
> shall rise together in the morning.
> Dem bones dem bones dem dry bones
> shall rise together in the morning.
> From the toe bone to the foot bone
> From the foot bone to the ankle bone
> From the ankle bone to the leg bone
> From the leg bone to the knee bone
> From the knee bone to the thigh bone
> From the thigh bone to the hip bone
> From the hip bone to the back bone
> From the back bone to the finger bone
> From the finger bone to the hand bone
> From the hand bone to the arm bone
> From the arm bone to the shoulder bone
> From the shoulder bone to the neck bone
> From the neck bone to the head bone,
> Dem bones dem bones dem dry bones
> shall rise together in the morning.
>
> (Dry bones by Margaret Bonds)
>
>
> ^(°v°)^
> _/ \_
>
>
>
>
> robbie wrote:
that
the
I
it
modelling
|
Apr 13, 2002, 12:08pm
Even Rick himself recommends it on the 4th page of comments, lol.
-Robbie
[View Quote]"zeo toxion" <cozmo at activeworlds.com> wrote in message
news:3cb76e93$1 at server1.Activeworlds.com...
> I was looking around download.com today and was bored so looked to see if
AW
> was on there (I knew it was). After reading the description and comments I
> started laughing. These are people that are new to AW and have downloaded
> and tried it once. Yes its 3.2. You should hear the description. It's kind
> of outdated now but that's bad for them because new users see trial and
> might not download it.
>
> http://download.com.com/3000-2150-8168886.html?tag=lst-0-11
>
> About 99% of the comments are saying do not download it because they are
> just trying to get your money. Other people are coming in and saying its
> only $20 a year when its not anymore. You can tell that people think the
> software is awesome but the price is not. I'm sure they would've played
the
> old price for it. Its pathetic that they are driving away even more users
> that coud've been paying customers.
>
> Take a look at this line:
>
> "You can explore more than 2000 unique worlds..."
>
> Uh....figures...they write this when theres over half of the world
> population of empty 3d homepages. The number has dropped back to its
normal
> number within a month.
>
> So i suggest you update it at least and take a look at what these
potential
> customers are saying. But of course we all know they probably won't even
> read this message in the first place nevermidn follow it....
>
>
> --
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> A message from Zeo Toxion
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
>
>
|
Apr 22, 2002, 4:59pm
I disagree. Infact AW Renders COB files much better than RWX files becuase
all they did is implement the Calligari COB engine which is much cleaner and
more efficient than the RWX system which is still quite messy in places. I'm
sure Roland is always improving it as best as h can, but since hes always
working on the next version of AW, he must not get too much time to go
through all the older code. Besides, when he does, hes at risk of messing
somthing up (e.g. 3.2 Masking).
The only reason that truespace objects could cause lower framerates is if
they are cobdumped or (like a few people I know) the modeller is lacking an
vital obsession with low poly/vert counts. :)
-Robbie
[View Quote]"silenced" <nospam at privacy.com> wrote in message
news:3cc32716$1 at server1.Activeworlds.com...
> To create your own objects you need to be fairly decent in math (that is
if
> you want to do it the old fashioned way). Or else you can use truespace
> (www.caligari.com). Be advised, novice use of Truespace to create objects
> will result in quite a bit of Framerate drop in your world.
>
> As for running a world, not that much. Just a good internet connection
and
> a fast computer.. Do you want to run your Object path on your computer
> locally?
>
> --Bowen--
>
> Have $3... want a website?
> http://www.smartpenguin.com/affiliate.php?id=12
>
> "maiguaelser" <istammberger at mindspring.com> wrote in message
> news:3cc31ef6$1 at server1.Activeworlds.com...
create
>
>
|
May 28, 2002, 4:40am
Erm. dude...by the time someone new comes along and things about doing a
test post. This post of your is going to be waaaay down in the list. Plus,
if they are new, they probably wont even know how to reply to groups.
I think test posts are useless anyway. You should wait until you have
somthing important to post and then you can see if it works at the same time
without using up bandwidth.
-Robbie
[View Quote]"a1cttourist5" <pineriver at thenett.com> wrote in message
news:3cf2f0b2 at server1.Activeworlds.com...
> If You Have I Test Post, Post it Here
> If you are new to the newsgroups and you would like to post a test post
> before posting a message, post it in this post. The Messages get to messy
> otherwise.
>
>
|
May 29, 2002, 7:32am
Test Test te-
fu *fumble fumble* ck its bro *SHHHHH* ken
-Robbie
[View Quote]"chickengurl" <no at spam.ty> wrote in message
news:3cf423b5$1 at server1.Activeworlds.com...
> Test.. test..
>
> May as well not let it go to waste..
>
>
|
Jun 3, 2002, 6:56am
Actually...better than all of the above:
http://www.dynamicdrive.com
it has a java applet menu system with menu trasitions, semi transparent
menus, it accepts graphics, fully customisable color schemes, its brilliant.
I think its called DHTML Menu III or somthing like that.
-Robbie
[View Quote]"zeo toxion" <zeo at activeworlds.com> wrote in message
news:3cfa6293 at server1.Activeworlds.com...
> I'm trying to find a tree like menu sort of like explorer style but for a
> website where there is folders and link items inside of each one. The
> problem is i don't have php on my current host and the only ones i can
find
> are php.
>
> --
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> A message from Zeo Toxion
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
>
>
|
Jun 4, 2002, 8:48am
Hey everyone,
I've almost finished my trueSpace 4 tutorials for making objects/avatars in
Active Worlds. You can view whats compelted of it at: http://ts.oriox.com -
only one section left to complete.
Once everythings finished I hope to expand the tutorial to cover more stuff,
but right now I'm just trying to get the basics done. If there are any
problems, mistakes or broken links, lemme know. :o)
-Robbie
robbie at oriox.com
Jun 4, 2002, 3:28pm
nope. but if you want to learn to make objects for Active Worlds...trueSpace
4 is so much easier and does everything yu could need.
[View Quote]"the joker ss" <the_joker_ss at hotmail.com> wrote in message
news:3cfceb83$1 at server1.Activeworlds.com...
> i am planing to learn TS 5 , are there major differences ?
>
>
> thx
>
>
> "robbie" <robbie at oriox.com> schrieb im Newsbeitrag
> news:3cfc9ae6 at server1.Activeworlds.com...
> in
> http://ts.oriox.com -
> stuff,
>
>
|
Jun 4, 2002, 3:29pm
If you would like to make objects for Active Worlds...I would suggest you
stay with TS4 and leave the upgrade. TS5 bring whole new host of menus and
functiosn that are confusing and not nessacery for making objects for Active
Worlds.
-Robbie
[View Quote]"barbarae" <barbeisner at msn.com> wrote in message
news:3cfcf0da$1 at server1.Activeworlds.com...
> Hi!
>
> Just in time! I have TS4.3 on my drive with an upgrade to 5.1 waiting in
> the wings. I have really yet to learn it, but have been hoping to "any
day
> now"!!
>
> I also have Frank Rivera's book on TS4. Do you recommend I learn TS4
first
> then upgrade to my 5.1 or should I go ahead and upgrade to 5.1 and still
do
> your tutorials for TS4 and Rivera's TS4??
>
> I need to go back and review Grover's and Heinrikg's tutorials also.
>
> What do you suggest I do?? Thanks for any suggestions and am looking
> forward to your tutorials!
>
> Barbara of Amberlin
> aka Barbarae
>
>
> "robbie" <robbie at oriox.com> wrote in message
> news:3cfc9ae6 at server1.Activeworlds.com...
> in
> http://ts.oriox.com -
> stuff,
>
>
|
Jun 19, 2002, 5:33pm
Why upgrade to 5 at all? In my opinion there is no gain (when making obs for
AW) to be had by upgrading to 5. And quite personally...i hate 5.
[View Quote]"paul" <pbarrow at NOSPAMcharter.net> wrote in message
news:3d00e06c at server1.Activeworlds.com...
> 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
>
> "barbarae" <barbeisner at msn.com> wrote in message
> news:3cfcf0da$1 at server1.Activeworlds.com...
in
> day
> first
> do
objects/avatars
>
>
|
Jun 9, 2002, 7:57pm
Thats the bug I found but I wasent sure whether thats what it was doing or
whether it was making an antialiased border from the mid-tones in the JPG
(i.e. the browser was compressing the JPG furtherly).
I forwarded this to Grimm since I brought this up with him before and we
werent sure what was going on.
-Robbie
[View Quote]"dion" <GovDion at subdimension.com> wrote in message
news:3d039e45 at server1.Activeworlds.com...
> The textures used on terrain don't work too well. A piece the width of 1
> pixel and length of the entire texture is chopped off of one side and put
on
> the other, making it look pretty bad when the texture is a transition from
> grass to dirt and whatnot. Sounds like an easy bug to fix, but I just
wanted
> to bring it to AWCom's attention so it can be fixed in the next update.
:-)
>
>
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