tomilius // User Search

tomilius // User Search

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2 more cool ideas, lol

Jul 27, 2002, 3:59am
Yes - same class is true, but I think the point is you should have a
customizable away message. All these features people are wanting added don't
seem too complicated to me, of course I'm not an expert programmer, but it
seems that a company like Active Worlds and all their money they're getting
from us should have the programmers necessary.

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just a thought...

Jul 27, 2002, 4:01am
I'd just like to say, I really don't like the aggression in this post. Take
some anger management

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COOL IDEA! READ!

Jul 27, 2002, 4:03am
Oh yes, I think that would be a great idea. Active Worlds is stupid for
having not added that one yet!

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COOL IDEA! READ!

Aug 6, 2002, 8:36pm
Please don't reply to my messages unless you have something constructive to
say. Thank you.

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Telegram Redirecter

Jul 28, 2002, 12:16am
yeah, well you'd enter the password for your other account

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Multiple People Grams

Jul 28, 2002, 12:14am
Oh just shut up! Some people are so rude here in the newsgroups. You can
politely explain if something is wrong, not threaten to attack someone with
a rusty spoon! What ARE you!?

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Disallow certain permissions

Jul 27, 2002, 4:30am
I don't know how long Active Worlds has been out, but sometimes I wonder how
much time they spend working on Active Worlds a day... the developers...
maybe like 10 minutes!

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Disallow certain permissions

Jul 28, 2002, 12:17am
Understood, but really, they wouldn't even need to add any more GUI for the
current idea.

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Avatar Slant to Slant of Terrain (or object)

Jul 27, 2002, 4:23am
I think, though this would just be a tiny add-on, that an avatar's rotation
should depend on the terrain or object they are walking on. For example, if
it was slanted like this / the avatar would be slanted as if it were walking
up that. According to what I hear about the way AW works, this and many
other 3D ideas such as mine would not be easy.

Avatar Slant to Slant of Terrain (or object)

Jul 28, 2002, 12:09am
Yes, true, but for certain avatars such as the skunk (my avatar so don't use
it), it would be appropriate for their bodies to slant as they walk/run up
hills, etc. as well as when they are idle.

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Avatar Slant to Slant of Terrain (or object)

Jul 28, 2002, 10:54pm
Oh yeah yep i knew that ^_^

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Terrain Rights

Jul 28, 2002, 10:56pm
Well, I do find it kind of annoying that you can't, for example, build an
underground city and let people build there (the terrain.rwx's make it
encroaching). But of course, there will never be a way around this I'm sure
:'(

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Terrain Rights

Jul 31, 2002, 12:22am
hmmm... nah lol besides it could be a tourist

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coronas... (not the refreshing alcoholic beverage)

Jul 28, 2002, 12:10am
In some ways it is actually a good thing, for example, if you were to put
create light color=teal brightness=.01,corona flare1 size=9999 in the action
of an object in a pool, it would be helpful (though not very efficient) for
creating an underwater effect, and when coming up from the water it is no
longer visible.

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new newsgroup

Jul 28, 2002, 10:57pm
how true! i always wonder where to put them

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Slant to Terrain (First Person)

Aug 6, 2002, 8:42pm
I have seen an option similar to this in Unreal Tournament, where your eye
level is slanted to the terrain (maybe this would work with other objects in
which are slanted). It would be a bit easier than having to press page up
and page down when climbing mountains etc.

Slant to Terrain (First Person)

Aug 6, 2002, 8:44pm
Hmm - maybe I should stop my wishlist posts. Active Worlds wasn't made to be
this advanced, and that's fine.

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Slant to Terrain (First Person)

Aug 7, 2002, 8:22pm
oh thats right, thanks.... but I mean just the option maybe...

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I wish for another bit, dear sir!

Apr 15, 2003, 9:22pm
How, again, is it SO hard to just make a listbox? The avatar selection can
be a dockable listbox and maybe a button saying "Switch Avatar" or something
similar to that. It doesn't even have to be dockable! Nothing on AW is
dockable right now anyway... (by the way, I find that annoying that we can't
dock and undock stuff)

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Speed up the browser/world server

Apr 15, 2003, 9:44pm
Well, I don't know much about the inner workings of the browser or world
server, but I have a feeling that it isn't already like this. The action
text of an object should be converted to bytes (or some simpler form than it
is now) once you are done with the object. This will also aid in error
detection. This should allow less hassle for world servers and should speed
up the clients too. There may be a few downfalls, but if it is done
correctly there shouldn't be. For example, triggers like "create" should be
only a single byte or smaller (I'm not very knowledgeable in this area).
That way there would be possibility for 256 different triggers and it would
be easier to detect them. This would be done with commands also, of course.
This way, less processor power is used on the server and client, since the
server won't have to send as much data and the client will only have to do
these complicated processes when editing objects. It will convert the bytes
into strings again when you load an object, and this would be clientside.
Instead of string parsing being done EVERY TIME an object with an action
comes into your area, a simpler form will be used. Strings can be slow, so
it's good to avoid them

I don't know if that makes sense, but it's an idea.

Another idea that I've thought of, and I'm sure many other people have
thought of, is the idea to have some "static" objects. These objects will be
editted different than other objects since they won't have descriptions or
actions. They will only have rotation, tilt, etc. There will be a separate
visibility setting for them, and you should be able to see them from much
farther away than other objects without slowdowns since actions and
descriptions won't need to be processed. This would be very nice in many
occasions. For example, AV02 has one of the large towers from Lord of the
Rings. You can't see it unless you get up close. This would be an example of
an object that would be "static".

That's about all I can think of for now in speeding up the browser yet
maintaining quality and "prettiness." Feel free to ridicule and mock me as
much as you want. :)

Bug? ... You tell me...

Jul 28, 2002, 10:53pm
Shift actually has no effect for me in page up/page down.

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[Bug] Light properties removed from rotating objects ?

Jul 28, 2002, 10:51pm
In Active Worlds 3.3, when using any video mode, when telling an object that
gives off light to rotate, the light properties are removed. For example, I
have a spotlight object and I have it move across the floor. That works
fine. But say I tell it to rotate, even an amount that isn't noticable. The
light properties are removed from the spot light (light no longer shines
from it). It's kind of annoying, I doubt AW developers did this on purpose.
I hope its fixed in 3.4 - again please don't yell at me if this was posted
before, before posting something I don't usually read every single thread
^_^ =) >=)

beta link down?

Jul 28, 2002, 8:06am
Uh, the beta link is down at activeworlds.com, please dont yell at me if
this was mentioned before or something, ok im really tired so im going to
bed now, night

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