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talisan // User Search

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Building the example source that comes with the SDK27 archive(14 errors)

Aug 23, 2002, 6:20pm
How do I get a clean build from the demo source that comes with the SDK?

Here is what I did. I unzipped sdk27 into c:\sdk27 then copied and renamed
cpp1.cpp to babybot.cpp for lack of a better name. I then opened babybot.cpp
into Visual C++ 6 and selected build, VC++6 made a project, compiled the
source with no problem, but the linker issued the following errors:

--------------------Configuration: babybot - Win32 Debug--------------------
Linking...
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_term
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_destroy
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_wait
babybot.obj : error LNK2001: unresolved external symbol
__imp__aw_state_change
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_enter
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_login
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_string_set
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_int_set
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_create
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_event_set
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_init
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_say
babybot.obj : error LNK2001: unresolved external symbol __imp__aw_string
Debug/babybot.exe : fatal error LNK1120: 13 unresolved externals
Error executing link.exe.

babybot.exe - 14 error(s), 0 warning(s)

How can I resolve this?

Building the example source that comes with the SDK27 archive(14 errors)

Aug 23, 2002, 7:30pm
the aw.dll is in the same folder. Perhaps I was assuming VC++ would take
care of the reference for me. I shouldn't assume.
Thanks for the reply.
[View Quote]

Building the example source that comes with the SDK27 archive(14 errors)

Aug 23, 2002, 7:30pm
Thank you, that helped! It now builds, with no errors. I added aw.lib to the
links tab.

[View Quote]

Need 3D StudioMax 4.0, 4.2 or 5.0 .Cab files

Oct 20, 2002, 11:27am
There is a kit you can sometimes find at the computer or music store that
lets you polish/fill in scratches that might help you repair the disc enough
to use it again

Method in madness?

Jan 13, 2006, 6:19pm
Just guessing... a) fewer bytes? b) made the math for them easier? c)
something do with the original renderware sdk?

*shrugs*

[View Quote]

Survey

May 20, 2006, 1:53am
> 1) What programming language do you program bots in?
I have successfully compiled the demo bots provided by AWI using the
Microsoft C/C++ compiler... though I had little idea what I was doing :)

> 2) What do you prefer to program in (in case they aren't they same
> answer)?

I have no proper answer for this except to say that I was able to once
create a bot that could create objects in Alphaworld on my own land based in
part on the demo's previously mention and that I had demonic dreams, well
angelic actually(but it sounds better when you say demonic), to make this
bot randomly plant trees all over the expanse of the "alpha" world...
however, I feared being caught, so I didn't do it :P

> 3) Why do you prefer to program bots in the language of your choice?
> List pros and cons please!

Nada, no pros, no cons. I'm a very terrible programmer, but thought I would
add my own 2 cents regardless. :) However, it would seem to me, based on the
SDK that C/C++ would be the ideal language to program in. However, I was a
very enthusiastic Pascal programmer eons ago... there was almost nothing I
could not do. But, now that I am of advanced age, my brain can't seem to get
a proper angle on this new fangled C/C++ language, especially OOP.... ok...
so I am weak! :P I keep reading the books, hoping something will click
someday. :P

SDK Developers : Pissed Off

Jun 16, 2006, 10:45pm
I'm confused, and though that is a normal state of mind for me I would like
to question why AWI now requires a license for the SDK, why there is code to
prevent debugging, and why they require an NDA if you want to avoid some of
that?

I play a few games that the developers allow players to change and I have
never seen this kind of action taking place. Take games by bethsoft like
Morrowind and Oblivion, you buy their game for 50 bucks and they not only
give you the game, but the ability to use an editor to add to the world as
well as change it, add new weapons and armor or loot, etc... and then share
that with other players around the world. World of Warcraft, a game played
by hundreds of thousands, gives you a whole scripting language allowing the
player to make tools and new GUI's. You can add graphics, sounds, commands,
whatever, as long as you don't change the game itself.

Second Life gives you a whole scripting language and the ability to upload
any graphics or sounds you'd like to use, and the ability to create any
object you can imagine, then sell or freely share it. There are hundreds of
bots in SL as well... and perhaps this is the reason for AWI's 'draconian'
measures... as some of the bots in SL are very clever critters indeed! Some
bots sit there and monitor the auction channel and buy any land that sets
off certain triggers, then adding new auctions to resell the land at a tiddy
profit... making their owners... free money...

You don't buy and sell land in AW... at least not yet... but this could be a
precursor of things to come. Hard to see into E N Z O's mind ya know. ;)

Anyhow, that's just my 2cents. Personally, I would love to see the existing
bots brought back into their glory. At the same time I think the current
crop of bot makers should accept it as a challenge to fix their bots the
best way they can under the circumstances. And well, if they choose not to,
then make their own universe and worlds server software. As you can tell I
have dual feelings about the matter. I was looking forward to the hunt.

-Tal

sit seq

Mar 9, 2006, 12:40am
Well, I wish we could have SEQ's work until they are canceled deliberately.
As in the example of a SIT seq. Click on a chair/etc and click on the SIT
button... and you remain seated... possibly with some movement while sitting
like checking nails, looking to the left, etc... and not standing until your
SIT seq is terminated by the user... maybe by pressing another SEQ button...
like STAND.

ok, might want to post this in the Wishlist instead. :)


[View Quote]

(?)random planting of objects based on terrian height(?)

May 29, 2006, 5:33pm
By any chance has anyone ever made a bot, or script for a bot to randomly
plant objects in a world based on terrain height?

(?)random planting of objects based on terrian height(?)

May 29, 2006, 5:50pm
at _o I was making terrain the last couple of days using your program. I
looked at the tree tab several times, if I checked Generate Terrain, the tab
goes blank, so I uncheck it... then checked Generate Trees, and well all
fields on that page are unable to be edited. I'll keep checking it out :)
I'm sure there is some devious button or checkmark I am missing that will
make those fields editable.

(?)random planting of objects based on terrian height(?)

May 29, 2006, 7:10pm
ok, after a lot of button pushing, I finally got objects to be planted :)
But, their not following the terrain, and I'm using the same settings and
file that I used to create the terrain yesterday. :) I'll keep trying...
just hope I don't throw the keyboard through the monitor ;)

Thanks Andras.

(?)random planting of objects based on terrian height(?)

May 29, 2006, 8:58pm
ok, having followed your directions I finally got objects to follow the
terrain... only they are 44 clicks higher than I want them to be. So, since
you had a terrain offset, I put -4.4 in there and reran it... nada... so I
put -44 in there... huh.. useful for rocks maybe huh? Still 44 clicks above
the terrain. My monitor is safe for the moment, but my sanity is slipping :P
hehe.

(?)random planting of objects based on terrian height(?)

May 29, 2006, 9:26pm
ok, so I had a terrain offset in AW that I removed and all the objects ended
up being on the ground, or very close to it... I went ahead and added a
terrain offset of .5 instead of the -22 I originally had, and then upped the
water level from 10 to 32 instead. So, kinda all fixed. I'll still have to
wander around and fix some objects, but I'm that much closer. You win the
door prize Andras, door 1, 2 or 3?. :P

SDK Developers : Pissed Off

Jun 16, 2006, 10:45pm
I'm confused, and though that is a normal state of mind for me I would like
to question why AWI now requires a license for the SDK, why there is code to
prevent debugging, and why they require an NDA if you want to avoid some of
that?

I play a few games that the developers allow players to change and I have
never seen this kind of action taking place. Take games by bethsoft like
Morrowind and Oblivion, you buy their game for 50 bucks and they not only
give you the game, but the ability to use an editor to add to the world as
well as change it, add new weapons and armor or loot, etc... and then share
that with other players around the world. World of Warcraft, a game played
by hundreds of thousands, gives you a whole scripting language allowing the
player to make tools and new GUI's. You can add graphics, sounds, commands,
whatever, as long as you don't change the game itself.

Second Life gives you a whole scripting language and the ability to upload
any graphics or sounds you'd like to use, and the ability to create any
object you can imagine, then sell or freely share it. There are hundreds of
bots in SL as well... and perhaps this is the reason for AWI's 'draconian'
measures... as some of the bots in SL are very clever critters indeed! Some
bots sit there and monitor the auction channel and buy any land that sets
off certain triggers, then adding new auctions to resell the land at a tiddy
profit... making their owners... free money...

You don't buy and sell land in AW... at least not yet... but this could be a
precursor of things to come. Hard to see into E N Z O's mind ya know. ;)

Anyhow, that's just my 2cents. Personally, I would love to see the existing
bots brought back into their glory. At the same time I think the current
crop of bot makers should accept it as a challenge to fix their bots the
best way they can under the circumstances. And well, if they choose not to,
then make their own universe and worlds server software. As you can tell I
have dual feelings about the matter. I was looking forward to the hunt.

-Tal

50 avatar limit?

Jun 27, 2006, 11:33pm
How the heck did you do that? I always thought there was a set limit of 3
per cit?
> If you do this you can not see more than 50 of them, reguardless if there
> are 100,200, or 1000. Yes I have logged in 1000 bots simultaneously.

Re: plagarism (was Re: saving cell data)

Sep 25, 2001, 10:44pm
I've seen BinaryBud around a lot in the past. :) He's a geezer, trust me. ;)
I've only been in AW 2 years myself, but honestly, EEP has also been around
forever and could be considered a geezer too. I think his britches may be a
little too tight however... he wasn't in AW in the beginning that I am aware
of. :P

I think I've spouted enough. Funny conversation. :) Keep it up Eep. We all
need to be entertained these days.

[View Quote]

Telegram bombing

Aug 24, 2002, 6:01am
Oh no, I couldn't accept that. I rarely chat with people in person, but
often do both in some circumstances. a 5 minute(or any) delay would be
completely unreasonable. As it is, not all grams make it to their
destination.

[View Quote]

Allow default objects for black triangles

Aug 24, 2002, 8:48pm
I WISH...


... in a world without a registry, that the world owner be able to add a
default (object/object definition) to replace the black triangles that show
up when an error/mispelling/etc takes place.


I would suggest if this be considered that the default object be required
small. Say no more than a 256 byte definitiion that might include a simple
object(3d or facer) and a color or texture.

Say for example I want to find all the error'd objects in a world that has
been around for 2 years(true scenario), I could change the original black
triangle to a red flashing sphere, and thus locate each offending object and
delete it, or correct it.
I know this would be useful to me in my current project.

As a positive side effect, some worlds could use this to their advantage, by
making every mistake a citizen makes into a blade of grass, a tree, or a
star. There would certainly be some interesting potential.

-Talisan

Allow default objects for black triangles

Aug 24, 2002, 11:34pm
Can you?

[View Quote]

Allow default objects for black triangles

Aug 24, 2002, 11:57pm
OK, how do you make it work? I made a an unknown.ziprwx), placed it in the
OP and I made some intentional errors on some objects and ended up with
black triangles as expected... they did not change into spheres as I had
hoped they were.

ModelBegin
Surface .5 .3 0
color .535 .53 .525
texture red
sphere .2 8
ModelEnd

That's what I made, smaller than the unknown.zip from the megamodels.zip

So, please, tell me how this works, I'd love it if it did, would save me so
much time.


[View Quote]

Allow default objects for black triangles

Aug 25, 2002, 12:08am
I did a search of the AW Online help, and I can not find any reference to
unknown.zip/.rwx or error's. Perhaps they forgot to include that. BUT, I do
see that the content of the original unknown.zip that it is indeed a
triangle facer object.

ModelBegin

ClumpBegin
Hints NULL
AxisAlignment ZOrientY
Vertex -0.02 0 0
Vertex 0.02 0 0
Vertex 0 0.02 0
Triangle 1 2 3
ClumpEnd

ModelEnd



[View Quote]

Personal Light

Sep 1, 2002, 8:53am
I'd like to suggest that each avatar have a personal light. That this light
be editable by the SDK/bot for brightness/color/type and that the light can
be completely personal or visible by others and that a user/citizen has the
ability on their Browser to disable this feature due to hardware limitations
and/or a dislike of the feature. Secondly, that an addition to the ACTIVATE
command(or other appropriate command) be made which can trigger the light
on/off and other changes to variables of the light.

Example usage:
You come into a world of tunnels and caves as a spelunker, you are assigned
by a bot a light source of fx=fire color=orange brightness=1 radius=2, you
don't actually see a torch(unless part of the avatar), but the light follows
you around as you explore the caves, as you begin to cross a rickety rope
bridge a swift breeze causes your torch to vanquish, and in it's place an
eerie dark blue light takes it's place. Once reaching the opposite side of
the bridge you relight your torch, no longer in the winds grasp, and
continue your journey.

Fog & Clipping

Sep 1, 2002, 6:13pm
When activating Fog, you also have control over your viewing range where the
world of clipped with the maximum distance. At least this is the behavior on
my pc. I would like to suggest a 3rd variable for this.

currently:

min distance
maximum distance

and I'd like to add:

clipping distance

Example:
You set min distance to 0, max distance to 90, the background color to dark
blue like the midnight sky box, and you end up with a dark blue haze which
is gradual and adds some nice depth. However, the mountains off in the
distance are very clearly being clipped at 90, the effect is really nice
except for this clipping, but to eliminate this you set clipping distance to
150 which may not eliminate the clipping altogether, but does dramatically
reduce it, thus making the fog and depth effects much more realistic.

Fog & Clipping

Sep 1, 2002, 10:45pm
Small clarification to below example. At 90 fog is maximum gradient(solid
color), thus from 90 to 150 all objects would be solid in color.

> Example:
> You set min distance to 0, max distance to 90, the background color to
dark
> blue like the midnight sky box, and you end up with a dark blue haze which
> is gradual and adds some nice depth. However, the mountains off in the
> distance are very clearly being clipped at 90, the effect is really nice
> except for this clipping, but to eliminate this you set clipping distance
to
> 150 which may not eliminate the clipping altogether, but does dramatically
> reduce it, thus making the fog and depth effects much more realistic.

Object Properties Dialog Window

Sep 3, 2002, 4:38pm
For years now, the Object Properties window has been bugging the kajibee's
out of me, always having to move it out of the way, and then having to move
it again, and again. :P When the new AWB3.3 came out the Object Properties
window got bigger... ACK! It does get in the way more often now.

I wish... (and I have seen this done in other software, as well as with
software from microsoft in the GUI, etc)

....that an option could be made to include the text editable fields of the
Object Properties window into the wasted space of the Menu area for the AW
Browser window.

Example:
I have a menu bar, an advanced menu bar, and an avatar action bar, all
stacked up nice and near at the top of the browser menu. Depending on the
AV, that bar can be completely pull, but on the Advanced bar there appears
to be enough room for a filename prompt and possibly an action text field as
well. And since most of the other commands displayed withing the Object
Properties window are key'd to PageUp/Down/Home/End, etc, there is no need
to display buttons for them on the bars. This type of editing mode could be
considered as "Turn on advanced building mode"

Object Properties Dialog Window

Sep 3, 2002, 4:42pm
pull = full, and withing=within :)

Object Properties Dialog Window

Sep 3, 2002, 10:41pm
Here is a picture of what I meant:

http://216.92.187.48/demo002.jpg

Object Properties Dialog Window

Sep 4, 2002, 7:01am
> There is one technical problem with your idea.
>
> As long as the NewLine representation is not a printable
> character combination like "\n", you will not be able to
> insert line breaks into comment and action line, and if
> you try to edit entries containing those you will loose
> everything that is not in the first line.

Hrm, while looking over Visual C++ recently, you can easily make a text box
that is one row in size or even 40 rows in size, it doesn't care... it
should act exactly the same. As for it being in the menu bar, I have no idea
what the limitations are, but I have seen multi-line editing done there
before, but granted, not as often as single line text fields.

As for my example, the objective was to use wasted space to replace the
dialog box, thus eliminating and simplifying the screen for quicker building
with skilled world builders. I'm sure it would be an aquired taste/feeling
to use where I suggest. Personally I thin any improvement over the dialog
box would be a gawd send!

contact list groups

Sep 7, 2002, 9:12pm
I'd love to see NOTES added to each citizen. Especially since names change
for some people as often as they change clothes. I'd like to know who
someone is without having to keep a list of cit numbers and without having
to send them a gram "Who were you?"... the responses to that are often
funny, but you know. :P

Gravity

Sep 8, 2002, 5:09pm
Make Gravity in AW stonger. Better yet, make it adjustable. When going down
stairs its a little annoying to be flying down them for the most part.

While you're at it, make the space bar cause the AV to hop/jump. And make
th3e NumLock turn on auto-walk like many games do. ;)

With the combination of a lower gravity, and a jump key you could make a
moon environment more realistic. Could be fun.

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