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talisan // User SearchBuilding 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 filesOct 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] SurveyMay 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 OffJun 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 seqMar 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 OffJun 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 bombingAug 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 trianglesAug 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 trianglesAug 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 trianglesAug 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 LightSep 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 & ClippingSep 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 & ClippingSep 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 WindowSep 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 WindowSep 3, 2002, 10:41pm
Here is a picture of what I meant:
http://216.92.187.48/demo002.jpg Object Properties Dialog WindowSep 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 groupsSep 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 GravitySep 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. |