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equin0x // User Search
equin0x // User Search
Mar 24, 2006, 8:35pm
As the subject goes.
Mar 25, 2006, 6:57am
I'd never think of this.. Probally because not many users would have
multiple accounts, let alone more than 10.
That's like $700+ just for accounts you have there!
But yes, I see your point.. could be useful to some users, and maybe other
universes.
[View Quote]"talisan" <wardaor at hotmail.com> wrote in message
news:4424c56e$1 at server1.Activeworlds.com...
>I would like the ability to manage all of my user accounts from one
>console.
>
> I have several worlds, and I have 1 console to manage them all. I do not
> have a console to manage all the accounts that I have.
>
> I've got at least 3 normal user accounts, and at least 9 bonus accounts
> from worlds I've licensed. However, I have little control over these
> accounts except for my memory and ability to write down certain details.
>
> I've allowed friends and relatives to use some of these accounts... and
> they are free to add their own email address' to these user numbers,
> causing me the inability to recover them when I want them back. I have in
> the past had to email AWI in order to RESET the email address so that I
> might recover them. However, this really is a waste of AWI's time. There
> should be a method by which the original license holder should be able to
> take control of the accounts for which they pay for without having to
> contact AWI personal.
>
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Mar 28, 2006, 3:10am
Nothing much at all is going to happen with the current protocol. :)
[View Quote]"joeman" <john at fakeplastic.com> wrote in message
news:44286eda$2 at server1.Activeworlds.com...
> Not going to happen with the current protocol.
>
> -Joe
>
> Strike Rapier wrote:
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Apr 1, 2006, 7:55am
Would be good to see where something is going to take me before I click it.
For example, sign3.rwx - "Click here for more information" could show where
it says "Download complete" the URL or co-ordinates that are equiped with
the sign, when the mouse is hovered over that particular object.
For those who really want to hide it, there are a number of ways, including
domain masking or simply using a bot to extract the URL.
Apr 1, 2006, 8:33pm
Is it too much to ask for worlds with tourist-access enabled (not wheather
its closed or not, but just "Tourist Enabled" in the world licence) be
marked?
Maybe if you right click the list and enable "highlight tourist enabled
worlds" or such would make any world which has tourist access enabled, show
up with italics.
Apr 22, 2006, 12:01am
Is this possible to include in AW?
AW generates everything on the fly to each browser, so it would be tricky..
Only way I see it possible is to deny users on lower-end systems.
[View Quote]"Just In" <anon at no.spam.com> wrote in message
news:44486826$1 at server1.Activeworlds.com...
> Introduce a new "Level Of Detail" (LOD) parameter to objects.
>
> What the parameter does is make it visible outside of the user's normal
> Visibility range, much like the current terrain, up to a Range set in the
> world options.
>
> Ordinarily all objects are not rendered outside the user's visibility, but
> if a switch is turned on for this object is does become visible outside
> this range. But it also would be invisible inside the user's visibility
> range. The purpose of this would be to place VERY low polygon objects in
> place of high detailed objects. For example, say the users visibilty is
> set to 100, and a high detailed house with lots of furniture and walls is
> within that range. Currently if the user is more than 100 meters away
> they would see nothing there. With the level of detail option they might
> instead see a cube roughly the size of that house. At 400 meters away
> this cube would become invisible again.
>
> Clearly it is a dangerous kind of thing to implement in open building
> worlds so it would also require a per world setting.
>
> The whole concept of LOD is part of VRML modelling but may be in other
> languages. In VRML the LOD is set within the object itself, and if it
> were to be implemented within AW it would be a command such as "LOD
> Outside", with the default being "LOD Inside". An object could be
> comprised of several clumps each specifying a different LOD. A tree could
> be with many verts/polys for its "LOD Inside" but a sprite for "LOD
> Outside".
>
> Ref: http://www.vrmlworlds.com/developer/tutorials/basic/lod1.html
>
> ~ Justin
>
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May 3, 2006, 8:37am
Ah, right.. My inaccurate knowledge of LODs..
Thanks for the explaination. :)
[View Quote]"Byte" <byte at sweetwaterhsa.com> wrote in message
news:44581a8c at server1.Activeworlds.com...
> Purpose of Level of Detail really is to make lower end systems run better
> when viewing objects off in the distance. Say now that at 100m vis they
> may have issues. Add a LOD that decreases between 50 and 100m to
> different levels, and they'd be rendering fewer polygons off in the
> distance, so they'd run faster.
>
> equin0x wrote:
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May 15, 2006, 8:46am
What will make it possible without any of the many hurdles, is if it is
simple a selectable.. Not such a grid, but more of a choice to join my world
with worlds A,B,C,D. My world would be joined to world A to the north, B
world to the east, etc.
It's not quite the community prospect, but I would like to join my world
with my friend's world.
And yes, the community side of things is possible in single worlds with
4.1.. I'm sure you will see stuff like it in AW or even NewAw. :)
[View Quote]"talisan" <wardaor at hotmail.com> wrote in message
news:446814cc at server1.Activeworlds.com...
>I would like to float the idea of joining worlds side by side to make
>larger communities. Similar to SL's zones... but on a more voluntary
>method. I would propose that a grid be created. Say 10000 by 10000... and
>that if I wanted to license a p10 world, that I could place it anywhere
>within that grid... and treat it like its own world... but someone else
>could buy they own world, whatever size and choose a space near mine lets
>say... and I would be able to see their space from my space.. depending on
>vis... but any visitor to mine would be able to walk or fly to thiers.. no
>teleporting...
>
> granted, this would change a few things we are used to... like sky boxes,
> water, etc.
>
> It's just a suggestion :) Please share and elaborate your ideas.
>
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Jun 5, 2006, 12:04am
People wouldn't be posting bugs here anyway.
[View Quote]"BlueGuy" <wardaor at hotmail.com> wrote in message
news:447fc76a at server1.Activeworlds.com...
> Will you all do me a favor please? If you find a bug in the new v4.1
> browser, can you please send a balanced and fair representation of the bug
> to support at activeworlds.com ? Pretty please? Instead of bashing AW into
> the ground in the NG's?
>
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Jun 6, 2006, 5:22am
Tough titties for them.
If they did that - they could mess around and find out the aworld.ini
configuration.
But yes, a simple feature like that could help.
[View Quote]"King RaMeL o" <ratchet41 at sasktel.net> wrote in message
news:448425b7$1 at server1.Activeworlds.com...
>I wish for a button that would return all the windows and such to thre
> original positions and stuff.
>
> Some are losing them because they put it too low or whatever
>
>
>
> Kingy
>
>
>
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Jun 12, 2006, 6:14am
You said seqs..hehehe..
Serious time; this is how the movers work I believe.
Enter sit.zip as the seq, and even if the seq isn't listed in the
avatars.dat - it still works.
Not sure if that is what you meant or not - but thats how it goes, if that
is what you were asking.
[View Quote]"Lady NightHawk" <dmurtagh27 at hotmail.com> wrote in message
news:448b8239 at server1.Activeworlds.com...
> Is there any way to allow movers to use the seqs in the seq folder rather
> than forcing each av to have that seq on it? It would save so much room
> without all those buttons if you'd only use particular seqs for movers
> only. Like say I want to have all avs in Aeon be able to use rider seqs of
> varying types? Rather than having to all all the seqs to each av on the
> list, can't we just have all movers get seqs directly from the seq folder?
> Just a hope :o}
>
> LNH
>
>
>
>
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Jun 13, 2006, 9:26am
Walk Seq:
Wait Seq:
Just as the normal sequence files work, it could work in the movers.. Of
course, walk seq would be move, as to not be so vague.
[View Quote]"Wolvie" <michaeljorencia at earthlink.net> wrote in message
news:448e3fb9 at server1.Activeworlds.com...
> Exactly as stated in the subject heading. Why is there only one sequence
> file allowed in movers, that constantly loops, even if you are standing
> still? Mostly only good for completely still seqs. It would give us more
> variety for things we can do with movers than just sit or stand in
> position.
>
> Example as things are now- Car mover creates uses drive.seq to make an av
> simulate turning the steering wheel. When you stop, he's still turning the
> steering wheel like a maniac driver!
>
> With a full seq listing added, as in avatars.dat, you could have the av
> stop waving his arms or legs around when movement is stopped.
>
> I could just request adding a checkbox to add a second seq when not
> moving.. but adding a complete seq list that overrides default ones
> would be an even better improvement.
>
>
>
>
>
>
>
>
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Jun 17, 2006, 3:14am
And to think I was going to ask AWI for assistance in the GTA-Project --
much rather the opposite.
[View Quote]"Strike Rapier" <markyr at gmail.com> wrote in message
news:44931d1d$1 at server1.Activeworlds.com...
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[Clipped]
Jun 20, 2006, 9:24am
Anyone else notice that when *developers* are talking, they always seem to
use the word "Actual"
[View Quote]"kf" <none at junk.mail> wrote in message news:44972855.4D57 at junk.mail...
> Sorry, you are right, I misunderstood the problem. :-)
>
>
> Byte wrote:
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Jun 17, 2006, 12:20pm
Ditto.
[View Quote]"SimPlaza.net" <simplaza at gmail.com> wrote in message
news:4493eafc at server1.Activeworlds.com...
> It would be cool if the browser shows the AFK icon next to the avatar name
> in the bubbles, and "(AFK)" in the whisper list.
>
> SimPlaza.net
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Jun 21, 2006, 3:58am
A new feature for administrators of uniservers - "Allow citizen to view
comments".
This would go under the Universal Citizen Attribuates and when checked, the
citizen is able to view their account Citizen Attribuates to see their
comments in the status area, - aka where it says "You are on the beta
program.".
Might not be feature of the centrury, but it will allow administrators of
other universes (not much use in Active Worlds itself), to have one more
option and customizability.
Could be used for universes that are more game-orientated, and possibly for
Active Worlds for comments such as "* Access to XYZ World" - and whatnot..
Jun 21, 2006, 4:01am
Probally also be a good idea to include multi-lines in the comments box
then.. That way they [universe owners] can have numerous points made; eg.
* Won Bingo MM/DD/YY - Citizen Ext. +6mth
* Working on Project X
* World Access to Y, Z
[View Quote]"equin0x" <joshua.bush at gmail.com> wrote in message
news:4498e009$1 at server1.Activeworlds.com...
>A new feature for administrators of uniservers - "Allow citizen to view
>comments".
>
> This would go under the Universal Citizen Attribuates and when checked,
> the citizen is able to view their account Citizen Attribuates to see their
> comments in the status area, - aka where it says "You are on the beta
> program.".
>
> Might not be feature of the centrury, but it will allow administrators of
> other universes (not much use in Active Worlds itself), to have one more
> option and customizability.
>
> Could be used for universes that are more game-orientated, and possibly
> for Active Worlds for comments such as "* Access to XYZ World" - and
> whatnot..
>
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Jun 25, 2006, 10:49pm
Prehaps down in the corner of the AW browser, along the status bar
somewhere - a little location stat.
For example, I build a tavern - with a zone around it. I name it "The Old
Tavern" - when a user walks inside, their location would read of course,
"The Old Tavern".
Would also be good to have a "Default Location Name" in world attribuates,
so that when a user is out in the middle of nowhere, it will print something
like "The Streets".
One of many ideas that would be pretty darn useful in my project, along with
many others.
End Note: Maybe even a zone feature to print it in the corner of the 3D
viewport when first entering that area?
Jun 29, 2006, 2:57am
Far more of a visibility problem. Should be some sort of work-around,
especially in worlds that may be game-like and request all *players*
pre-loading the world cache.
[View Quote]"Kenneth" <cosmosken at sbcglobal.net> wrote in message
news:44a2f704$1 at server1.Activeworlds.com...
>I tried to setup a camera as like a telescope in my world so people can see
>stuff from far away using the zoom feature. But all it showed was a bigger
>picture of what people can already see from that location. I want to be
>able to have objects and textures download that you can see through the
>camera from far away.
>
> -Kenneth
>
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Jul 2, 2006, 6:06am
I think this was previously reported?
[View Quote]"Axel the Fiery" <axel at aureusvr.com> wrote in message
news:44a76809 at server1.Activeworlds.com...
> Block chat option in zones does not work.. can someone post this in the
> bug reports please? i can't seem to do it.
>
> -Axel
>
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Jul 4, 2006, 11:49am
If really required, you could do it something like that.. Just spark it up a
little with some words or a bot, as to why they are stopping there and
changing "platform".
[View Quote]"Axel the Fiery" <axel at aureusvr.com> wrote in message
news:44a78895$1 at server1.Activeworlds.com...
>I haven't been able to code a nice ship ride with waypoints because the
>waypoints have limits as to how far you can go.... It's not realistic to
>put a dock with a ship in the middle of the ocean, and have the people get
>off the ship and get on the one in the middle of the ocean... and also
>that automatic add on bump thing is annoying....
>
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Jul 5, 2006, 11:04pm
Just curious, what are the limits? Is it coords, or how many points you can
create? And how many is it?
[View Quote]"Ciena" <nikona at comcast.net> wrote in message
news:44aa867d$1 at server1.Activeworlds.com...
> we cant even do a roller coaster with way points because of the
> limitations :(
> "equin0x" <joshua.bush at gmail.com> wrote in message
> news:44aa71f3 at server1.Activeworlds.com...
>
>
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Jul 3, 2006, 11:20pm
Alphaworld's homepage.
http://www.activeworlds.com/worlds/alphaworld/
Jul 3, 2006, 11:21pm
So I posted in the wrong section.. So I guess it is now my *wish* for it to
be fixed.
[View Quote]"equin0x" <joshua.bush at gmail.com> wrote in message
news:44a9c25b at server1.Activeworlds.com...
> Alphaworld's homepage.
> http://www.activeworlds.com/worlds/alphaworld/
>
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Jul 4, 2006, 4:09am
Would be good to have a "end" or "terminate" or the like, function. What I
would want it to do is, for instance, if I make a door with activate roate 0
5 0 time=5, when clicked, it would open - but while opened, I could click it
again and again for it to further do odd things that doors couldn't really
do.
If I added a parameter like end, once the object executes the action of
rotating, it would not be usable until it returns to its original state
again.
Jul 12, 2006, 10:25pm
Sometimes, for safety of users, upgrades need to be forced while you're
logged in.
Ohterwise, they'll make it optional and you just click skip. Not much more
to it.
[View Quote]"PC Hamster" <patspodcast at gmail.com> wrote in message
news:r01bb2l1pem87g0bt28fqnujddo6o8hknv at 4ax.com...
> Hi everyone:
>
> I don't know about everyone else here but I for one DO NOT appreciate
> getting some pop up window saying there's a new release of the AW
> Browser while I'm in session.
>
> I say this because earlier today, I was in the middle of an intricate
> building project (more like covering up land for an upcoming build)
> when all of a sudden, I got such a window.
>
> In-Between sessions (e.g. When I log off and close the browser and
> reopen it in an attempt to log on at some later time) is one thing. I
> have no problem with that. BUT DURING A SESSION IS A WHOLE DIFFERENT
> BALLGAME.
>
> If there's a way to turn that off, I'd sure appreciate the info. as to
> how to do it. If it's server-side, then that server had a brain fart
> or something 'cause near as I could tell, I was still logged in, and
> therefore, was still in mid-session.
>
> Cheers :)
> PC Hamster
> Mayor - City Of Hamsterville
> pchamster at comcast.net
> Denver, Colorado (my REAL city :-))
> http://hamsterville.tripod.com/
> HAMSTERVILLE GROUND ZERO - AW 5029N 500E
> SKYPE ME at patspodcast
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Jul 16, 2006, 3:19am
Or at least a right click on the world name to get a menu in which it could
have a "Gather Info" item. It would list caretakers, description, search
keywords, etc.
Would also go good with my old "Request Entry" idea whereas, when clicked,
would print a console in world to caretakers - "Equin0x (#349705) Requests
entry" so that I can at least try to get into private worlds.
[View Quote]"Talisan" <wardaor at hotmail.com> wrote in message
news:44b98b36$1 at server1.Activeworlds.com...
> 702 Worlds, 206 Users, but no column for descriptions :)
>
> A third column adding a world Description to this tab would be awesomely
> useful. :)
>
> Best Wishes,
> -Tal
>
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Jul 18, 2006, 7:26am
Stagecoach uses a feature that is exactly like SecondLife (I believe,
haven't used SecondLife that much) - it is more of the external system, so
while it is like that in Stagecoach, the feature inbuilt to the AW browser
will actually allow them to use it the same way SecondLife does.
We just have to wait for 4.1 to be stable enough and for them to then start
work on that project.
[View Quote]"Droog.h" <mrvisualbasic at hotmail.com> wrote in message
news:44bab757$1 at server1.Activeworlds.com...
> Second Life has a avatar customization deal that allows users to customize
> from their body shape, to their clothes. That would be nice in Active
> Worlds. The Stage Coach Island method wasn't very good, being that it
> still used preset customs.
>
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Jul 19, 2006, 4:51am
That is what I mean.. AWI just need to program the PHP script (or other)
differently. The 4.1 browser is already capable of using it. They just used
that in Stagecoach as it needed something fast and simple - not to mention a
good test candidate.
[View Quote]"SimPlaza.net" <simplaza at gmail.com> wrote in message
news:44bd6b44 at server1.Activeworlds.com...
> However, it is possible to make such a system exactly like Second Life,
> with dynamic generation of avatars with different variables. That is if my
> assumption on how the SC system works, utilizing a php script to just
> piece together an avatar into 1 rwx or something.
> Aura wrote:
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Jul 24, 2006, 8:12am
I won't beat around the bush -
My world: Flying is disabled - it is unrealistic for humans to fly, and in
my world, realism is my goal.
Yet, a human who cannot fly, also cannot get into a helicopter mover and
fly - because fly is disabled.
I would love a feature to "Enable Mover Flying" in the world options -
seeing as the team and myself are the only ones building, no other user can
build a mover to fly around in and bypass the main "Enable Fly" option, as
the case would be in AWTeen and such. (If they were to ever disable fly for
whatever reason, be it paintball or something)
Now, I'm not good with making this simple, so I hope you get at what I'm
saying.
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