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technozeus // User Search
technozeus // User Search
Feb 7, 2003, 6:27pm
The newsgroups aren't "for fighting" but unfortunately there are some people who use them as if that was their sole intended purpose. What you need to realize is that we have very few such people here, and those are the people least likely to be chased off by a post typed in all caps calling people names and telling everybody to shut up.
Also, you cross posted that message to places where the fighting wasn't even happening. I don't know about the other newsgroups, because I haven't had time for them lately (and the more fighting goes on in them the less time good people will make for them) but I know there was no fighting going on in the wishlist newsgroup.
Now, if you're going to cross-post to this thread at all anymore, "PLEASE" state which newsgroup you will be looking for replies in, so that people can eliminate the rest of the newsgroups when replying to you. I'll be in Wishlist if you want to reply to me.
TechnoZeus
[View Quote]"john" <john at 3d-reality.com> wrote in message news:3e439383 at server1.Activeworlds.com...
> I posted this because I didn;t realise that the newsgroups were designed for
> fighting and arguing.
>
> I thought they might be to discuss aw and maybe help people with questions
> and queries. And I also thought it was a place to post information and not
> somewhere where every bit of information posted is contradicted or put down.
>
> "john" <john at 3d-reality.com> wrote in message
> news:3e42d7ba at server1.Activeworlds.com...
> DYING
> WILLING/ABLE
>
>
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Feb 8, 2003, 8:37am
Really? You say I had it comming to me? Then tell me what I did to deserve it, please.
TechnoZeus
[View Quote]"elyk" <kfoerst at sbcglobal.net> wrote in message news:3e449ff8$1 at server1.Activeworlds.com...
> That whole Cy Award fight had it coming to them. Lots of things aren't going
> that well lately in a lot of committees....sad to say.
> "jstone2004" <j at jlife.net> wrote in message
> news:3e444d2f$1 at server1.Activeworlds.com...
> the
> questions
>
>
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Feb 9, 2003, 10:01am
Okay. Not a problem.... and I agree it is something that needed to be addressed. As a matter of fact, it was already planned for AW 3.5, which is why AW 3.4 hasn't been released yet. We're now beta testing what "would have been" AW 3.4 as AW 3.4 so in the long run it simply means all the fighting accomplished nothing except to waste a lot of people's time and cause the people waiting for a release upgrade to Active Worlds to have to wait much longer.
Sorry if I seemed to have taken that personally. I mainly wanted to point out that the way it was worded could easily be taken as an accusation against vaguely identified people... which was exactly how that whole mess got going in the first place. Gotta word stuff like that carefully. :)
TechnoZeus
[View Quote]"elyk" <kfoerst at sbcglobal.net> wrote in message news:3e4595d4 at server1.Activeworlds.com...
> For one....you aren't the entire CY committee....secondly....I meant the
> situation would have eventually arose. We now have ratings on the worlds
> list thank god for that matter...heh ;)
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e44ddda at server1.Activeworlds.com...
> deserve it, please.
> news:3e449ff8$1 at server1.Activeworlds.com...
> going
> ago,
> designed
> and
> put
> PEOPLE
> AND
>
>
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Feb 10, 2003, 9:12am
Well, although I'm not the "whole" exec team I still got a lot of personal attacks durring that little war that went on, from people who didn't even know me at all and from people who thought they knew me well and couldn't understand why I would have done the things it sounded like I was being accused of.
I'm sure you can understand that with this in mind I'm not about to let a statement that makes it "sound like" something was done wrong by the committee that I happen to be a member of just pass by without asking for clarification.
Nothing against you, or against anyone, of course.
TechnoZeus
[View Quote]"elyk" <kfoerst at sbcglobal.net> wrote in message news:3e46c589$1 at server1.Activeworlds.com...
> If I were talking about you....I would have said "Technozeus". Usually when
> I'm talking about committees....I won't address any names, because it starts
> fights....
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e464304$1 at server1.Activeworlds.com...
> addressed. As a matter of fact, it was already planned for AW 3.5, which is
> why AW 3.4 hasn't been released yet. We're now beta testing what "would
> have been" AW 3.4 as AW 3.4 so in the long run it simply means all the
> fighting accomplished nothing except to waste a lot of people's time and
> cause the people waiting for a release upgrade to Active Worlds to have to
> wait much longer.
> out that the way it was worded could easily be taken as an accusation
> against vaguely identified people... which was exactly how that whole mess
> got going in the first place. Gotta word stuff like that carefully. :)
> news:3e4595d4 at server1.Activeworlds.com...
> aren't
> months
> information
> or
> WARS
> ARE
> MORONS?
>
>
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Feb 6, 2003, 10:43pm
I took it as aimed at anyone who was interested in trying it. :) Still works for that.
TechnoZeus
[View Quote]"equin0x" <equin0x at activeworlds.com> wrote in message news:3e42f81a$1 at server1.Activeworlds.com...
> Maybe you should ignore mine, I just read yours before and got the wrong
> message when i scanned through it yesterday.
>
> My reply was thinking that you were wondering if universe owners can try
> 3.4.
>
> <equin0x> wrote in message news:3e41f432$2 at server1.Activeworlds.com...
> and
> and/or
> and
> as
> found
> up
> in
> that
> this
> cause
>
>
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Feb 13, 2003, 6:49am
Well, at this point in time objects in Active Worlds don't talk... but the addition of a simple "talk" command (or a send chat command, speak command, or what ever you want to call it) to allow a line of text to be sent to the chat in the same way that it can now be placed on a sign would change that. I think the biggest drawback would be that it would only take one person abusing it to make almost everyone want to disable it. At the least, there would need to be a built in way to mute objects, and a limit on how many lines of chat text can be sent by objects placed by a single citizen within a given amount of time.
TechnoZeus
[View Quote]"d a n" <awdan at aol.com> wrote in message news:3e494f23 at server1.Activeworlds.com...
> I wish you could add a greeter in activeworlds as an object or something
> simular to that in the way you dont have to host something for no reason.
>
> This would be a big advantage for 56k users like myself.
>
> ---
> D a n
>
>
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Feb 20, 2003, 4:41am
Yep.. and you can also have a bot read commands and description text, and use them to do all kinds of things, if the bot has been programmed that way, but as I said... Objects in Actice Worlds presently don't talk. There is no such functionality built in at this time. It has to be programmed externally, and an external program has to implement it. Of course, you could always just point at description text, and call that "the object talking" ... or have someone stand around and pretend to be an object talking, but those would still not be the same either. It's just a feature that isn't part of Active Worlds at this time.
TechnoZeus
[View Quote]"jstone2004" <j at jlife.net> wrote in message news:3e4c4a98$1 at server1.Activeworlds.com...
> there is a way to get an object to talk through the use of a bot, kinda,
> where you click on the object, and the bot sends a console message with the
> text put into the string inside the object... they use it in awrpg :-)
> which, btw, opens on Saturday at 6pm vrt
>
> J
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e4b5bff$1 at server1.Activeworlds.com...
> addition of a simple "talk" command (or a send chat command, speak command,
> or what ever you want to call it) to allow a line of text to be sent to the
> chat in the same way that it can now be placed on a sign would change that.
> I think the biggest drawback would be that it would only take one person
> abusing it to make almost everyone want to disable it. At the least, there
> would need to be a built in way to mute objects, and a limit on how many
> lines of chat text can be sent by objects placed by a single citizen within
> a given amount of time.
> news:3e494f23 at server1.Activeworlds.com...
> reason.
>
>
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Feb 20, 2003, 8:33am
If you go back and read my earlier response, perhaps you would understand why I posted the one you aparently didn't understand the reasoning behind, rather than assuming that I didn't bother to check which newsgroup this is.
The original post asked for a way to do something "without a bot" and I had responded by mentioning a way that such a thing could potentially be added. The reply that I then got to my response was one stating that it could already be done with a bot. While I don't wish to criticize anyone for their input, it strikes me as a bit unsuccessful if you have to use a bot to do something without a bot... so I attempted to politely clarify my statement.
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54aa91 at server1.Activeworlds.com...
> Hey TZ ... check out the name of the newsgroup.
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e547893$1 at server1.Activeworlds.com...
> use them to do all kinds of things, if the bot has been programmed that way,
> but as I said... Objects in Actice Worlds presently don't talk. There is no
> such functionality built in at this time. It has to be programmed
> externally, and an external program has to implement it. Of course, you
> could always just point at description text, and call that "the object
> talking" ... or have someone stand around and pretend to be an object
> talking, but those would still not be the same either. It's just a feature
> that isn't part of Active Worlds at this time.
> news:3e4c4a98$1 at server1.Activeworlds.com...
> the
> the
> command,
> the
> that.
> there
> within
> something
>
>
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Feb 20, 2003, 6:49pm
Actually, I was addressing some of the development/implementation issues, in a positive manor ("...the addition of a simple "talk" command "..." to allow a line of text to be sent to the chat..."), and later pointing out that the existance of an SDK does not invalidate a wish for the ability to be able to do something "without" a bot.
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54b32d$1 at server1.Activeworlds.com...
> Well thankyou for that clarification TZ ... although I am still
> none-the-wiser regarding your reasoning. I didn't mean "you stupid dope,
> can't you f**king read?", I was merely indicating, in a short and sweet
> manner, that you were explaining that something can't currently be done in a
> wishlist newsgroup, where existing limitations are not an issue (but likely
> development/implementation considerations and costs are).
>
> Grims
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e54aeee at server1.Activeworlds.com...
> why I posted the one you aparently didn't understand the reasoning behind,
> rather than assuming that I didn't bother to check which newsgroup this is.
> had responded by mentioning a way that such a thing could potentially be
> added. The reply that I then got to my response was one stating that it
> could already be done with a bot. While I don't wish to criticize anyone
> for their input, it strikes me as a bit unsuccessful if you have to use a
> bot to do something without a bot... so I attempted to politely clarify my
> statement.
> news:3e54aa91 at server1.Activeworlds.com...
> and
> way,
> is no
> feature
> kinda,
> with
> :-)
> but
> to
> change
> person
> least,
> many
> no
>
>
|
Feb 13, 2003, 7:31am
It would still be nice to have more control over privileges that are currently grouped under "caretaker" not only for citizens, but for bots as well.
TechnoZeus
[View Quote]"jstone2004" <j at jlife.net> wrote in message news:3e4b1d60$1 at server1.Activeworlds.com...
> ever been to AWTeen? :-) the miracles of Demeter... It's the terrain editing
> bot that enables everyone with build rights to edit terrain :P
>
> http://shoemakervillage.org/demeter.html
>
> J
>
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3e4ad3e2 at server1.Activeworlds.com...
> have
>
>
|
Feb 20, 2003, 7:35am
and so can everyone else... without a registry. Sortof defeats the purpose. How about this thought... Since we have our contact list information stored on the universe server now, it should be possible to store customization options like allowing certain people in your contact list to encroach onto your property... and once two objects are encroaching onto each other, the area covered by both objects combined could be treated as shared property. That's just one possibility. Thought I would add it to the discussion. :)
TechnoZeus
[View Quote]"carlbanks" <CarLBanks at insight.rr.com> wrote in message news:3e4e914c at server1.Activeworlds.com...
> Well without a registry you can.
>
> "sk8man1" <someone at someone.net> wrote in message
> news:3e4e8de7$1 at server1.Activeworlds.com...
>
>
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Feb 20, 2003, 7:37am
Yay!
:)
TZ
[View Quote]"sk8man1" <someone at someone.net> wrote in message news:3e4eed4e$1 at server1.Activeworlds.com...
> BINGO! You've just one $1 million!*
>
>
>
>
> Restrictions apply see below for details:
>
> 1) If your IQ is below 20 you're already disqualified from this contest.
> 2) You must live in the US, UK, Germany, or Canada to win this prize.
> 3) If you are caught cheating AFTER the money is sent, the check will be
> VOIDED and all money WILL be returned to MY bank account.
> 4) All money is to be considered VIRTUAL and in NO WAY are you going to win
> this prize.
> 5) If you have read this rule the check is considered NULL and VOID because
> who the hell reads rules anyway... and YOU of all people shouldn't be.
> 6) If you're at this number than you should already be crying because the
> money will not be sent to you and you had to be nosy and read the rules.
> 7) Stop reading... you're just making it worse.
> 8) See below
> 9) See above
> 10)Obviously you're not reading directions if you're at this number.
> 11) This is probably getting old now so I'll stop...
>
>
> "john" <john at 3d-reality.com> wrote in message
> news:3e4eaf48 at server1.Activeworlds.com...
>
>
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Feb 20, 2003, 8:39am
Read the name of the newsgroup. Hehe.
Couldn't resist.
Seriously though, I didn't say it was an ideal possibility. I just said it was one possibility that I thought I would add tothe discussion. Actually, I think it could be done pretty efficiently, but it would all depend on how it's coded. Anyway, it was just food for thought. Good to toss around the possibilities. Sometimes even just thinking about some totally unreasonable possibility might trigger a really good idea... just because it helps to think in otherwise unexplored directions. :)
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54aea7 at server1.Activeworlds.com...
> Now you're getting into areas that will get messy (just from a requirements
> point of view, not even from coding and storage) as time goes on - I think
> you're pushing the envelope of cost-benefit here. I would expect such a
> feature to have a significant impact on the current storage and registry
> aspects, as well as attempting to identify what is "shared property", when
> it becomes "non-shared property", when that cell becomes "non-shared",
> changes in object positioning, orientation or even shape/size, etc. I mean
> would any object overlapping that cell become "shared property"? Who has the
> right to delete/change "shared property"? When does someone become unable to
> make property "shared" or change existing "shared property". If person A
> deletes their "shared property" in a cell to replace it, does the cel become
> the owner of the other participant?
>
> Too many questions and too much effort/cost for a minor feature that only
> worldowners who open their world to potentially untrustworthy builders would
> make use of. Otherwise, you have privs which can be set on a temporary basis
> to alow someone to overlap your work, the option of having no registry at
> all plus the obvious bot functionality (Hmmm that reminds me ...).
>
> My opinion of course, but I think its a minor issue.
>
> Grims.
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e54a144$1 at server1.Activeworlds.com...
> purpose. How about this thought... Since we have our contact list
> information stored on the universe server now, it should be possible to
> store customization options like allowing certain people in your contact
> list to encroach onto your property... and once two objects are encroaching
> onto each other, the area covered by both objects combined could be treated
> as shared property. That's just one possibility. Thought I would add it to
> the discussion. :)
> news:3e4e914c at server1.Activeworlds.com...
> posts...
>
>
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Feb 20, 2003, 6:52pm
I knew what you were getting at... but I could also see how it could be taken more than one way, and considering I had just got done replying to a response from you that said the same thing about something that you had aparently taken the wrong way... well... gotta have a sense of humor. :)
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54b22c$1 at server1.Activeworlds.com...
> Ummm ... I'm commenting on the feasilbility of the item ... not trying to
> explain that AW doesn't support it now *boggle*. Perhaps you should work
> on that resistance ;O).
>
> Grims
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e54b053$1 at server1.Activeworlds.com...
> it was one possibility that I thought I would add tothe discussion.
> Actually, I think it could be done pretty efficiently, but it would all
> depend on how it's coded. Anyway, it was just food for thought. Good to
> toss around the possibilities. Sometimes even just thinking about some
> totally unreasonable possibility might trigger a really good idea... just
> because it helps to think in otherwise unexplored directions. :)
> news:3e54aea7 at server1.Activeworlds.com...
> requirements
> think
> when
> mean
> the
> unable to
> become
> only
> would
> basis
> at
> encroaching
> treated
> it to
>
>
|
Feb 20, 2003, 6:57pm
Perhaps that's why Roland decided against it (or just never got around to it). Seems to me he had mentioned that it would take about 3 weeks. It was something that at one time he had definately planned to do though, but he also wanted to completely replace the registry in the process which made it a much larger task.
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54b6b3$1 at server1.Activeworlds.com...
> As I said, there is a mire of requirements nightmares before you even get to
> the code. If someone can identify all the ins and out, document them, and
> still believe that the item is worth the effort involved in the work they
> have just done plus the identification of suitable solution options plus the
> development and testing costs, then fine. I just rattled off a few
> complexities off the top of my head, but you can see that the scope of such
> a change would cover several core building related areas (hence higher risk
> in the change) and leave questionmarks over the ownership of property in the
> future (as one potential drawback).
>
> Its all about identifying all the requirements and assessing the risk and
> potential benefit of the change. If you can say 100% that you can identify
> all the issues involved and still come up with prudent solution that won't
> take 2 over man-weeks to implement (including your "thinking time") then I'm
> happy to accept that I have an over cynical view of it. A solution with a
> ball-park development estimate of anything more costly than 2 man-weeks, to
> me, doesn't justify it being looked at for a fringe item. The later in the
> development that the errors are found, the more expensive it becomes to fix
> them - just work out how much the 3.4 Beta has costs in real terms - Ouch!!
>
> Grims.
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e54b053$1 at server1.Activeworlds.com...
>
> Actually, I think it could be done pretty efficiently, but it would all
> depend on how it's coded.
>
>
|
Feb 15, 2003, 7:17pm
In many ways, a humanoid avatar is already assumed. I doubt one more would hurt. One possibility though, would be to give the world owner the option to turn on or off a feature that caused all avatars to bend at the back or the waste when looking up or down... or maybe indicate whether or not to use it on a per avatar basis, in the avatars.dat file.
(followup to Wishlist, please)
TechnoZeus
[View Quote]"young shamus" <shamus at activeworlds.com> wrote in message news:3e4ae983$1 at server1.Activeworlds.com...
> Except.... not all avatars are human, and not all human avatars have back /
> neck joints.
>
> We may someday go to a system of customized avatars, which would all be
> humanoid. If we did, we could do things such as imbed default animations
> and move avatars when looking up/down.
>
> However, this is a wishlist item. :)
>
> --
> Shamus Young
> Email: shamus at activeworlds.com
> Home Page: www.shamusyoung.com
> "dlp anne" <anne at dreamlandpark.com> wrote in message
> news:3e4ac533 at server1.Activeworlds.com...
>
>
|
Feb 20, 2003, 7:40am
Well, it's taking a long time but I think there's a good chance that those lockup isues and such may be eliminated by the time AW 3.4 is released. I hope so, anyway.
TechnoZeus
[View Quote]"mix master" <2200 at bellsouth.net> wrote in message news:3e508d20 at server1.Activeworlds.com...
> I seriously think that AW build 3.1 should not require a forced upgrade
> because I have talked to people that say 3.1 runs fine on their computer but
> anything above that is terrible and they lock up when trying to do
> stuff....this forces them to end up spending hundreds upgrading their video
> components instead of just running a piece of software that is better for
> their system.
>
>
|
Feb 20, 2003, 7:43am
Build 402 runs fine for most people... and loads fast too, mainly because it doesn't have all of the contact list extras.
Here's a wish... I wish there was a place to download older builds. :)
TechnoZeus
[View Quote]"mix master" <2200 at bellsouth.net> wrote in message news:3e511ded$1 at server1.Activeworlds.com...
> yeah well what i was trying to say is that on my friends' crappy computers
> 3.1 ran fine, no lag, fast as anything. but as soon as 3.2 came out they
> cant even load stuff.....what kinda customer satisfaction is that?
>
> carlbanks <CarLBanks at insight.rr.com> wrote in message
> news:3e50decc$1 at server1.Activeworlds.com...
> for
>
>
|
Feb 20, 2003, 7:56am
AW 3.4 beta build 457 runs fine on my slower ~133 MHz computer, if I don't mind the time it takes to get started.
I think they've done a very good job of keeping the old computers from completely giving up on Active Worlds. Especially when you consider that every decision that favors the slower machines over the faster machines means extra work that does nothing for the company directly. The only thing they get for it, really, is our gratitude... and on the average I think it's safe to say that people with slow computers put a lot less effort into showing the company how thankful they are then the company puts into keeping their slow computers from being unable to run newer versions of Active Worlds.
It's nice to see some effort in the direction of doing nice things for existing and expecially long standing citizens, and I think the company should be commended for it... or at least rewarded by a little positive word of mouth advertising to encourage them think of such positive actions as worth while. :)
TechnoZeus
[View Quote]"bowen" <thisguyrules at 7k2.4mg.com.ANTISPAM> wrote in message news:3e513fb7$1 at server1.Activeworlds.com...
>
> "the joker ss" <the_joker_ss at hotmail.com> wrote in message
> news:3e5136c6$1 at server1.Activeworlds.com...
>
> Exactly. Although I agree the gap shouldn't be huge as to encompass every processor
> speed in the books, it should run halfway decently on a machine 1/4 the speed of the
> developmental one. So if you're using high end 2 GHz machines, it should run... but
> not very well on a ~600 MHz machine with all the bells and whistles at half
> performance.
>
> --Bowen--
>
>
|
Feb 20, 2003, 6:58pm
No. Why do you ask that? I've just been too busy to get to it for a while.
TechnoZeus
[View Quote]"grimble" <grimble2000 at btinternet:com> wrote in message news:3e54b713 at server1.Activeworlds.com...
> Have you just discovered this newsgroup as new, unconquered territory TZ?
>
> Grims
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e54a2a4$1 at server1.Activeworlds.com...
> lockup isues and such may be eliminated by the time AW 3.4 is released. I
> hope so, anyway.
>
>
|
Feb 23, 2003, 4:24am
You can still run builds all the way back to version 3.2, build 402, in the main universe, and older builds in any universe that chooses to allow it, plus you can run them in stand-alone mode, but if you can't get ahold of them and don't have them already then you obviously can't run them at all. This is particularly a problem for serious beta testers who would like to be able to help track down exactly when and how some old bugs came into existance but have limited space in which to store back-up copies of old builds.
TechnoZeus
[View Quote]"mix master" <2200 at bellsouth.net> wrote in message news:3e582952$1 at server1.Activeworlds.com...
> What good would that do? You cant use em Unless theres some stoneage old
> universe out there running a 2.2 server lol.
>
> technozeus <TechnoZeus at usa.net> wrote in message
> news:3e54a343$1 at server1.Activeworlds.com...
> it doesn't have all of the contact list extras.
> news:3e511ded$1 at server1.Activeworlds.com...
> computers
> they
> for
> upgrade
> computer
> their
> better
>
>
|
Feb 23, 2003, 4:40am
Care to tell me how? I thought all you could get with that was the available upgrade patches.
TechnoZeus
[View Quote]"tony m" <ag5v1u7001 at sneakemail.com> wrote in message news:ilqg5vsn3rcn8g7jmh716u80b6nnsho7me at 4ax.com...
> On 23 Feb 2003 01:24:31 -0500, "technozeus" <TechnoZeus at usa.net> wrote:
>
>
> If you play around with the browser's upgrade.exe component, you can get older builds.
|
Feb 24, 2003, 4:58am
Yes, for a long time now it has been (to my understanding) working only as a patch utility, such that if any file it is intended to replace doesn't perfectly match what it expects that file will simply be skipped. I would guess that this depends more on the particular "kit" than anything else.
TechnoZeus
[View Quote]"tony m" <ag5v1u7001 at sneakemail.com> wrote in message news:tcsg5vkahk2dbg43boun431urnq3k5f00s at 4ax.com...
> On 23 Feb 2003 01:40:35 -0500, "technozeus" <TechnoZeus at usa.net> wrote:
>
>
> This is how it's supposed to work, but I've done some testing of my own (as I discussed with you in telegram) and have found it harder to go backwards (due to how the index for objects.activeworlds.com/upgrade is blocked, and how I haven't tinkered with this in a long time).
>
> These are the three parameters upgrade.exe expects:
>
> 1. objects.activeworlds.com
> 2. upgrade/kit<BUILD #>.rtp
> 3. aworld.exe
>
> So this is what you might enter for Start->Run (change path as necessary...)
>
> E:\AW31\Upgrade.exe objects.activeworlds.com upgrade/kit375.rtp aworld.exe
>
> Putting 375 in for <BUILD #> bumps you up to AW 3.2 build 402. I attempted to go backwards by entering 300; what happened was, the upgrader didn't want to replace anything except the (2.2) splash screen. I guess AWI did more than just block the directory listing.
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Feb 20, 2003, 7:18am
How about a "carry selected objects" function, that would allow you to hide the selected objects and the Object Properties dialog and bring them back later at your new location? For example, a toolbar button could serve this purpose. Just a thought. Follow-up to Wishlist. :)
TechnoZeus
[View Quote]"binarybud" <leo at realPANTStourvision.com> wrote in message news:3e4d3096$1 at server1.Activeworlds.com...
> IMHO.....Browser SHOULD be able to seed for you...seems easy enough to implement.
>
>
>
> "mix master" <2200 at bellsouth.net> wrote in message news:3e4d22fa$1 at server1.Activeworlds.com...
>
>
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Feb 23, 2003, 4:38am
How about this variation...
They could set it so that the following key combinations would change the focus to the indicated locations...
Alt+0 --> 3D Frame.
Alt+1 --> Chat entry box.
Alt+2 --> Whisper entry box.
Alt+3 --> Web Frame.
Alt+4 --> Teleports Tab frame.
Alt+5 --> User Guide Tab frame.
Alt+6 --> Search Tab frame.
Alt+7 --> Worlds Tab frame.
Alt+8 --> Contacts Tab frame.
Alt+9 --> Telegrams Tab frame.
Then you could simply press Alt+9 to set the focus to the Telegrams Tab frame, use your arrow keys to select a telegram, and press the Enter key to display the selected telegram. Of course, it would be nice if you could also use the keyboard to open a context menu for the selected telegram or to select a name in the Contacts list.
TechnoZeus
[View Quote]"alphabit phalpha" <alphabit at swbell.net> wrote in message news:3e58605a at server1.Activeworlds.com...
> Capability of tabbing to a gram that is unread and then hitting enter to
> read it.....my mouse is tired:)
>
>
>
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Feb 24, 2003, 5:03am
How about an entire "Terrain Defaults" section, in the World Features dialog, including default texture number, default altitude, and perhaps even optional texture name overrides for the numbered textures?
http://host.activeworlds.com/TechnoZeus/aw34/world_features_dialog.html
TechnoZeus
[View Quote]"sk8man1" <gzanone at optonline.net> wrote in message news:3e5980bc$1 at server1.Activeworlds.com...
> Yep, I would like this too...
>
> -Sk8
>
> "brock" <Brock at iceflare.net> wrote in message
> news:3e59199d$1 at server1.Activeworlds.com...
>
>
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Feb 24, 2003, 5:35am
I wasn't forgetting about other universes. That's why I said I'm not sure if it still needs to be there. The only reason it existed in the first place, is because AW 3.0 had not software render mode. Since AW 3.2 has a software render mode I would think the "Latest 2.2 Browser" setting would no longer be needed in any universe, as they could simply set the Minimum Browser that low if they want to allow AW 2.2 or earlier, but as I said... the main purpose of my post was to suggest that the single latest beta field be split into a latest open beta build and a latest early beta build, to allow more people to participate in the testing of an occasional reasonably stable beta, while keeping the standard beta reserved for the more serious and experienced beta testers who know enough not to blame someone else if they neglected to make a backup and the beta version they're testing fails to work on their system at all.
TechnoZeus
[View Quote]"equin0x" <equin0x at activeworlds.com> wrote in message news:3e59c637$1 at server1.Activeworlds.com...
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3e32ad23$1 at server1.Activeworlds.com...
> are listed...
> it currently is set (in the main Active Worlds universe) to build 419 which
> is version 3.3, not version 2.2
> That part doesn't make much sense, don't forget about other universes.
> But that doesnt matter much, because
>
>
>
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Feb 24, 2003, 9:27am
10,000 what?
TZ
[View Quote]"ananas" <vha at oct31.de> wrote in message news:3E59DFEE.4A12FF09 at oct31.de...
> 10,000 :)
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Feb 25, 2003, 3:28pm
Interesting. I don't see either of those numbers anywhere. No wonder I didn't know 10,000 what. Hehe.
TechnoZeus
[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message news:Xns932DA66F5E23kahatkahnewsdotcjbdo at 64.94.241.201...
> "technozeus" <TechnoZeus at usa.net> wrote in
> news:3e5a0198 at server1.Activeworlds.com:
>
>
> 10k posts in this newsgroup. Thanks to post deletions and reindexes the
> post shows up as #56559, though.
>
> KAH
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Feb 26, 2003, 7:21pm
Cool. Mine shows a count, but it's barely past 2000, so unless I had been spying on someone else there isn't much way I could have known. Hehe.
TechnoZeus
[View Quote]"kah" <kah at kahnews.cjb.net> wrote in message news:Xns932EAE396A08Dkahatkahnewsdotcjbdo at 64.94.241.201...
> "technozeus" <TechnoZeus at usa.net> wrote in
> news:3e5ba7c6 at server1.Activeworlds.com:
>
>
> I just know it because my newsreader shows an article count in the group
> list. It also shows the article number next to each header
>
> KAH
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