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technozeus // User Search
technozeus // User Search
Feb 6, 2003, 11:01pm
There are lots of people "not arguing" in many places. By the way, I'm not arguing with you about it... just stating a fact that is in conflict with your statement. I didn't make the fact true... it already was. :)
TechnoZeus
[View Quote]"john" <john at 3d-reality.com> wrote in message news:3e42ddfb at server1.Activeworlds.com...
> *SORRY* but everybody everywhere is arguing!
>
> "carlbanks" <CarLBanks at insight.rr.com> wrote in message
> news:3e42dd49$1 at server1.Activeworlds.com...
> STUFF.
>
>
|
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
>
>
|
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
>
>
|
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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Mar 9, 2003, 3:13am
In my opinion, it doesn't belong in any newsgroup. If it's a personal matter, then it should be delt with privately, and if it's a legal matter, then it should be treated as such. But... that is just my opinion.
TechnoZeus
[View Quote]"mix master" <2200 at bellsouth.net> wrote in message news:3e6a9b88$1 at server1.Activeworlds.com...
> did you have to post this in all the NGs? honestly, keep it in general
> discussion, because it doesnt belong in bots or sdk or anything like that,
> waaay off topic.
>
> yami trunks <Chris101d at attbi.com> wrote in message
> news:3e692784 at server1.Activeworlds.com...
> it!
>
>
|
Oct 31, 2003, 3:01am
I have suggested a command for exactly this purpose... to allow momentum to be added to an avatar's movement without forcing a specific destination location or producing a warp or teleport sound... but unfortunately, I think the suggestion and most of those I made with it went pretty much unnoticed.
TechnoZeus
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3f8833d4 at server1.Activeworlds.com...
> I've changed my *standard whoosh teleport noise*, my is a *star trek kinda
> whoosh noise* LOL. Wouldn't sound good on a skating rink! Thanks for your
> input.
>
> LNH
>
>
>
> "just in" <anon at no.spam.com> wrote in message
> news:3f87c17f at server1.Activeworlds.com...
> then
> in
> only
> the
> (rather
> so
> ice
> area
> the
>
>
|
Nov 1, 2003, 3:24pm
Sure, I could do that. I'll look up some of the old suggestions I've made that haven't been used yet, and re-post a few of them to the Wishlist newsgroup if I think they would still work well as additions or enhancements to the current version of Active Worlds, since it seems all old wishes have been deleted.
It will take me a while to find them, and decide which ones are still important, but in the mean time, here is a quote from one of them...
Accelerate command.
Example: bump Accelerate +2S -1E
This command would have an effect similar to "walking" or "flying" in which a small acceleration would be added to your movement with no associated sound effects. Mainly useful with the adone speudotrigger or any type of timer to produce effects such as a wind tunnel with a strong updraft, or with the bump trigger for situations where you may be in contact with an object for an extended period of time, like conveyor belts, escalators, or water that carries you downstream. In this example, the avatar would be accellerated in a South by SouthEast direction.
TechnoZeus
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3fa24691 at server1.Activeworlds.com...
> Please do restart for me TZ ... I'd like to give it a shot! Thanks...
>
> LNH
>
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3fa1fabf$1 at server1.Activeworlds.com...
> to be added to an avatar's movement without forcing a specific destination
> location or producing a warp or teleport sound... but unfortunately, I think
> the suggestion and most of those I made with it went pretty much unnoticed.
> news:3f8833d4 at server1.Activeworlds.com...
> kinda
> your
> direction.
> tend
> co-ords
> for
> that
> one
> of
> the
> would
> middle
> cause
> next?
> rather
> and
> them,
> makign
> shape
> for
> on
>
>
|
Nov 1, 2003, 5:05pm
Nope. Alpha World (AW) is running on a version 3.4 world server.
TZ
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3fa40dcb at server1.Activeworlds.com...
> OK, so as I said previously ... I've used a bump warp from one panel
> (actually mine are manholes LOL) to the next to have the *look* of skating
> in a figure 8 pattern. The manholes are laid down in a figure 8 pattern on
> the ice and when you bump on it takes you to the next and the next and so
> on. However, as I said, this looks rather jerky. The manholes are relatively
> close together, maybe spaced about two manholes distant from one another.
> What I did notice is that aw (alphaworld) and maybe aw in general does not
> like bumpable items that are too close to each other, if they are you are
> suddenly stopped and would have to move the conflicting panels. I'm assuming
> alphaworld is still 3.3 as I don't see underground water or skybox or any of
> the kewl 3.4 features?
>
> At any rate, the *skate* works but again is rather jerky! If someone could
> help me smooth that out I'd appreciate it! My rink is at aw 13446.52S
> 13283.58E 1.16a 90 and I have an *ice pond* in my world at aeon 12.79N
> 14.22E 0.01a 224 . I have a couple of avatar objects sliding back and forth
> here but no *skating* of your avs as yet. Also in my world's ice pond, be
> forwarded that there are two songs they will auto d/l as soon as you bump
> the panels which are located at each of the stairs ... meaning, if you don't
> want to d/l em don't walk down either set of steps! You may actually auto
> d/l them but if you avoid the steps you won't have to play them LOL.
>
> If you come to Aeon, be prepared for heavy d/l ... you might want to set
> your vis to 60 on enter!
>
> Thanks for your help everyone!!!
>
> LNH
>
>
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3fa3fa6b at server1.Activeworlds.com...
> that haven't been used yet, and re-post a few of them to the Wishlist
> newsgroup if I think they would still work well as additions or enhancements
> to the current version of Active Worlds, since it seems all old wishes have
> been deleted.
> important, but in the mean time, here is a quote from one of them...
> which a small acceleration would be added to your movement with no
> associated sound effects. Mainly useful with the adone speudotrigger or any
> type of timer to produce effects such as a wind tunnel with a strong
> updraft, or with the bump trigger for situations where you may be in contact
> with an object for an extended period of time, like conveyor belts,
> escalators, or water that carries you downstream. In this example, the
> avatar would be accellerated in a South by SouthEast direction.
> news:3fa24691 at server1.Activeworlds.com...
> momentum
> destination
> think
> unnoticed.
> I
> function...
> ideal
> want
> from
> pond
> facing
> from...
> that
> the
> in
> into
> the
> panel
> of
> those
> in
> used
> advance...
> message
> Wonderland
> when
>
>
|
Nov 1, 2003, 6:20pm
Sorry.. forgot about the automatic inclusion of quoted text.
TZ
[View Quote]"strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message news:3fa41479 at server1.Activeworlds.com...
> If you don't snip those buggers soon im going to snip you...
>
> - Mark
>
*snip*
|
Oct 31, 2003, 2:42am
Another thing to keep in mind is that if you leave your avatar sit in one place and not move, there is little for AW to do, so it will tend to download a bit extra of the surrounding scene as a preperation, rather than waiting until you're moving and then having to try to keep up when it could have prepared in advance.
TZ
[View Quote]"jstone2004" <j at jlife.net> wrote in message news:3fa1e692$1 at server1.Activeworlds.com...
> float is determined by how your fps is doing, and AW puts it into some
> equasion and thereby determines the exact nature of your float :-) to see
> exactly how far you are seeing, then press F12, it will give you an exact
> reading :-)
>
> However, sometimes, if your world settings are set wrong, it can cause you
> experience the d/l ing you are talking about, particularly the Object
> Refresh. If it is 0, then everytime you view the object again, it will
> redownload :-)
>
> Does that help any?
>
> J
>
> "lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message
> news:3fa1c4cc at server1.Activeworlds.com...
> did
> Don't
> beginning
> thus
> yer
> purpose,
> different
> Whatever
> completely
> have
> did
> I
> aw
> they
> min
>
>
|
Nov 1, 2003, 6:39pm
Active Worlds was designed to handle huge worlds with sparse contents and simple objects. It was not designed to handle worlds crammed full of complex objects. As a result, if your world is too full of objects or the objects are too complex, you can pretty much expect problems. That's so much a bug as a failure to handle something beyond what the program was intended to be able to handle in the first place. To compensate, try setting your world's entry point to the closest thing you can find to a clearing. Allowing people to enter the world in a place where very little is built should minimize the problem.
TechnoZeus
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3fa24646 at server1.Activeworlds.com...
> As stated in my follow up post, all settings for client / server are set at
> 30, my refresh is the standard 10080. I have to maintain this to be a bug
> that I've noticed through many a worlds I've traveled in. Others I know have
> the same issues.
>
> Today, after doing the recent upgrade, I've crashed the browser some 5 or
> more times. Thus having to d/l my whole world five or more times in one day.
> With over 1000 obs that is pretty exasperating. I'm on satellite which is
> pretty comparible to cable ... thank God for that small miracle at least.
>
> Thanks for the clarification of float btw. I'll try to MOVE on enter and set
> my vis to 60 immediately ... other than that I still maintain (for me
> anyway) it's a bug LOL. One thing I did do tho, and may be advisable to
> anyone else having these issues, was to d/l as much as I could in my world
> then back up the cache, d/l more, back up cache ... until I got ALL the
> files in the cache cleanly. I know will use that back up should I crash
> again. I'll completely delete the corrupt one and replace it with the good
> one. Then the only things that will d/l is anything I've added thereafter. I
> hope this works for me for now LOL. Hugzzz...
>
> LNH
>
>
>
> "kf" <none at junk.mail> wrote in message news:3FA2261E.3CC5 at junk.mail...
> did
> Don't
> if
> beginning
> thus
> yer
> purpose,
> different
> Whatever
> completely
> have
> did
> (that I
> no
> will
> does aw
> you
> they
> instead
> d/l
> min
> lucky
> everyone
> fix
>
>
|
Nov 1, 2003, 6:47pm
The Active Worlds cache was not designed to be treated as a set of separate cache components. Doing a partial cache delete or partial cache restore can lead to further problems, and cause the program to crash more often or to run incorrectly. You could even end up dammaging the contents of your world by editing builds from a corrupted cache that AW doesn't realize has been corrupted.
If you want to backup your cache, it is always best to backup the whole thing. Perhaps some day this will change, but as far as I know it was designed this way and is likely to stay this way. A zipped copy of your cache folder makes a good backup. Be sure to close Active Worlds before backing up your cache, and before restoring your cache from the backup.
TechnoZeus
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3fa405b4 at server1.Activeworlds.com...
> OK This is how I backup except I've been copying the whole folder which
> includes the dat and idx files. So for the cache I copy it and rename it
> BUcache110103 [aw filename here], BUproperties110103 [aw filename here],
> etc. This way of renaming lets me know which was the most recent backup
> because I include the date. I did crash again after getting all files
> reloaded cleaning into my cache. The crash occurred sometime thereafter.
>
> I've received private emails on how to track that and send a debug report to
> support. I've made the ini change and will do that as well as the directx
> one after the next crash. My crashes often occur during teleporting and
> sometimes for no apparent reason.
>
> I'm also doing other suggestions for having aw access my cache in which I
> can tell it where to look at the backup files instead of elsewhere.
>
> In regards to my "float" problem, your suggestion is great (a backup done
> from aw)! For now I will have to try to remember to *move* on enter, and to
> *set vis to 60* on enter. These do help and at least give me some control of
> the d/l.
>
> LNH (Aeon world)
>
>
>
> "sw comit" <swcomit at swcity.net> wrote in message
> news:3fa30434 at server1.Activeworlds.com...
> index
> world
> completely
> have
> did
> I
> aw
> they
> min
>
>
|
Nov 1, 2003, 10:46pm
Those folders are for ActiveWorlds to be able to find what it needs, and to keep parts of the cache from overwriting each other. There is too much interdependancy between components to consider them separate.
As for dammaging your world by running your browser with a corrupted cache, it shouldn't happen as long as you don't try to edit any builds. If you try to build while running the browser with a corrupted cache, you run the risk of corrupting the world's contents, since what you build is saved to the world database.
TechnoZeus
[View Quote]"sw comit" <swcomit at swcity.net> wrote in message news:3fa4603d at server1.Activeworlds.com...
> Hmm wait a sec, I thought we were talking about client-side cache that you
> download from the server (even your own server). If that's the case you
> can't damage anything. Backing up your world, on the server-side, on the
> other hand, I don't know anything about...
>
> But, regarding your first statement, AW *is* designed for seperate cache
> components. You have your world index cache, your misc files cache, and
> your model, avatar, sound, texture and seq index caches (for each world).
> They can be backed up and restored seperately without problem. I do this
> quite often being on as being on dial up, redownloading is a pain X_X. As
> in, for example, once I have all the avatars downloaded I don't need to
> periodically backup the avatar.idx and .dat files anymore. Backing up the
> whole cache folder would be quite costly lol. You only need the .idx and
> .dat files.
>
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3fa42a05 at server1.Activeworlds.com...
> separate cache components. Doing a partial cache delete or partial cache
> restore can lead to further problems, and cause the program to crash more
> often or to run incorrectly. You could even end up dammaging the contents
> of your world by editing builds from a corrupted cache that AW doesn't
> realize has been corrupted.
> thing. Perhaps some day this will change, but as far as I know it was
> designed this way and is likely to stay this way. A zipped copy of your
> cache folder makes a good backup. Be sure to close Active Worlds before
> backing up your cache, and before restoring your cache from the backup.
> news:3fa405b4 at server1.Activeworlds.com...
> report to
> directx
> I
> done
> to
> control of
> the
> of
> NOT
> I
> still
> (that
> no
> will
> a
> does
> you
> instead
> d/l
> a
> lucky
> everyone
> fix
>
>
|
Nov 4, 2003, 12:46am
Actually, RenderWare does have portal support, if I'm not mistaken. I'm not sure why it's not implemented in Active Worlds. I suppose it just hasn't gotten to the top of the priorities list yet.
TechnoZeus
[View Quote]"bowen" <ten.sardna at newob> wrote in message news:3fa59397$1 at server1.Activeworlds.com...
> sw comit wrote:
>
>
> Oh, that'd be such a dream. Dreams come with a hefty price... with the
> types of objects that people use in AW, portal rendering would kill the
> processor with a thousand spoons if not a thousand chunks of silly putty
> too.
>
> --
> --Bowen--
> http://bowen.homelinux.com
> Give me ideas.
>
|
Nov 4, 2003, 12:53am
As I stated earlier, the Active Worlds cache was not designed to be backed up or restored in pieces. It's your computer, so you decide, but there have been many times that people have come to me with problems that were caused by deleting or restoring part of their cache rather than the whole thing. Usually, those problems can be corrected by simply deleting the entire cache. In a few cases, there was permanent loss and the effected world had to be restored from backup to resolve the issue. Personally, I figure better safe than sorry.
TechnoZeus
[View Quote]"lady nighthawk" <dmurtagh27 at hotmail.com> wrote in message news:3fa696a9 at server1.Activeworlds.com...
> Thank you Paul, I have *discovered* this idea and am doing it now ... it
> does help alot! Along with turning my vis down to 60 on enter to any world.
> I do backup now any time I make many changes in a day to my world. Other
> worlds I don't bother to backup as I have no control over changes made
> there. It is sad for me tho because I just don't get out (of my world) much
> due to intense d/l. As to 3.4 being buggy ... it has been for me. I'm
> following directions from aw support now to send them my debug logs &
> directx reports.
>
> LNH
>
>
> "paul" <mpbarrow at NOSPAMyahoo.com> wrote in message
> news:3fa6851f$1 at server1.Activeworlds.com...
> the
> bug
> or
> is
> least.
>
>
|
Nov 7, 2003, 5:33am
I have.. but I looked into it, and found that those implementations are not part of RenderWare... even though they are in software that uses RenderWare. I knew portals weren't supported directly last time I had looked at RenderWare in detail, but that was a while back, and I thought that had changed. I guess not.
TechnoZeus
[View Quote]"bowen" <ten.sardna at newob> wrote in message news:3fa72f8a$2 at server1.Activeworlds.com...
> technozeus wrote:
>
>
> Hmmm I don't think I've seen it implemented anywhere.
>
> --
> --Bowen--
> http://bowen.homelinux.com
> Give me ideas.
>
|
Apr 3, 2003, 5:23pm
Actually, the enhancements I have suggested for the move and rotate commands would cover almost all of those possibilities exactly as I have outlined them, and I'm pretty sure they would be much easier to implement. The only thing you've mentioned which my proposed enhancements wouldn't cover is the idea of being able to see the object's current shared position even if you entered the world out of visibility range and had not moved into visibility range of where the object was originally placed. A small modification could cover that possibility as well, by periodically updating a temporary object entry in the world object database, as outlined in my earlier suggestion for temporary objects. Also, the enhancements I have suggested would allow a choice between shared or unique experience with the same command, and using the same types of objects, rather than having to force a person to use one or the other.
One small correction to your example of how the move command currently works. If the move command moves an object out of visibility range, you still see the object and the command attached to it is still in effect. It's only if you move out of visibility range of the object's origin that the object is removed from the scene. I have also outlined suggestions to improve this situation.
TechnoZeus
[View Quote]"e n z o" <enzo at activeworlds.com> wrote in message news:3e8c8249$1 at server1.Activeworlds.com...
> Wellllllll....
>
> 3.4 is obviously not released yet but we have already started considering
> features for 3.5 or 4.0
>
> One feature that is near the top of the list is "movers".
>
> While "move" and "rotate" are great little commands there is a need for a
> higher level of scripting to do the things you describe.
> One existing problem is the shared state of the veiwer and the object is not
> shared with others. Aside from the ability to "sync" an event with the
> clock you really have no control as to what everyone else sees. A door
> appears to open (bump rotate 0, 0, 1) for you, but everyone else sees you
> walking through it. Currently only by using a bot can you fix this problem.
>
> Another example, if I start a move on a train.rwx it will only go to my
> visible range and then disappear, this distance is differnent for everyone -
> and once the train.rwx disappears... so does the command. Your command
> suggestion would work for you but anyone else who walked in after it had
> started would not see it, or they would see it in a different position. And
> if the numbers were larger than the visible distance the animation would
> stop.
>
> A solution for these problems is "movers". Movers would probably be a
> seperate class of objects which the server could recognize as a shared event
> object. This would allow the server to track events that started either by a
> script or an action in world. If this is done train.rwx is seen by everyone
> in the same place (no matter when the entered the world... or what there
> visible range is) A mover should be able to follow waypoints you could set
> from coords. A mover might also allow people to "ride" it (elevators-
> buses-merrygorounds- rollercoasters)
>
> Anyways... it is on the list but not simple
>
> E
>
>
>
>
>
> A "mover" could travel in a specified area and be a shared event throughout.
> "35850" <!> wrote in message news:3a8acefd$1 at server1.Activeworlds.com...
> right
> more
> halt
> motion
> The
> happen
> 10
> the
> does
> also
> comma'd,
> or
>
>
|
Apr 3, 2003, 9:49pm
With the suggestions I've given for enhancing the commands, neither of the two choices you mentioned would be needed. On the other hand, if either of them were to be added it would make sense to me not to choose one or the other but rather to choose implement scripting, and then give both builders and SDK developers access to it.
TechnoZeus
[View Quote]"kf" <none at junk.mail> wrote in message news:3E8CA50A.9A0 at junk.mail...
> Such a scripting engine as Enzo suggests exists already in some other
> VRs, I think, in fact that something like that would be needed.
>
> However, the question is if it should be implemented with a command, on
> a seperate "scripting" engine or via an enhanced sdk (personally, I
> favour the last option and at the same time revise and improve some of
> the existing commmands).
>
> The most important thing is IMHO a dedicated rights administration, eg.
> to be able to give certain citizens certain rights (eg. fly, enhanced
> commands, etc.) rather than rights depending on global flags.
>
>
>
> technozeus wrote:
|
Apr 4, 2003, 1:27am
The way KF was recommending (through SDK commands) would not add anything at all for builders directly in any world, but would instead allow bot designers to produce bots which would control such things. Technically, that could be done now with a bot, but would require a more complex bot program than if special SDK enhancements were made. Of course, those SDK enhancements would also require programming to add, so one way or another it's a lot of programming. In short, the answer is no... adding such commands to the SDK would add nothing to public building worlds for builders to take advantage of, and they would not directly add anything to private worlds either, nor would they add anything even indirectly to any worlds at all unless someone wrote a bot to indirectly add functionality and that particular world's caretaker allowed someone to run that bot in that world, and the additional functionality would only be available while the bot is running.
Of course, if the same functionality were to be added in commands designed to work from inside of an object's Action line, many existing bots could take advantage of them without having to modify the bot at all, and newer bots could still be written specifically to take advantage of the new functionality.
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3e8cd6d1 at server1.Activeworlds.com...
> Just so long as those enhanced command rights are enabled for us who build
> in the public build worlds would rights administration for movers be
> acceptable. :P
>
> SW Chris
>
> "kf" <none at junk.mail> wrote in message news:3E8CA50A.9A0 at junk.mail...
> works. If the move command moves an object out of visibility range, you
> still see the object and the command attached to it is still in effect.
> It's only if you move out of visibility range of the object's origin that
> the object is removed from the scene. I have also outlined suggestions to
> improve this situation.
> news:3e8c8249$1 at server1.Activeworlds.com...
> considering
> for a
> is not
> the
> you
> problem.
> my
> everyone -
> had
> position. And
> would
> event
> either by a
> everyone
> there
> set
> throughout.
> news:3a8acefd$1 at server1.Activeworlds.com...
> with the
> in
> proxima
> can be
> commands
> instances
> which
> with
> object
> about
> path is
> without too
> own set
> write
> time=4;
> a
> since
> semicolon.
> rotating at
> "move 0
> 10
> part...
> It
> is
> just
> bet
> for
> command to
> option
> coords,
> effects
>
>
|
Apr 4, 2003, 11:26pm
Exactly. That's why I recommended something that would benefit everyone who can build, whether they use a bot to do their building or not.
TechnoZeus
[View Quote]"sw chris" <chrisw10 at skywalkeronline.net> wrote in message news:3e8e2435$1 at server1.Activeworlds.com...
> .... sounds like the long way around to reinvent the wheel.
>
> Do it like Enzo says. Ditch the bots. They're not cost effective to keep
> online 24 hours anyways for the "normal" users who aren't bot-savvy and/or
> can't afford the time or money to keep their bots on a 24-hour broadband
> connection. :P AW's common features are supposed to be accessable to
> everyone. That's how you build a userbase, by implementing features that
> people want. But I suppose I'm preaching to the choir.
>
> Simple in explaination, tough in execution, but it pays off in spades.
>
> Chris
>
> "technozeus" <TechnoZeus at usa.net> wrote in message
> news:3e8cfb90 at server1.Activeworlds.com...
> at all for builders directly in any world, but would instead allow bot
> designers to produce bots which would control such things. Technically,
> that could be done now with a bot, but would require a more complex bot
> program than if special SDK enhancements were made. Of course, those SDK
> enhancements would also require programming to add, so one way or another
> it's a lot of programming. In short, the answer is no... adding such
> commands to the SDK would add nothing to public building worlds for builders
> to take advantage of, and they would not directly add anything to private
> worlds either, nor would they add anything even indirectly to any worlds at
> all unless someone wrote a bot to indirectly add functionality and that
> particular world's caretaker allowed someone to run that bot in that world,
> and the additional functionality would only be available while the bot is
> running.
> to work from inside of an object's Action line, many existing bots could
> take advantage of them without having to modify the bot at all, and newer
> bots could still be written specifically to take advantage of the new
> functionality.
> news:3e8cd6d1 at server1.Activeworlds.com...
> build
> on
> eg.
> currently
> that
> to
> need
> object
> with
> door
> sees
> to
> command
> it
> be a
> shared
> could
> (elevators-
> expecially
> see
> them
> command
> combined
> wait).
> thought
> Motion
> its
> going to
> start
> this
> things to
> have
> moves
> it!
> which
> are
> then
> I'll
> easy
> world
>
>
|
Oct 16, 2002, 6:05am
I did make use of the top 5 stuff, but I had to use that information in a diminished capacity. For details, read http://www.awcommunity.org/cyawards/explain.html
As for votes that were previously made before the changes, the number of them was extremely small compared to the number of votes that have been made since then... and there is still time for more votes to come in.
Also, if you already voted before the changes there is no requirement that you re-vote, since those votes were inserted into the database. If you do choose to vote again, that's okay. Just vote using the same citizen number as before. Only your most recent vote in each category will be counted.
If anyone's wondering why I jumped in to help, it's because some very influential people were working hard to destroy the Cy Awards over not getting their own way, and that's just not right. Thanks to everyone who has been supportive, including most of the people who at one time were helping to sabotage the Cy Awards but have turned their actions around.
There are still many things that can be improved, but we have tried to keep the changes to a minimum, doing only what was necessary to make the Cy Awards as fair and as representative of the spirit of the Cy Awards as we possibly could under the circumstances with what we had to work with.
The Cy Awards is intended to honor all people who contribute to the community of Active Worlds and the greater community of cyberspace, but puting a spotlight on a few people. Which people that spotlight shine on is not as important as our recognition of the fact that it shines for all of us. That's what the voting is all about, and I appreciate so many people taking the time to cast your votes... that's why the extra effort was made to assure that every valid vote would count.
TechnoZeus
[View Quote]"just in" <Justin at nomail.com> wrote in message news:3d892e38 at server1.Activeworlds.com...
> I would like to see the Cys happen and think they should keep the top 5
> nominees as originally chosen.
>
> Protester: Those nominations are biased!
> Cy Committee: We aren't aware of any bias, but feel free to vote against
> those you feel are unworthy, or not vote at all.
> Protester: Not all the information is there to vote for that person
> Cy Committee: Then don't vote for it.
> Protester: That person being on the list violates rules
> Cy Committee: We are all confused about the rules. We'll have clearer
> rules next time. If you think that person is undeserving don't vote for
> them.
> Protester: You Stink!
> Cy Committee: Good thing we can't smell odours through the internet!
>
> Regards, Justin
>
>
> "daphne" <Daphne at my.activeworlds.com> wrote in message
> news:3d88f3a2 at server1.Activeworlds.com...
> seem
> the
> Get
>
>
|
Oct 15, 2002, 3:30am
Hi. I was asked to post a thank-you note on behalf of the Cy Awards teams.
Thanks to all who attended the Cy Awards Nominees' Ball, and also to all who played a part in puting it together, getting it to run smoothly, bringing people to the party, and making guests feel welcome. Thank you all, for making the Cy Awards Nominees' Ball a big success! :)
There's still time to vote, so if you hevented voted in every category that you wanted to, or if you would like to change your vote in any category, don't forget to do that before voting closes.
There's also a party comming up in AWTeen world on the Saturday the 19th, and the official Cy Awards Ceremony a week after that.
Check the calendar for the specific dates and times of this year's Cy Awards events.
http://www.awcommunity.org/cyawards/calendar.html
TechnoZeus
Cy Awards Honorary Team / Cy Awards Executive Committee
on behalf of the Cy Awards Executive Committee and all the Cy Awards teams.
Nov 2, 2002, 8:38am
I'm already there. Looks like you are too, if not on the way.
TechnoZeus
[View Quote]"carolann" <carolannh at charter.net> wrote in message news:3dbf0756$1 at server1.Activeworlds.com...
> You are right of course and I stand happily corrected :-) I am certainly
> among those who have a lot to learn about the world I live in and am eager
> to do that. The village that raises the most tolerant and loving child will
> be a global village, not just those few immediately around him. I would love
> to see the day that we are proud of the world we live in, not just the
> country we happen to be born in.
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message
> news:3dbef367 at server1.Activeworlds.com...
> news:3dbef0fc at server1.Activeworlds.com...
> it
> bad
> that a
> had to
> reality,
> never
> with
> I've
> friendliness,
> to
> the
> remain
> the
> tolerated
> think of
> example of
> who
> sets
>
>
|
Nov 2, 2002, 8:39am
I worded that wrong. I meant "or at least on the way"
TechnoZeus
[View Quote]"technozeus" <TechnoZeus at techie.com> wrote in message news:3dc3b92b$1 at server1.Activeworlds.com...
> I'm already there. Looks like you are too, if not on the way.
>
> TechnoZeus
>
>
> "carolann" <carolannh at charter.net> wrote in message news:3dbf0756$1 at server1.Activeworlds.com...
>
>
|
Nov 2, 2002, 8:42am
Reminds me of when my older sister, who was living in Illinois at the time, stopped on a Michigan highway to take a photograph of a sign that said "Do not pass when opposing traffic is present" so she could show it to people back home and let them get a good laugh out of it. :)
TechnoZeus
[View Quote]"count dracula" <dracula at netsonic.fi> wrote in message news:3dbf3f48 at server1.Activeworlds.com...
> The american in this way is not meant in a negative way towards the people
> of USA. We just here usually laugh at warnings like " objects might be
> closer than appear" or " warning, this coffee is hot and might burn you". I
> also guess you are aware of the fact that all kind of warnings more or less
> come from USA. Unfortunatly this warning hysteria has spread to Europe now
> also and espeacilly since EU came in the picture, all kind of warnings has
> started to appear everywhere. I am aware of that they are there to protect
> custoners , manufactureres etc, but to me they give an impression that
> goverment thinks people are so bloody stupid that they cannot think for
> themselves. Like there need to be huge ugly warning texts on cigarette boxes
> these days, one can hardly see what brand they are, there cannot say light
> on a cigarette anymore etc. On a lot of things there are warnings like "do
> not eat",,sure I was going to eat the plastic my new cam corder was packed
> into, duh.
>
> I guess what I am trying to say is; by putting stupid warnings up
> everywhere, it takes out the effect of warnings, people simply get fed up at
> all kind of warnings and ignore reading them; the danger in this is that
> some important warning might get neglected. When one open up a manual for a
> car these days, there is about 48 pages out of 50 what you are not allowed
> to do, when in old days there was 48 pages out of 50 how you could fix it.
> There are warnings, do not stick your finger here and there, do not open
> this and that, do not pour oil in your neighbours trashcan, polishing your
> car with your cat can casue scratches....I do not know, has people become so
> much more stupid these days or is people pretending to be stupid in hope to
> be able to sue some company.
>
> But once again, this was not against the "american" people in general, it
> was more wondering and critizicing the rules and regulations of USA. Feel
> free to refer to my country as the taxmans paradise, where ppl are taxed to
> death. We have many other weird things here also, just a small country has
> not such great influence globally, but USA is a big country with a lot of
> power, so whatever weirdness get a footplace there tend to spread out
> worldwide. Now some people are planning an USE (United States of Europe). I
> really hope it will never come through, I feel EU is discusting enough. It
> is a powerfull enoungh "authority" that is destroying the differences within
> regions in Europe. We are all supposed to be alike, same rules same
> warnings; yet we are so different. What is good for a fisherman in greece,
> might not be good for a raindeer breeder in Lapland. There are a lot things
> I could say about EU, but I can leave it up to you:) Often easier to see
> weirdness from a bit of distance.
>
> Drac
>
> carolann <carolannh at charter.net> kirjoitti
> viestissä:3dbef0fc at server1.Activeworlds.com...
> bad
> a
> to
> reality,
> with
> friendliness,
> the
> tolerated
> of
> of
> who
>
>
|
Nov 3, 2002, 4:32pm
Oh, it's there for a good reason. The other side of the highway in those areas is posted "Keep right except to pass" and has the right of way in a shared passing lane that can be used by traffic going in either direction, so if you're on the side where the sign says "Don not pass when opposing traffic is present" it means you shouldn't pass if you see any cars comming at all even if they are not using that lane, because they have the right of way to use it if they choose to pass someone. Of course, someone living in Chicago wouldn't have much of an opportunity to see a stretch of road that long with "no cars comming" so the concept of havint to post such a sign was understandably something she found quite amusing.
TechnoZeus
[View Quote]"binarybud" <lmauk at traverse.net> wrote in message news:3dc3fd69$1 at server1.Activeworlds.com...
> LOL but you must tell the rest of the story.....:) like why the sign
> is there? :)
> When you have the whole picture it won't make us "Michiganders" look so
> silly...:) heheheh
>
> Leo :)
>
>
> "technozeus" <TechnoZeus at techie.com> wrote in message
> news:3dc3ba1c$1 at server1.Activeworlds.com...
> time, stopped on a Michigan highway to take a photograph of a sign that said
> "Do not pass when opposing traffic is present" so she could show it to
> people back home and let them get a good laugh out of it. :)
> news:3dbf3f48 at server1.Activeworlds.com...
> people
> you". I
> less
> now
> has
> protect
> boxes
> light
> "do
> packed
> up at
> for a
> allowed
> it.
> your
> become so
> to
> it
> Feel
> to
> has
> of
> Europe). I
> It
> within
> greece,
> things
> cause
> possible
> it
> being
> that
> had
> never
> I've
> to
> amazingly
> I've
> and
> us
> but
> remain
> the
> think
> example
> stateswoman
> and
> home
> sets
>
>
|
Nov 2, 2002, 2:16pm
I know the feeling. I used to bring people to AW all the time. Now I pretty much feel that I can't. I don't want to invite my friends to someplace where they will feel unwelcome. There isn't even a way for tourists to see what worlds they can enter. It's like trial and error... which may be fine for an experienced AW user, but not for a person checking it out for the first time. I also think that at a minimum, Alpha World should alow tourists. I personally would recommend that much stronger measures than that also be taken to make tourists feel welcome. Even a person doesn't become a citizen, if you make them feel welcome enough to stay they will bring friends who may become citizens. We need to make AW a friendly, inviting place to be or some day it will just fail to bring in enough people to keep it around.
TechnoZeus
[View Quote]"count dracula" <dracula at netsonic.fi> wrote in message news:3dbcb0b7 at server1.Activeworlds.com...
>
> brock <Brock at iceflare.net> kirjoitti
> viestissä:3dbca6f9 at server1.Activeworlds.com...
>
> rid
> Yes! That is what should be done. Tourists should have access everywhere,
> that way they could see the possibilities the software has. Tourists are
> allowed in a few worlds at the moment, I do not think it give a wide enough
> picture to anyone.
> What AW should do is make becomming a citizen so much more attractaive that
> ppl would be willing to upgrade to citizens from tourists. Maybe some
> nagging irritating banners for tourists (which could bring money for AW),
> limited features etc, but I just strongly feel that banning sucks.
> These days if I want to show someone my worlds, I have to invite them to my
> house and have them visit with my PC and my account, instead of just sending
> an e-mail with a link to activeworlds.
> So as I see it banning tourists are not at all logic from the business point
> of view, and I feel sad seeing aw making suicide with bad marketing, while
> the program could be something great and succesfull.
>
> Drac
>
>
|
Oct 31, 2002, 11:36pm
I hate to say this, but the idea of AWTeen lumps people into categories to start with. I agree with you though, and as a matter of fact was about to say the same thing before I saw your reply. Age doesn't determine maturity. It only tells how long you've had to work on it. Obviously, some people put more effort into it than others. I think it's nice that AWTeen world exists because sometimes people want to find others that they have something in common with and due mostly to the nature of the schooling system and the legal system, people in their teen years share a lot of very similar experiences. It also is a nice place to be able to go if you want to be relatively sure of avoiding "adult content" since it is unmistakable that such content doesn't belong there. I've had a lot of children tell me that one of the things they like about me is that I treat them like an adult. Not only teens but much younger children also. Personally I don't treat children as adults or adults as children or children as children for that matter, unless I see it as necessary at the time. I treat people as people. For example, I sometimes end up having to explain to a young child just why their parents have so much control over their lives and I usually find that the parents didn't really know why either... which is why they hadn't explained it to their kids. The end result tends to be a better understanding on both sides, and less resentment. Personally, I think it's a shame that so many things have to be tied to a specific chronological age, but it's the system we have and in spite of all it's inperfections it's not really all that bad. The trick is to realize that just because there are those rare times when we have to treat someone according to their age, the rest of the time we can treat them according to who they are as an individual.
TechnoZeus
[View Quote]"strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3dbef2e6 at server1.Activeworlds.com...
> Really though, ive always said matruity should be based on the individual not the world, if you start lumping people into catagorys then you will certainally start getting the wrong conception about them (read 4 topics up)
>
> - Mark
> "strike rapier" <strike at rapiercom.freeserve.co.uk> wrote in message news:3dbeecaf at server1.Activeworlds.com...
>
>
|
Nov 1, 2002, 12:44pm
Actually, although I could be mistaken, I really think for the most part it's not a stereotype that's "put" on people who spend a lot of time in AWTeen, but rather one that is transferred to them because it already existed. A friends of mine ended up having to change his name a long time back because people stereotyped him as beeing gay based on the name he used. Well, he is and he's not ashamed of it either, but he got tired of gay men he didn't even know hitting on him and gay haters that knew nothing about heim except for the name he was going by sending him threats and insults. There will be prejudice against AWTeen and it's frequenters because there is prejudice against age and the name implies an age group. Stereotypes generally don't come out of thin air, and any tendancy people have to fit a stereotype only encourages prejudice, to those people who feel that all teens are immature or that all men are perverts or that all people with darker skin than their own are criminals or that all people in ANY group have some shared attribute that you assume they have because they're in the group rather than needing to see before placing them in the group, I urge you to please try to see past your prejudices and realize that judging a person by a label may be quick but it's usually not very accurate. Unfortunately, I doubt that message will reach many of the people it really needs to because if someone doesn't have the patience it takes to get to know a person, they probably will have a hard time finding the patience to read this whole message and actually think it through, so you may wonder why I bothered to write it. Well if a single hate crime can be avoided because one person learned, or one person who was judging people's maturity by age can learn to recognize that it's not hat simple, then that's enough to have been worth the time and effort I put into this message.
TechnoZeus
[View Quote]"dion" <Dion at digevo.net> wrote in message news:3dbf12cd$1 at server1.Activeworlds.com...
> It's just the stereotype that gets put on AWTeeners cause the young crowd
> tends to be more immature (Obviously... they're young for God's sake).
>
> "nornny11" <Nornny1 at attbi.com> wrote in message
> news:3dbeed7d$1 at server1.Activeworlds.com...
> a
> stereotype
> that
> you
> their
>
>
|
|