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codewarrior // User Search
codewarrior // User Searchsimple command to help visibilityNov 29, 2003, 7:36pm
I wish you could attach a name to some objects, and then using
a new command, set all of the named objects center position for visibility calculations to the location of some other object. For example.... let's say you built a gigantic cave that you enter from one end, and that has a bunch of large objects at the far end. You may not see those far objects until you are well into the cave because of the visibility mechansim, even though you have built the cave so that people cannot ever go beyond the objects on the back wall. If you could name all of the back objects, and then position another object near the door (invisible perhaps), and then tell AW to dynamically 'move' the center axis of all the named objects to coincide with the object using the command, then it would be much easier to construct builds that never need to worry about the popping in and out that occurs because of the visibility thing. Using the name command like that would automatically prevent the command from affecting other objects that are extremely far away since the name command also only affects objects within a certain range. Something like: create vis_center name=back_wall_objects assuming create name back_wall_objects had been put on all of the objects you need to be visible from the entry would ensure that you can see those objects from the entry. simple command to help visibilityNov 29, 2003, 7:38pm
I should mention that you can actually do this now by manually editing
the objects in question and moving their axis off center 'toward the door', but it would be easy for the browser to move the center position of objects with an object command so that builders had more control over the visibility mechanism. [View Quote] <SNIP> simple command to help visibilityDec 1, 2003, 3:34am
Commands that can be used to vandalize should be reserved for CT..
it would be a special command for sure. And people can already use the move command to vandalzie other peoples builds anyway, and in what is probably a worse way. What I am talking about would not move where you perceive the object, only the point that the visibility algorithms consider to be the object center. There are many kinds of builds that are very hard to pull off because of the visibility popping effect, and it's difficult to think of a mechanism that could be added relatively easily to provide a method of addressing it. But moving the object axes definitely can be used to control the visibility mechanism, and adding a command that allows you to displace the axis of an object (just the axis.. not the object) seems like it would be very little work on the part of AWI to add compared to other possible mechanisms. They might even just wedge it into the move command as an extra parameter like axis=on or what have you. Now I am actually wondering if the same thing could be done by using the inverse idea. Place the object where you want it's visibility center, and then use the transltate command to move the object and maybe it's visibilit center would stay where you placed the object. I'll have to try that :-) [View Quote] simple command to help visibilityDec 1, 2003, 3:53am
It does work.
If you use 'move' to displace an object, the objects vis center stays where you originally placed the object. It's a good way to make mirages in the desert :-) [View Quote] aw_terrain_load_nodeDec 5, 2003, 2:57pm
I wish this function were official and documented in the SDK,
and that it's use was not discouraged. Using this function, I am able to upload a complete 128x128 cell terrain in under 30 seconds, and also push the terrain outside of this area well below the waterline (so the ugly terrain 'shelf' is gone) very easily and efficiently. Using the 'approved' method takes over 15 minutes since you can only use it to upload 'runs' that have the same texture. aw_terrain_load_nodeDec 5, 2003, 6:13pm
aw_terrain_load_nodeDec 5, 2003, 6:13pm
[View Quote]
... by 'this issue' I meant the complex texturing thing I posted about.
complex texturing breaks terrainDec 5, 2003, 3:09pm
Has anyone run into an issue where complex terrain texturing
causes the terrain in AW to exhibit missing, broken and mangled polygons? When I say complex, I mean terrain that has a lot of adjacent changes in the textures. It's difficult to create such a terrain using any of the standard bots, but if you use dem2rwx and you put in many many zones that are spaced very close in altitude you can create one. If you contrive a terrain that is very rough so it has a lot of closely spaced altitude changes, it is also easier to cause a lot of texture transitions using dem2rwx. If you create a very simple terrain that is perfectly flat, but it changes the texture so no two adjacent cells use the same one... kaboom! If you create a very complex terrain with regard to the altitudes, but keep the number of texture transitions down, then everything works fine. complex texturing breaks terrainDec 5, 2003, 3:29pm
Copy of email sent to AW support:
It is possible to break the AW terrain by creating a terrain with a very irregular texturing pattern that contains no large areas of solid patterns. The size of the terrain doesn't make much difference. The number of textures also does not make much difference. I can break the terrain by using just two textures and a perfectly flat heightfield if I simply alternate the textures so that there are never two of the same texture adjacent. Quick experimentation shows that it is possible to texture roughly two thirds of a given terrain 'page' like this as long as about one third of the page is textured with the same value in each 'node'. The method of uploading the terrain does not matter. After producing a terrain that is broken, if I then upload a simple terrain with no complex texturing into an area of the terrain that was OK, the area of the map that was broken will then display correctly. I believe this illustrates that your servers are storing the terrain properly, and that the problem is in the browser. [View Quote] complex texturing breaks terrainDec 23, 2003, 7:01pm
Further to this issue, I've managed (by accident) to create terrains
that actually crash the browser. If anyone else has had trouble crashing the browser when creating complex terrains, please let me know how you were creating the terrain. [View Quote] complex texturing breaks terrainDec 23, 2003, 11:16pm
The big list of everythingDec 9, 2003, 1:22pm
I'd like to see an overhaul of the triggers and commands. They essentially
*are* the scripting language for the browser already. e.g. some of us have asked for a console command so we can print console messages. That's pretty much browser scripting. The URL command replaces your 3D with a webpage.. browser scripting. Teleports and warps... browser scripting just like links on a webpage that take you to another part of the page. Using the name command on an object and changing it's properties from another object using the name= extension is like having code in one frame on your website change the information in another frame. If you think about it.. the entire trigger and command system is the browser scripting language. It's the HTML or the Javascript if you will that lets you make your world behave the way you want. So imagine where standard web browsers would be if all the websites out there still used the original version of HTML. The browser is as lame as the scripting language that drives it. Update the commands and triggers please.... [View Quote] I will go into hiding for wishing thisDec 10, 2003, 5:47am
How about a newsgroup reader built into the browser?
:-) texturing additionDec 12, 2003, 6:46am
A flag in the world options to randomly rotate
textures that appear in large blocks to break up any patterns might be handy. You would only check this if you had a good set of textures that could tile even with random rotations, but that is certainly doable. The terrain system is already based on a scheme where large blocks of a given pattern are stored as very efficient 'chunks', and in general such chunks would not be composed of any edge or transition textures (if you have an entire 8x8 page composed entirely of edges they are not exactly edges are they?). So the browser could randomly 'jitter' the textures in such large areas without requiring any extra room in the current data structures, without increasing the download bandwidth or drawing speed, and without breaking any existing worlds texturing if it were an option in the world features. texturing additionDec 12, 2003, 6:48am
Forgot to mention that they wouldn't have to fix the ugly
bug that occurs if you try to do this the normal way :-) [View Quote] <SNIP> > A flag in the world options to randomly rotate > textures that appear in large blocks to break up > any patterns might be handy. Solution-well kindaDec 17, 2003, 2:12am
Wow.. Bowen... didn't realize you wanted the Ideajuice that
bad hehehe <hands Bowen some Ideajuice> [View Quote] Solution-well kindaDec 18, 2003, 12:24am
Cool!
> - Mark R > PS: For those of you that are interested... Im making a rail gun for my > physics project (and calling it 'magnetic momentum'.. just so they let me do > it) and I just fired a 200g mass out of the end of it using a meager 20 > volts... at 30 miles per hour... and the powerpack goes up to 5Kv Solution-well kindaDec 18, 2003, 1:26pm
People call the round packaged food items served up by McDonalds
hamburgers. It's not reality, but common useage that counts in language.... [View Quote] Solution-well kindaDec 20, 2003, 1:23am
You're missing the point by so much, you must be aiming that
way intentionally :-) To the people in these newsgroups, Strikes description of a railgun was perfectly acceptable. I don't know and don't really care if the strict technical definition of a railgun has something to do with the speed of light or not. I knew what he meant, and so did probably everyone else on here other than you, and that's what counts, and that's what my analogy to hamburgers was about. It was only a non-sequitor to someone who failed to grasp it's essential connection to the subject. Unless you were prefacing your comment.. marking it as a non sequitor. If that's what you meant.. then.... As far as what goes into the food goes, you don't need to educate me about it. My father was a butcher and I used to visit the various places he worked as a kid, and I have had the pleasure of touring slaughterhouses, meat packing plants, 'rendering' plants and other such places. I just decided when I was that age I would never eat anything without cooking the hell out of it. [View Quote] Solution-well kindaDec 20, 2003, 2:12am
Bowen.. take your damn medication!!!
Please!! > LEGO's. I would've also accepted legos and LEGOs as the correct term. > The correct term is LEGO Bricks for the plural form, therefore, using a > proper contraction as defined in the British dialogue of English, LEGO's > is as close as possible to the original plural verb. Even LEGO would've > been more correct. Solution-well kindaDec 20, 2003, 2:15am
I was thinking today that English is missing some pronouns that
various English cultures have filled in with common usage. In Canada, we say 'youse' as in 'What are youse people doing?' because there is no plural for 'you' when adressing a group. In America, people in many states say "y'all" to mean the same thing. I wonder if the Brits have a similar term... Strike? Solution-well kindaDec 21, 2003, 10:20am
No.
Accellerating a leather spheroid will not get you off the hook. You would still be a nitpicker :-) And if marketing weenies can steal the word 'networking' from computer jargon and use it to mean having lunch with other marketing weenies, then why is 'railgun' sacred? Language is mutable. People are adaptable. The tree that bends does not break (unless you bend it too far). [View Quote] Solution-well kindaDec 21, 2003, 10:25am
You're correct in stating the formal 'rules', but I'm pointing
out that people are not happy with the 'rules' to the point that they have made up words because they are in fact missing. Why is you both the plural and the non plural? It's confusing and non-orthogonal. People have taken it upon themselves to provide an ad-hoc plural form because they have noticed that sometimes it is not clear when adressing a group wether they want to adress the group or an individual within it. So we say "are you all going to the movies" . The language is deficient. [View Quote] World Setting 'ambient' soundDec 26, 2003, 3:05pm
It would be useful to be able to specify an 'ambient' noise
in the World Settings dialog that is played whenever there is no other sound or noise in effect. This would be useful for example in a 'desert' world to provide the sound of wind, particularly if the user goes outside the limits of the build. Another good use for this would be in an ocean world that is completely underwater. In general, any given world could probably benefit from the ability to specify an 'ambient' noise file. World Setting 'ambient' soundDec 27, 2003, 4:48pm
automatic built-in chat censoringDec 28, 2003, 6:40pm
I don't see how you can have the world server try to detect or
prevent cracked browsers from bypassing a form of security that is implemented in the browser itself. To do that, they would need to actually do the same thing the browsers were doing anyway, and there would be no point in having the browser do it at all. But I also don't see why the browser couldn't filter all incoming chat according to a file that is retreived from the object path that has the filtering rules in effect in that world. The browser could also merge a local filter file that a parent could set up to provide more filtering than the world servers rules dictate. People who don't want any filtering could disable it. People who want more filtering could have stronger filters. If you think about it, it's up to each individual what is objectionable language or not, and that is the issue at the heart of all of the arguments about language, ejections, GK's etc. I have already been given a personal 'mute' button. If language filtering is added to any part of AW, it should be completely under the control of the individual user. There are also valid technical reasons to have filtering done in the recipients browser. For one thing, I would not like to see the world servers I lease from AWI slow down because people who also lease them start using them to perform a lot of complex filtering on every word of every chat line in every world. For another thing, the changes neccessary to have the world server maintain a list of banned words of arbitrary length for each world, and to load this list, and compare each word of chat text with each word in the list before sending it would be a very significant change to it's current behaviour. In contrast, having the world server transmit a filename to the browser that represents a file with banned words to load from the object path is not much of a change in the world server itself. Getting the browser to load this list and use it to filter the incoming chat would be no harder certainly than what you proposed, and would certainly be less risky than the kinds of changes needed for the world servers to do it. [View Quote] Please add users rating level to referrer stringDec 28, 2003, 6:47pm
If the referrer string contained the users rating level,
OP path servers could provide content appropriate to the rating level the user has selected. This would allow for example a museum world with a G rating, but which could display nudes by a given artist if the users level were PG or higher, and a more mundane work by that artist if the visitors rating level was G Although this can be done using cookies, using cookies or sessions precludes *all* content coming from your OP path from being cached. Anything of this nature (i.e. the users language settings, the users prefferred gender, the users cit #) that can be placed in the referrer string allows an OP path to deliver content dynamically that can still be cached. Please add users rating level to referrer stringDec 31, 2003, 9:06pm
The referrer string can be disabled in the world options dialog.
You can buy a book that will teach you the basics of parsing strings if you find it so complicated or don't know how to write code that just ignores them. And I'm afraid I missed the post where the *uncomplicated* way to accomplish delivering dynamic content to people with different languages and ratings settings was described. What is this *simple* method of doing so that you speak of? Business opportunites galore abound if this simple problem that any lame 2D webpage can handle could just be solved. [View Quote] Please add users rating level to referrer stringJan 1, 2004, 11:45am
Break *what* into an array?
> What's so hard, break it up into an array and search the array for keywords. Please add users rating level to referrer stringJan 1, 2004, 4:04pm
[View Quote]
> oh come on... it's not like they're going to add 100 new lines. I think
> it's a great idea. > > Does that Referer line actually exist right now? O_O Yes.. referrer is a standard HTTP header The current AW (added in 3.4) referrer string contains aw://{AUTH_IP}:{PORT}/{WORLDNAME} So it can currently be used by the OP path server to determine which universe and which world within that universe requests for content such as models, sounds, textures, avatars and .seq are coming from. Although some people will try their hardest to convince you otherwise, if your OP path uses a script or other means to confirm that your content is actually going to someone who is visiting your world, this feature can prevent other world owners from simply putting your OP path into their world and taking a free ride on your object path bandwidth (i.e. 'leeching') Although it does not prevent a truly determined thief from getting at your content, most content is probably not stolen by truly determined thieves anyway, and protecting your OP path by checking the referrer string means that a thief will at least have to put your stuff on their own server and use their own bandwidth to make use of it. As you can see.. appending the users rating level and language settings would add only a few bytes onto this string, and would make it no harder to parse than it is now. I would gladly volunteer to help any less experienced programmers fix their parsing code if adding any of my suggestions breaks it. As I posted in another wish, the language settings could and should be provided in another standard HTTP header anyway, which would allow the OP path server to deliver textures with writing in different languages on them, .wav files with spoken content in other languages, models appropriate to a given culture such as a French gendarme vs. an English bobby, and other very cool (and business critical) new things. Perhaps flipping someone in Malaysia the bird has a totally different meaning than it does to us. Combine that with the ability to deliver content appropriate to the users rating level and world owners would not have to choose to cater to one group or culture. They could construct worlds that adjusted themselves to the people visiting them. *all without AWI having to do anything but tack ten bytes onto the packet that should be there somewhere anyway * If you have ever seen any worlds that try to even deal with the language issue, it is quite obvious that putting a bunch of signs, objects, sounds and what have you into your world for each language you want to 'support' is going to use up far more bandwidth, time and hassle than just having your OP path give them the one version of everything appropriate to their language. Imagine if webpages had every language they supported all on the same page and you had to look for the text you could read amongst the other fifty you couldn't, and then imagine every world in AW with 50 different signs at GZ. -- Imaginez si les pages Web avaient chaque langue qu'elles ont soutenu tous à la même page et vous a dû rechercher le texte vous pourriez lire parmi les autres cinquante vous ne pourriez pas, et puis imaginer chaque monde dans l'aw avec 50 signes différents à GZ. -- Sich vorstellen Sie, wenn Webseiten jede Sprache hatten, die sie alle auf der gleichen Seite stützten und Sie mußte nach dem Text suchen Sie unter den anderen fünfzig lesen konnten Sie nicht konnten, und jede Welt in Aw mit 50 unterschiedlichen Zeichen an GZ dann sich vorstellen. -- Immagini se i Web pagi avessero ogni lingua che hanno sostenuto tutti alla stessa pagina e voi ha dovuto cercare il testo potreste leggere fra gli altri cinquanta non potreste ed allora immaginare ogni mondo in aw con 50 segni differenti a GZ. -- Imagine se os Web pages tiverem cada língua que suportaram tudo na mesma página e você teve que procurar o texto voc poderia ler amongst os outros cinqüênta você não poderia, e então imaginar cada mundo no AW com 50 sinais diferentes em GZ. -- Imagínese si los Web pages tenían cada lengua que apoyaron todos en la misma página y usted tuvo que buscar el texto usted podría leer entre los otros cincuenta usted no podría, y después imaginar cada mundo en el AW con 50 diversas muestras en GZ. -- .... -- .... -- .... -- .... -- .... -- ............. |