codewarrior // User Search

codewarrior // User Search

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auto re-select on error

Jan 23, 2004, 2:50am
Correction.. the browser would need to look for the OP path server
to return an error when the object in question was fetched.. but the
concept is still valid.

[View Quote]

auto re-select on error

Jan 23, 2004, 11:52am
[View Quote] Why?

auto re-select on error

Jan 23, 2004, 11:58am
[View Quote] Yes I know. I see those errors printed in many worlds, and a lot of
times when I ask about them I am told that the owner can't find the
object producing them.

I guess you don't mind looking for little triangles that are hidden between
two things or whatever.

The error message just tells me there is a mistake. Modern software goes
beyond just giving you an error message. It takes your cursor to the line
with the error, highlights it for you and does just about everything but
correct it.

A lot of software in fact just corrects it for you.

If you just don't get it.. don't worry about it.

auto re-select on error

Jan 23, 2004, 12:04pm
[View Quote] When you build something, your browser retreives the object
already. If the object is not found, it already gives you an error
message.

So it's already trying to fetch the object, and already printing
an error in the console if there is a problem with the object.

My suggestion was what it should do if it determines that
there was an error - with the *last* object *you* built -

I don't see where your logic is in suggesting it would slow
down building.

auto re-select on error

Jan 23, 2004, 8:38pm
No.. I was thinking more for object not found errors or errors coming
specifically
from trying to load the object from the object path.

Any of the errors coming from the world server are probably not correctable.
Either the area is full, or you can't build there because you don't own the
cell.
In any case.. as you say.. there is really nothing on the world server after
these
errors.

The main thought was for the case of typos in the object name or texture
name.
In those cases there is a bad object on the world server, and the world
server
has no way of knowing the object is bad.. only the browser knows that. The
browser knows what the error was though, and it's pretty easy to pick out
the
ones that are *probably* typos.

The problem is trying to find the little black triangle buried in among a
whole
bunch of other objects. I've participated in several five or ten minute
'hunts' where
four or five people try to locate the stupid things... and in some cases
people just
give up and live with errors printed in the chat window 'forever'

I've gotten out a Xela on more than one occassion and done surveys so I
could
find bad objects by hand in the object listings.

In cases where capitalization is the issue (UNIX based object paths) I've
had to
exit AW, flush my local cache, log in to my server with FTP and rename
objects
with correct capitalization.

Someone thought this was a common enough problem to warrant building special
error objects into the multipath system.

Now it could actually be done so that *before* the world server is asked to
update the world, the browser does a pre-check to see if the object will
be able to be loaded from the object path, but then 'the dereks' point about
it slowing building down might be valid.

If the browser pre-checked objects though, it would allow them to check to
see
what kind of file (.cob, .scn, .rwx .mid etc) is in the zip, and noone could
object
that it would slow anything down during normal viewing no matter how
much code it would need to check them.

It would be much easier to put in a pre check than a post check, and it
would probably be easier to allow that to be enabled and disabled. I'll
amend my wish to be for a pre-check, and an option in the world features
dialog to enable or disable it. If a world owner is concerned enough to
turn it on, then everyone who builds should have to honor it.

[View Quote]

auto re-select on error

Jan 24, 2004, 9:25am
If you read the original wish, I said that if the browser received
an error, and you hadn't selected something else yet.

I never said that it shouldn't let you continue or that you had to
wait.

In any case, I would rather it do an optional pre check anyway.

[View Quote]

Personal Chat Balloons

Jan 24, 2004, 12:43am
[View Quote] Why is one color of chat balloon any more laggy than another?

Personal Chat Balloons

Jan 24, 2004, 12:48am
How about a different color as well for people on your contact list.

[View Quote]

Personal Chat Balloons

Jan 24, 2004, 9:29am
Well.. OK.. but I was thinking more that I get to control the color of my
friends chat balloons.. I didn't mean that everyone got to choose their
own.

It could be done as well, but I'm with you on that one. You wouldn't
beleive some of the backgrounds I see people using for their emails,
and some people would make sick color combo's just to annoy people.

It also might be nice to be able to change the appearance of chat baloons
for public speakers.

[View Quote]

about fearture ideas that "will cause lag"

Jan 24, 2004, 9:34am
I see a lot of people suggesting that features would cause lag when they
wouldn't.

I also see a lot of games that just have a slider that controls how much
of the eye candy is shown. I don't think they need two browsers. It could
be done with one browser that has more control settings.

[View Quote]

.gif support

Jan 27, 2004, 4:34am
[View Quote] Woot!

But .gif is pretty easy to support. Someone can code it while
they read the intro to the PNG spec. And it supports a transparency
pallette index, which is kind of equivalent to a one bit mask, and
you wouldn't say that single bit masks are not useful.

..tga is pretty easy too and it has alpha channels

Whatever they do, I hope they figure out a way to use the magic
to identify what format the file is and make it so we don't have to
keep filling in the right file extension.

local: URL's

Jan 29, 2004, 11:03pm
Universe owners might be interested in including .mp3's with their
universes, but the sound command does not accept local: url's

Not that I'm likely to ever buy a Universe....

local: URL's

Jan 30, 2004, 2:23am
Yes.. I know that it works with a website.

[View Quote]

local: URL's

Jan 30, 2004, 10:28pm
Yes.. that's what I meant.

What I meant was that I already read the note about the local:
url, I already tried it, and it does not work with MP3 file
and the sound command.

My wish was stating that if a universe owner wanted to include
custom web content, they might also find it useful to include
custom MP3 content using this new feature, but it will not work.

[View Quote]

AV movement speed

Jan 30, 2004, 12:13am
It would be nice now that autowalk scales .seq playback to be able
to set a 'speed' for each av in terms of the normal av speed.

You would set a half sized avatar to scale it's movement to half
of a normal avs so that the little buggers don't look like they are
flapping their legs like hummingbirds wings.

resizable object window

Jan 30, 2004, 10:03am
There are supposedly going to be spots to enter coordinates in
there.. the release notes said something about that being moved
to 4.0

Maybe they are getting it 'ready'.

[View Quote]

Advertising NG...

Jan 31, 2004, 2:04pm
I disagree.

People who were looking for specific products and services
would actually know that that is the place to look.

There might be far fewer people reading it, but those who
did read it would be 'qualified leads' . Posting in such a group
would probably have a better yield per reader than any other
NG.

People send me a lot of crap junk mail, but when I need
something I look in the Yellow Pages.

I think it's a great idea.

[View Quote]

special bot

Feb 2, 2004, 12:09am
There's no reason you can't just put a copy of the registry on the same
machine the bot is running, is there? A bot can certainly load a local
file and parse the data it needs.

[View Quote]

Dynamic movement speeds

Feb 4, 2004, 8:02pm
I purchased the full source and a distribution license for the "Tribes"
engine (Torque game engine) from here:

http://www.garagegames.com

It costs $100.00 until your revenues are greater than 500,000.00
at which point you owe them a flat 10K


[View Quote]

Dynamic movement speeds

Feb 5, 2004, 4:44pm
Wanna get together and try stuffing the AW bot SDK into it?

:-D

[View Quote]

User Ranks...

Feb 4, 2004, 5:13pm
Cool Idea!

This would add an element of politics to AW that I always thought
was lacking.

:-)

[View Quote]

commands for ground object and skybox

Feb 4, 2004, 1:27pm
I've asked for these before. There are a lot of things that would
'just work' on either of these models. 'create picture' would be
one of the most useful.

You could also consider any 'create sound' attached to the ground
object to be the worlds 'ambient' sound. The ground model (and
skybox_ are always drawn completely no matter how far away
you are, so it's a natural extension to attach a 'global' sound to
it.

For these two models, the 'create' trigger could just be assumed
since neither of these interact with the 'activate' trigger.

It would also be cool to assign fixed meta-names to these models
such as "_ground" and "_skybox" so that they can be used as
the target of other commands .. i.e. :

"activate picture some_url target=_ground"

This would allow you to build a ground model with built in
signage, and have clickable objects that can change the picture
map on the fly.

"activate sound some_url target=_ground"

Would allow the clicker to change the global sound in the world.
Kind of like a jukebox, but with no range limitation.

A sound attached to the ground object should not come from
any particular location either, so AW would not have to try to
remix the left/right volume on the fly, and this would save CPU
cycles and cure the annoying audio distortion that occurs
sometimes when your avatar is ambigously close to an audio
source.

OP / Avatar.Dat Idea

Mar 15, 2004, 5:21pm
A world options dialog feature that allows you to specify the name
of the avatars.dat file is sorely needed.

In the same vein, they also need to allow the root name of the terrain
textures to be specified.

Any other hardcoded filenames should be removed as well. I think the
sounds for teleport and such are hardcoded... they should be explicitly
specified in the world options dialog.

Heck.. it would be really nice if you could specify the names of the
directories for the models, seqs, sounds, textures and avatars too,
but just the avatars.dat and the rootname of the terrain would do.

[View Quote]

Message to Bill and YS CRASH!

Jul 7, 2003, 7:20pm
About a month ago, a world I am CT in was having repeated crashes.

I tracked it down to builders linking to to images on th groups.msn.com site
and using **extremely** long URLS of the form:

http://groups.msn.com?big_long_string_of_indecipherable_gobbledygook

The nature of the crashes was such that once one of these 'poison' URLS
was in the world, you could not even run the browser anymore without
crashing again.

Trial and error investigation determined that deleting just the cached files
with the long ugly names would allow the browser to run long enough to
go into the world and delete the URL from the object in question. Of course
going back into the world would recreate the long filename again, so in
order to delete the offending object you had to suffer through another
crash.

The browser only seemed to crash when you left the world, so you might
enter the world and happily work in it for hours. When you went to leave
though your browser would crash and from then on you could not run it
without deleting your cache.

I don't know if it has anything to do with your current issue, but it's
something to bear in mind. It may even be fixed with 3.4, but I'm not
that eager to test it out.

It's also unfortunatly a way for troublemakers to cause more trouble,
but at least you know what to look for if you get crashes... very, very
long filenames in the cache folders.

Generally the long names will end up in the 'misc' folder BTW

[View Quote] <SNIP>

> we both crashed at the same
> time, mine was that damned aw_3d3.dll again, his was aw_3d8.dll that
> crashed. How can two people in different parts of the "REAL world" crash
at
> the same time?

To all Voodoo users.

Jul 7, 2003, 11:47pm
Quite the opposite. ATI, nVidia and Matrox all have hardware T&L.

You can find cards that don't?

[View Quote]

[humor] Stone Spiders

Jul 5, 2003, 5:29am
I remember seeing pictures of spider webs spun by drugged spiders a couple
of decades ago.

I also recall being struck by the ultra accuracy of the spider webs that
were woven by spiders fed L.S.D.

Looks like we might have read the same books in our youth :-)

[View Quote]

true space problem

Jul 7, 2003, 11:32pm
There is some excellent information on the pros and cons of various
3D file formats here:

http://www.xfrogdownloads.com/greenwebNew/support/supportStart.htm

Down near the bottom, there is a good explanation on why the extra vertices
Alex mentions are created in the first place when saving in some formats.

Something that might help you if it exists is a commonly implemented
operation called "Weld identical vertices". If the software you are using
allows this, then it will recombine the extra vertices created as an
artifact
of saving in a format without multiple UV's per vertex and the object
should end up being 'solid' again.

If you save it out again in a format that doesn't support the multiple UV
coordiantes though, you're right back to where you started.

[View Quote]

multipath.php help

Jul 5, 2003, 4:59am
The world name is already part of the HTTP_REFERER string.

Since the format is not documented anywhere that I can see.. here it is for
your benefit:

aw://xx.xx.xx.xx:port/worldname

where xx.xx.xx.xx is the IP of the uni server and port is the port number.

Given that there are probably a lot of characters used in worldnames that
are illegal in HTTP headers, only time and trial and error (or some detailed
information from AWI) will tell how those characters will appear in the
referrer string.

[View Quote]

Question about TrueSpace

Jul 12, 2003, 1:02am
Not the delete key...

There is an operation in one of the buttons calle "Boolean Subtract".

First Create both objects.

Then select the object you want to subtract the other object from.
(the mouse pointer will change to a pointer with a minus symbol in it)

Then select the object you want to subtract from the first object.

After you do this, right click outside of anything to revert to normal
opearation, or you will continue to subtract every object you click.

[View Quote]

Re: Please read / AW HACKED

Jul 14, 2003, 3:21am
> to log in a bot, you have to provide cit# and priv. password... if the
> bot is a password stealer, you're done.

If you plan to run a bot permanently, this won't help, but if you plan to
run a bot
just to do a specific task....

** change your PPW to a new password after each time you use it **

Even if the bot steals your priv password, it will do it no good since you
will
never use that PPW again.

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