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dm mercury // User Search
dm mercury // User Search
Jun 18, 2006, 10:03pm
Not sure if you saw the post earlier but some folks have put a bit of time
into helping out the sdk wiki. This would be a great topic for the wiki.
Wiki URL: http://awsdk.addrpg.org
Also I can host files for download if you let me know and then there will
always be a permanent place for the files to reside. Also can have copy and
paste friendly source code.
I may only be involved in a little niche of the sdk development community at
present but feel free to telegram me, I would love to help with projects
like this.
DM
[View Quote]"Grimble" <grimble at chrisp68.free-online.co.uk> wrote in message
news:44955dcf$1 at server1.Activeworlds.com...
> I've been playing recently with a concept that the SDK seems to lend
> itself to quite nicely, and with the current state of the SDK and the
> difficulties involved in using it at the moment, I thought now might be a
> good time for some healthy discussion on the subject.
>
> Based on my previous experience of the people that used the SDK and the
> way this newsgroup worked (it used to be more of a "how do I do this?" and
> "why doesn't my bot do what its supposed to?" forum with code snippets
> flying around and, sometimes, even active discussions on specific topics),
> it struck me that we would all be better served by something based on
> sharable, re-usable components.
>
> If you look for a basic OO abstraction of the SDK, you'll probably come up
> with a set of virtual methods in some form of base class to handle SDK
> events, which is great for laying down a template for developing bots.
> This still targets a single set of code per event, though.
>
> I've spent the last couple of weeks going through several iterations of
> prototype for a very simple framework that doesn't attempt to abstract the
> SDK, but rather puts in place a foundation for "plug-ins" - reusable
> components that can be connected to a base "bot" class, sharable in either
> code or binary form. The framework deals with enabling plugins to
> subscribe to SDK events and callbacks and their delivery to appropriate
> components when they arrive. Additional base class methods open up the
> plugins (and the base "bot" class in the framework) to the SDK methods
> whilst still protecting the operation of the framework.
>
> This "plug-in" framework enables all manner of components to be created
> ranging from the simple (for example, a plug-in for handling the bot's
> avatar in the world, logging chat messages, etc.) to the more complex
> (Demeter, game controllers, property managers, etc.). Plug-ins can use
> their own plug-ins within them and they can be extensible, enabling people
> to build on top of existing functionality by subclassing the plug-in.
>
> The prototype isn't ready for public consumption - I'm hoping to have
> plenty of examples and documentation before I throw the code up to be shot
> at - and it only exists in .NET 2.0 at the moment (the concept was
> inspired in the first place by delegates, although the idea of using
> delegates in the implementation was discarded after the first prototype).
>
> Most SDK applications spend 95% of the time doing nothing and often
> multiple bot instances are running simultaneously, picking up the same
> events and callbacks.
>
> The reason for the (longer than I'd planned) post, was to see if anyone
> wanted to discuss ...
>
> (a) whether this has been tried/implemented before with any
> success/failure stories,
> (b) the whole "plug-ins" concept and preferences on implementation,
> (c) possible target platforms,
> (d) whether you think anyone would use it,
> (e) anything else.
>
> This is nothing ground breaking, just a concept that seems to work quite
> nicely. It may even bridge the gap to "native" SDK development for those
> that haven't tried it before. There's a chronic lack of people involved in
> SDK development, which is sad.
>
> Any comments welcome, Grims.
>
>
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Jun 21, 2006, 5:42pm
Definantly odd. I havent tried build 61 just yet. Possibility it is being
caused by extraneous resources being used at the time of aw_wait. The 4.1
sdk did just get a gender change so to speak, so who knows what weird
problems like this we might encounter over the enxt couple days. It could
be a bug or memory leak.
When the anything active worlds defies logic, check your system resources;
that's my general rule.
DM
[View Quote]"Grimble" <grimble at chrisp68.free-online.co.uk> wrote in message
news:44996b8a$1 at server1.Activeworlds.com...
>I don't *think* this is my code ... so I'll ask the question, although it
>may seem a bit cryptic.
>
> Does 18 seconds mean anything to anyone? Sometimes (I can't explain when
> exactly) aw_wait sits there doing nothing for almost exactly 18 seconds -
> always within a few of tenths of a second - after the handler for the last
> message has completed processing and it doesn't return back to my main bot
> loop.
>
> I put some extra console messages in to work out where it was stopping,
> and the problem went away. I take some of them back out, the problem
> returns! It can happen on synchronous or asynchronous calls and its
> DEFINITELY stuck in aw_wait (I've got markers either side of aw_wait now,
> so I KNOW its in pausing there).
>
> Any ideas/comments welcome. My initial assumption was that it was my code
> causing the lack of activity, but I'm certain that its not now (not
> directly anyway). Its probably worth saying that this has coincided with
> moving to build 61. I'll pop it back onto build 60 later and see if it
> makes any difference.
>
> Thanks, Grims
>
>
>
|
Jul 16, 2006, 4:47am
Same errors as everyone else, not working.
DM
[View Quote]"Mix Master SS" <spam at magusmultimedia.info> wrote in message
news:44b81b6e at server1.Activeworlds.com...
> Okay, so I downloaded the wrapper:
>
> Anytime I try to import the DLL as a component it gives me the error that
> it can't import as an activex control. Anyone had any success getting the
> 4.1 sdk in vb6 that doesnt mind sharing?
>
> I'm a noob, but don't flame me for it.
>
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Jul 21, 2006, 2:21pm
*snickers* We can use callbacks with the SDK!?!?! Wait a darn minute! I do
not think the issue has been addressed in beta.
DM
[View Quote]"Grimble" <grimble at chrisp68.free-online.co.uk> wrote in message
news:44c0b533$1 at server1.Activeworlds.com...
>I think there's something wrong with the ordering of the callback/event
>handler invokes in the SDK for (at least) aw_enter (BUILD 62).
>
> Following an asynchronous aw_enter method call, first the SDK reports an
> AW_CALLBACK_ENTER callback, then an AW_EVENT_WORLD_ATTRIBUTES event. This
> is arguably OK (though inconsistent with similar methods), except that the
> world attributes are populated for the CALLBACK and NOT set for the
> event - with obvious concequences.
>
> This can be recreated by changing one of the world attributes (say,
> aw_string_set(AW_WORLD_NAME, "RUBBISH")) in the AW_CALLBACK_ENTER callback
> handler. The value of AW_WORLD_NAME will still be "RUBBISH" in the
> AW_EVENT_WORLD_ATTRIBUTES event handler, as shown below.
>
> aw_enter
> CALLBACK >> AW_CALLBACK_ENTER [RC = 0 RC_SUCCESS]
>
> ... etc. etc. etc.
>
>
> [NOTE: AW_WORLD_NAME set to "RUBBISH" in callback handler]
>
> EVENT >> "AW_EVENT_WORLD_ATTRIBUTES"
>
> I assume from this that the AW_CALLBACK_ENTER callback is simply being
> triggered from the SDK, on receipt of the AW_EVENT_WORLD_ATTRIBUTES event
> ... but, incorrectly, before the event handler is invoked.
>
> Rather than email directly to AW at the moment, can someone verify whether
> this has already been raised in the BETA newsgroup please? I'd expect not
> after three versions of the 4.1 SDK having been "released" to date.
>
> Grims.
>
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Jul 22, 2006, 6:04am
hmmm will investigate further if i can ge tit to work on vb6
DM
[View Quote]"Goshenta" <Motor4mouth at yahoo.com> wrote in message
news:44c19948 at server1.Activeworlds.com...
> Has anyone figured out how to add zones in the VB sdk wrapper yet? From
> what I've seen, some of the things from the C++ sdk have not been carried
> over to the VB sdk wrapper, so it may be possible zones can't be created
> in VB yet... If they can be, could someone give me a quick example of all
> the zone params?
>
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Jul 26, 2006, 12:23am
You were probably using the wrong port when you were trying to connect. It
wasnt the sdk.
DM
[View Quote]"Ksg" <kingsmallguy at my.activeworlds.com> wrote in message
news:44c68c55$1 at server1.Activeworlds.com...
> Ive fixed the problem, but i dont know what the problem was.
>
> I simply fully removed the sdk, re-downloaded it and included it again..
> "equin0x" <joshua.bush at gmail.com> wrote in message
> news:44c61b94 at server1.Activeworlds.com...
>
>
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Jun 8, 2003, 2:10am
sweet grimmy's comming back yay =)
[View Quote]"scuz" <webmaster at awscape.com> wrote in message
news:3ee13529$1 at server1.Activeworlds.com...
> Anybody but me notice grimmsoft.com says "We will be back up soon" on it
> now.
>
>
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Jun 24, 2003, 2:23pm
===============================
awsdkocx5
===============================
Function ConsoleMsg (Red as Integer, Green as Integer, Blue as Integer, Bold
as Boolean, Italic as Boolean, Session as Long, Message as String)
sdk.AwConsoleRed = Red
sdk.AwConsoleGreen = Green
sdk.AwConsoleBlue = Blue
sdk.AwConsoleBold = Bold
sdk.AwConsoleItalic = Italic
sdk.AwConsoleMessage = Message
sdk.AwConsoleMessage Session
End Function
================================
com wrapper
================================
Function ConsoleMsg(Red as Integer, Green as Integer, Blue as Integer, Bold
as Boolean, Italic as Boolean, Session as Long, Message as String)
sdk.aw_int_set AW_CONSOLE_RED, Red
sdk.aw_int_set AW_CONSOLE_GREEN, Green
sdk.aw_int_set AW_CONSOLE_BLUE, Blue
sdk.aw_bool_set AW_CONSOLE_BOLD, Bold
sdk.aw_bool_set AW_CONSOLE_ITALICS, Italic
sdk.aw_string_set AW_CONSOLE_MESSAGE, Message
sdk.aw_console_msg Session
End Function
================================
Useage Example: ConsoleMsg 139,10,64,True,False, avSession, "Weclome to my
world!"
Niether of these functions are tweaked to handle longer messages. If you
want to send the message to the entire world make sure the Session value you
send is 0. Hope this is what you are looking for, for which ever vb sdk
that you use.
DM
[View Quote]"binarybud" <leo at realPANTStourvision.com> wrote in message
news:3ef872fe$1 at server1.Activeworlds.com...
> :)
>
> I think you want a FORM thats invisible along with using the "Command$"
command.....to read commandline arguments...
>
> strArgs = Split(Command$, " ")
>
> HTH
> Leo :)
>
>
>
>
> "zeofatex" <gzanone at optonline.net> wrote in message
news:3ef85161$1 at server1.Activeworlds.com...
helped
higher
high
books
VB
someone
doing
telling
console
that
question.
>
>
|
Jan 31, 2006, 2:23am
all i have to say is maybe once you have something people might want to
donate, because you already have put in the work required to do what you
want.
[View Quote]"Syntax" <syn at swcity.net> wrote in message
news:43ded052$1 at server1.Activeworlds.com...
> lmao, what a dork. :D
>
> "Matt888" <mattscriven195 at gmail.com> wrote in message
> news:43de5ed0$1 at server1.Activeworlds.com...
> <snip>
>
>
|
Feb 10, 2006, 7:33pm
I have a vb programmed chat bot that has less than a 1ms delay, from time to
get the info from server process it and relay it back. Even 56k users cant
notice the difference. And the bot is running in the interpreter its not
even a complete compile, AND active worlds is open, along with many other
things.
Little do people know that C++ and VB both compile to the same
"meta-language" before being translated into assembly, and then binary.
This is true of Microsoft compilers with default options.
It is not the language that matters, it is the underlying concepts and
understanding. If you understand the concepts, and how the computer
operates, adopting a new language should not be very difficult, it is just a
matter of syntax. The language is really only an issue when conceptually
the language you are trying to use can not easily accomplish the desired
task. An example would be trying to make true sentient artifical
intelligence in C++.
DM
[View Quote]"Strike Rapier" <markyr at gmail.com> wrote in message
news:43ec774a$1 at server1.Activeworlds.com...
> I could blow a badly programmed C++ tool out the water with VB.
>
> VB has many other advantages too, the problem is that a *lot* of its
> programmers are n00bs so it got a bad reputation. The main problem VB has
is
> its lack of advanced OO and WinProc handling.
>
> - MR
>
> "JerMe" <JerMe at nc.rr.com> wrote in message
> news:43ec1e29$1 at server1.Activeworlds.com...
Basic
2.0
>
|
Feb 11, 2006, 6:57am
nope world server is remote.
DM
[View Quote]"equin0x" <xeroer at gmail.com> wrote in message
news:43ed590c at server1.Activeworlds.com...
> Are you running the world server on the same machine?
>
> Usually, if the world server is local, delays are practically cut out
> completely.
>
> "dm mercury" <dmmercury at houston.rr.com> wrote in message
> news:43ed06b4$1 at server1.Activeworlds.com...
not
other
just
conceptually
has
crap
email.
>
>
|
Feb 18, 2006, 6:26pm
It's not the number of lines of code that matter, it does nothing ot
determine the functionality of your software.
Anything you can write in 20,000 lines, I'm sure I can write find a way to
write in 5,000 lines or less. Software is about functionality, and
performance. More times than not, a program using fewer lines will run
beter than a program using more lines. All that matters in your software
(to the end user), is the functionality, and performance. And for coders if
you should distribute your source, maintainability is another big issue, id
say 5,000 lines is a lot easier to keep track of than 20,000. Counting my
RPG bot's source its just under 6,000 lines without the comments its a
little over 8,000 with comments.
DM
[View Quote]"Cepheus.Seriphos" <dsdarkscorpion at yahoo.com> wrote in message
news:43f6050c at server1.Activeworlds.com...
> Strike Rapier wrote:
>
> If it was only 1000+ I was going to comment, lol. But 30000+ is pretty
> impressive. My best was around 22k
|
Jun 24, 2006, 4:27am
A lot of phones these days are using java. You can pretty much just write
applications for the phone this way. Perhaps you could make a version of
the java sdk that is compatible with such a cell phone; if it already isn't
(i think that is the point of java cross platform oop). I don't know a lot
about java and all the different java quirks in detail, but there is a java
aw sdk for 3.6 out there somewhere. So there will probably be a 4.1 one in
not too long.
DM
[View Quote]"equin0x" <joshua.bush at gmail.com> wrote in message
news:449cc8b4 at server1.Activeworlds.com...
>I programmed an application for Playstation Portables - you could login to
>worlds, chat, and so on.
>
> That was 3.6 though.. Would be pretty hard converting it to 4.1.
>
> "Data26" <data960 at comcast.net> wrote in message
> news:44924f43 at server1.Activeworlds.com...
>
>
|
Jun 17, 2006, 12:37am
Speaking of AD&DRPG and 4.1. It is well known VB runs the core bot that
handles everything. Yet there is no workable vb sdk within reasonable time
of the release date. I don't understand how everytime there was a new sdk
in beta there was a vb version available at the same time as well. Why is
it not available now?
There needs to be a build 61 of the SDK asap for both C and VB. And in this
build there needs to be no liscense file location issues, and no logic bombs
for debugging. I refuse to even touch my world or bot without these basic
tools that should be provided. Instead of putting a liscense with the sdk,
why not just bind it to the (insert string of curse words) citizenship,
world, etc...
Another slight rant on the world server. The linux version has some crazy
dependancy on mysql 4.1.9 What is so great about 4.1.9 that 4.0.2 doesnt
do. I have like a million message boards on that database and they are
complaining when i compile and run the new one. So I had to revert back to
the old one so the boards stopped complaining.
DM
[View Quote]"Strike Rapier" <markyr at gmail.com> wrote in message
news:44931d1d$1 at server1.Activeworlds.com...
> The following constitutes an open letter to JP McCormic.
>
> JP,
>
> Please allow me to express my absolute *horror* at this change, I thought
> something was up but only Andras just pinned it down, but God only knows
> where you are getting your advise on these things.
>
> Historically Active Worlds has always used a 400x400x400 cube, every
> single bot ever made that includes a beyond-visual-range calculation has
> used this formula, it is hard coded into most bots. Not only is the cube
> method faster in terms of processing time (a simple condition check vs.
> square root ) but it also has other advantages.
>
> Consider the area that a bot can view; with a 400x400x400 cube this is
> 64,000,000 cubic meters area, that fitting within a sphere of radius 200m
> is 167,551 cubic meters.
>
> Imagine, therefore, that 200m of ground zero needs monitoring in each
> direction. Under 3.6 we could monitor this with a single SDK instance
> (bot) located at 0n 0w 0w, under this new system it would require a
> minimum of 4 bots as your 'cube' you can monitor is reduced to that bound
> by a chord at 45 degrees. In lemans terms you now have a 283x283x283 box
> and bang now you need 4x the number of bots to monitor the same area,
> that's 4x as many connections, 4x as much bandwidth on the uniserver and
> world server, 4x as many bots to monitor over.
>
> To be blatantly honest JP what with this ridiculous licensing, the self
> destruct SDK and now this you are plain begging for the Active Worlds SDK
> users to turn away from the SDK and move to other platforms. The SDK users
> are the most powerful group of users in Active Worlds, more powerful than
> Active Worlds Inc itself, regardless of which galaxy or universe they are
> in, for every feature put into the browser or world there is almost
> certainly a bot which one of us has made that does it twice as good as
> whatever your own developers can come up with and hell, its what you would
> expect, there's about 20 SDK developers vs the 2 programmers you have.
>
> The company I am working for is soon to blow about $40,000 on developing a
> massive RPG using the Active Worlds technology, and with the help of
> perhaps 100 custom bots I have even helped convince them that the platform
> has a lot more potential - what I refuse to do is to waste their money by
> spending 40 thousand dollars on a project that Active Worlds Inc is going
> to sabotage by destabilising the SDK by making stupid changes, adding low
> grade security and logic bombs and other such things.
>
> The SDK coders provide the majority of your income (at least for the main
> universe); as you would have far fewer worlds if we did not make tools for
> their owners to support them, nor would you have places like AWRPG, AD&D
> or AWBingo etc with 40 users a piece.
>
> The fact is this, you must:
> * Remove the logic bomb for debugging
> * Remove the license file (or at least make one that actually works)
> * Convert back to the 400m cube range
> * Complete the 4.1 documentation for the SDK
> * Fix the crashes in the SDK on world disconnect etc.
>
> If you need a financial reason why here it is: The SDK developers,
> professional designers etc control 80%+ of all resources in or relating to
> Active Worlds in terms of technology, designs and objects, now when we
> consider that the platform has become unstable due to ridiculous and
> poorly judged decisions from AWI we will have an extremely high chance of
> getting together and building a new 3D platform from scratch - hell most
> of the interactive systems already exist in most of our bots anyway, and
> it wouldn't take long to add every feature Active Worlds has and that
> means your business would drop very, very fast.
>
> Stop sabotaging the damned SDK and its users, we are the one group of
> users you cannot afford to lose.
>
> - Mark Randall
> http://www.temporal-solutions.co.uk
>
> "We're Systems and Networks..."
> "It's our job to know..."
>
> ----- Original Message -----
> From: "Cryonics" <cryonics at activeworlds.com>
> Newsgroups: beta,community,worldbuilders
> Sent: Friday, June 16, 2006 8:07 PM
> Subject: Re: scavenger hunt
>
>
>
>
|
Jun 17, 2006, 9:56pm
to be technical you may actually want to check on the x,z axis for being
within a radius. well to be on topic as far as the post is concerned. this
is how many games do position checking for being within range of an object.
its sometimes exploitable but usually not. its really just the pythagorean
theorem in this case.
DM
[View Quote]"Byte" <byte at sweetwaterhsa.com> wrote in message
news:4494877d at server1.Activeworlds.com...
>
> I figure I'll address this point. You do realize that you don't need a
> square root in the check at all? It's all really simple polar coordinate
> math. X^2 + Y^2 = R^2, where R is the Radius. So for a circle with a
> 200m radius... all you have to do is:
>
> if(pow(avatar_x, 2)+ pow(avatar_y, 2)) <= 40000)
> {
> //your code here...
> }
>
> And that does a check to make sure something is within the radius. :)
> Yes, it is a little more math than what's needed, but it completely trims
> out the requirement for a square root function.
>
> http://mathworld.wolfram.com/PolarCoordinates.html <-- for more
> information on polar coordinates.
>
> http://mathworld.wolfram.com/SphericalCoordinates.html <-- spherical
> coordinates, too, incase you need to do checks in a sphere, instead of a
> 2d circle.
|
Jun 25, 2006, 5:46pm
Why can you only see the 50 closest avatars? Running tests with hundreds of
instances, and there is a slight problem with there being a limit of 50. Is
there any way to change this, client or server side?
DM
Jun 26, 2006, 7:07pm
I have public speaker rights, as well as the bots. also the world is set to
show all avatars reguardless if they have spoken or not.
The bots are also being run as Caretaker.
DM
[View Quote]"Matt888" <mattscriven195 at gmail.com> wrote in message
news:449f407c$1 at server1.Activeworlds.com...
> Giving yourself and the bots public speaker rights will allow you to see
> all the instances at once. You'll need a private world, however.
>
> -Matt
>
> "dm mercury" <dmmercury at houston.rr.com> wrote in message
> news:449ee822$1 at server1.Activeworlds.com...
>
>
|
Jun 27, 2006, 11:15pm
I mean logging in more than 50 bots at the same time within 10 NSEW.
If you do this you can not see more than 50 of them, reguardless if there
are 100,200, or 1000. Yes I have logged in 1000 bots simultaneously.
DM
[View Quote]"Data26" <data960 at comcast.net> wrote in message
news:44a1d0eb at server1.Activeworlds.com...
> Sorry if what I said was a little confusing.
> I said 20 meters for the only reason that not many go by decameters except
> for object modelers.
> I never really understood that much.
> Why the coordinates for movement and teleporting are in meters, and the
> world size and object sizes are in decameters.
>
|
Jun 28, 2006, 9:35pm
i have a large instance limit, its for a project i am working on but
currently there are some limitations, that i cant seem to work around, I was
just wondering if anyone had a solution to this limitaiton.
DM
[View Quote]"equin0x" <joshua.bush at gmail.com> wrote in message
news:44a27174$1 at server1.Activeworlds.com...
> AD&DRPG has probally had such support from AWI in the past (not to say
> that they probally made DM Merc pay for the support).
>
> "Talisan" <wardaor at hotmail.com> wrote in message
> news:44a1dc53 at server1.Activeworlds.com...
>
>
|
Jun 14, 2003, 7:56am
My world use to have a very high object count in the cells now its much
reduced and frames are in the mid 30 to 40 range from the low single digit
range. But also cell isnt just used for objects, but object actions and
descriptions also. Maybe a nice feature would be to allow specific cells to
exceed the Huge limit that way you can have only the cell(s) that requires a
lot of object interaction in a building such as a tall tower.
DM
[View Quote]"dlp anne" <anne at dreamlandpark.com> wrote in message
news:3eeaeda9$1 at server1.Activeworlds.com...
> Why would you want that many objects in your world?
> If your cell limit is on huge and getting area full warnings then hardly
> anyone will go in there due to all the lag that will be caused.
> I have been in worlds built like this filling all the cells to there max
on
> huge and the fps was down at 1 or less then 1.
> Don't get me wrong the worlds where very nicely built and all.
> But you could not move around at all, maybe one inch per under 1 second at
> best.
> Some of them 3D homepage objects on that megapath do have a real high poly
> vert count and will cause lag so be careful with those if your using them
> when you build.
> Not sure as to why they where created that way, looking at them in the
world
> they appear to have a low normal poly vert count but they do not.
>
>
>
>
>
> "calhoun" <coen at charter.net> wrote in message
> news:3eeac46d$1 at server1.Activeworlds.com...
Object
>
>
|
Jun 20, 2003, 4:37am
I think it would be a great feature if you could require a certain build of
the browser in order to enter a world on the world server level, like a
world feature.
DM
Jun 20, 2003, 6:43am
that was my point it would be better as a feature
DM
[View Quote]"calhoun" <coen at charter.net> wrote in message
news:3ef2c749$1 at server1.Activeworlds.com...
> this can be done with a bot, it has been done in NewAW but it would be
> better as a feature
> "dm mercury" <dmmercury at houston.rr.com> wrote in message
> news:3ef2ab9c$1 at server1.Activeworlds.com...
> of
>
>
|
Jul 16, 2003, 8:06pm
This is a very much needed feature for the world server. A bot does NOT
accomplish this task efficiently, nor effectively. By world server control
you stop the user from ever entering the world until the appropriate version
is obtained, expecially for viewing purposes. If a bot is made to handle
this task, the user is connected to the server then must be told to be
ejected, and ejection is not the way this task should be handled at all.
When there are 2 or more existing versions of the browser out that are in
use, I know I want my world viewed under the same conditions as they are
built. If the browser doesnt support a particular sdk event I do not even
want them to get to the point of event_avatar_add, the user attempting to
connect should be refused access, not ejected.
A world option to specify minimum browser build is highly needed, it makes
sure everyone is using the same client that is viewing your world; extremely
important for game worlds.
DM
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3f15483f$1 at server1.Activeworlds.com...
> This is a very rude and roundabout way of accomplishing a very simple
task,
> and once they enter the world it is too late. Their browser is already
> caching the wrong version of objects, getting the wrong cookies etc.
>
> I already know of a few (unsatisfactory) workarounds.
>
> I'm asking AW if they could put this feature in their browser. It's a
pretty
> simple request. It is a logical extension of the minumum and maximum
> browser levels implemented on a per universe basis. Why not just extend
> the mechanism to include a per world setting?
>
> If I have to do it your way, then I would like some better control over
> caching, and if everything has to be done by bots, I would like the limit
on
> the number of bots removed.
>
> "brant" <awteen at shoemakervillage.org> wrote in message
> news:3f1543cf at server1.Activeworlds.com...
> are
>
>
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Aug 6, 2003, 4:45am
If you made a bot that would not allow objects to be deleted from that
citizen number from the world you have in essence created root for your
builds. This could be done by having a spare citizen account, or your own
(the world owner) and building your "infrastructure" of the world. Unless
the person trying to delete the object that is of the infrastructure is the
correct citizen number, do not allow the object to be deleted; have the bot
re-build it in the same location.
DM
[View Quote]"starfleet" <Starfleet at Command.com> wrote in message
news:3f2f6cca at server1.Activeworlds.com...
> ROFL..considering the current average of 300 new cits/month it will take
100 years to
> get 360000 cits registered, 360000 + the current 354600 = 714600.
> That's still far from 888888.
>
> "bowen" <Bowen at andras.net> wrote in message
news:3f2f3b47 at server1.Activeworlds.com...
>
>
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Aug 18, 2003, 8:45pm
Means that he/she wants to goto a world such as AW and be downloading the
objects also for Mutation. For 56k users this would be great, AW is already
loaded into cache, and loading does take some time on 56k, so instead of
waiting doing nothing in the world waiting to load (Mutation) you could be
in AW having the world load automatically.
DM
[View Quote]"john" <john at 3d-reality.com> wrote in message
news:3f415025 at server1.Activeworlds.com...
> Wha?
>
> ~John
>
> "linn" <ironhead at digitalpassage(dot)com> wrote in message
> news:3f413be4$1 at server1.Activeworlds.com...
>
>
|
Sep 13, 2003, 11:49pm
Why couldnt ppw's just be for bot logins only and if you want to assign
certain citizen numbers to have equivilant rights to you, you can add them
to a list, that way there is not even a need to give out a privlidge
password in the first place. And then the user that wants to try using the
privlidges of your citizen asks the uniserver if they are on your privlidge
list, that would stop the theft of passwords and control people from using
your privlidges that you do not want using your privlidges.
DM
[View Quote]"john" <johnf at 3d-reality.com> wrote in message
news:3f63b0f4 at server1.Activeworlds.com...
> 'nother thing Mark: do you honestly expect 64,000 people to be on 1 ppw
at
> a time and when most people usually have a bot limit of 3, lol!
>
> ~John
>
> "strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
> news:3f6388e0 at server1.Activeworlds.com...
be
> a
> were
(more
> or
>
>
|
Nov 19, 2003, 7:52pm
This has less to do with the sdk itself and more to do with the avatars.dat,
but agreed some sort of change needs to be made. Maybe a grant system that
can grant and revoke the fly/shift rights. like
aw_avatar_grant(AW_AVATAR_FLY,AW_AVATAR_SESSION); would be more to my
liking, the aw_avatar_set should be seperate of granting rights to that
person. Anyways some change here needs to be made.
What is the eagle got shot out of the sky?
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:3fba9c25$1 at server1.Activeworlds.com...
> Now that it is possible to control the avatars the user may use
> through the SDK, in order to allow for even more possibilities
> it would be useful if the users abilities to fly and shift could
> be associated with specific avatars.
>
> It would actually be even more useful if swimming and running
> were included in the concept, but that would also assume the
> browser implements restrictions on those activities to begin
> with.
>
> If the entries in the avatars.dat file had additional information
> that identified specific actions a given avatar could not perform,
> then the possibilities for more fun and interactive worlds would
> increase.
>
> Imagine a world where the you need to do certain things in order
> to get a bot to change your avatar from the turtle bot to the rabbit
> bot. Now you can go faster, and hopefully this will help you move
> up to the next level which would be say a 'bear' avatar which can
> walk run or swim.
>
> After completing additional goals, you could acquire an eagle
> avatar (which we'll assume is a magical aquatic eagle that
> can walk, run, swim or fly), and eventually a free spirit avatar
> that is insubstantial and finally allows you to SHIFT through
> things.
>
> If this additional mechanism is implemented so that the avatars.dat
> must have the lines added defining actions to dissallow, it would
> not break anyones existing avatars.dat
>
>
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Nov 23, 2003, 8:07am
Cells dont get full by the number of objects its by the number of bytes....
You can fit a lot more a.rwx in a cell with no action / desctiopition than
you can abcdefghij.rwx with 255 characters of description and action texts.
You need to have this displayed not the number of objects if you want to see
how full something is.
DM
[View Quote]"alexthemartian" <alex at virtual-studios.net> wrote in message
news:3fc06927 at server1.Activeworlds.com...
> ooo how about a percentage bar (just like a progress bar) that shows how
> much % of cell data space is used.. it will be more user-friendly and
easier
> to determine then just numbers (of course maybe the actual nummerica value
> should be displayed too so you can use it in a more exact way)..
>
> and doesnt the action fields and stuff effect the remining cell space..
not
> just the number of objects?
>
> "calhoun" <coen at charter.net> wrote in message
> news:3fbea9fb$1 at server1.Activeworlds.com...
Cell
the
>
>
|
Jan 31, 2006, 2:23am
all i have to say is maybe once you have something people might want to
donate, because you already have put in the work required to do what you
want.
[View Quote]"Syntax" <syn at swcity.net> wrote in message
news:43ded052$1 at server1.Activeworlds.com...
> lmao, what a dork. :D
>
> "Matt888" <mattscriven195 at gmail.com> wrote in message
> news:43de5ed0$1 at server1.Activeworlds.com...
> <snip>
>
>
|
Mar 13, 2006, 7:20am
You could create a SDK bot application to sit indefinantly, or which ever
action(s) you want to hold. You can have bots react to when gestures like
sit, dance, kick, etc... are used. So basically just have it detect if the
"sit" sequence was used, and have it continue to set their gesture
continually as "sit" until they send a "stand" gesture, or attempt to move
which would change the avatar movement type. It's very doable, it just
doesnt serve much purpose.
As far as how SI does it, I have no idea, but this would be a possible
solution.
DM
[View Quote]"Talisan" <wardaor at hotmail.com> wrote in message
news:440f95ca$1 at server1.Activeworlds.com...
> Well, I wish we could have SEQ's work until they are canceled
> deliberately. As in the example of a SIT seq. Click on a chair/etc and
> click on the SIT button... and you remain seated... possibly with some
> movement while sitting like checking nails, looking to the left, etc...
> and not standing until your SIT seq is terminated by the user... maybe by
> pressing another SEQ button... like STAND.
>
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