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dean miller // User Search
dean miller // User Search
Apr 24, 1998, 9:20pm
I think that's because they have a life outside of the internet.
They have repeatedly said that it is not there focus of attention.
They have wives and kids and jobs and bosses that take up alot of their
time.
[View Quote]Eep² wrote:
>
> Gee, are they still working on it? Seems pretty hopeless...it's almost been 6 months now. Wow. Wee.
>
> Dean wrote:
>
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Apr 25, 1998, 3:02pm
Thank you, TechnoZeus. I appreciate you offering an alternative rather
than just ripping my ideas to shreds. Instead of just finding faults
like some people, you presented a suitable alternative that I can agree
upon.
[View Quote]TechnoZeus wrote:
>
> Here's your solution... Keywords.
> Each world could have a short list of keywords (instead of a category) which
> would allow future revisions of AW to add features for searching or listing
> worlds by keyword.. for example, you could look for worlds containing
> "Christian" and "water" and not "Baptist"
> and the search (or listing) could be case sensative or case insensative
> based on a setting in Options.
> This would allow you to put your world in as many categories as you like
> (within reason) and not have it effect the name people know the world by.
> The first addition to the browser to take advantage of the keywords should
> (in my humble opinion) be to add "list Keywords" to the context menu that is
> accessed by right clicking on a world in the Worlds list.
>
> TechnoZeus
>
> Dean wrote in message <353BCD94.1C3E at timon.acu.edu>...
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Apr 25, 1998, 11:01pm
I don't think that the tag thing would be redundant. It would be more
secure. It would allow the builder to select what gets searched for
instead of a random search uncovering some secret hideaway that was
meant for only the builder and a few friends.
It would be more secure and people would feel safer if the engine could
not search for anything that was not tagged.
[View Quote]Roland Vilett wrote:
>
> Not a bad idea...except the whole "tag" thing would probably just be
> redundant. Why not just create a search engine that searched based on the
> contents of all "description" fields? All you'd have to do is put the
> description "Jdal's place" on an object, and then a search for "Jdal" would
> turn it up.
>
> A search engine that allowed you to search the entire world, better yet the
> entire AW universe, would be a very powerful tool. Protag proposed such a
> thing long ago. It would not be extremely difficult to create a bot based
> on the AW client/server communication code that roamed around the entire AW
> universe (except for closed worlds of course) looking for objects with
> "Description" fields on them and building up an index. Then you could go to
> a web page, type in what to search for, maybe allow ways to restrict your
> search (e.g. look in one world, or several worlds, or the whole universe)
> and the output would be a bunch of AW teleport URLs to all matching objects
> found. Pretty simple!
>
> Conceivably you could also search by owner name or number to help people
> locate their lost property, a frequent problem in AlphaWorld...
>
> This whole idea ties in somewhat with another ongoing discussion about the
> "world list" and how it's getting too long and whether or not it should be
> broken down into categories. A common complaint is that it's getting
> difficult to know which world are about what, and finding worlds about a
> particular theme is becoming impossible. It seems like the above search
> engine idea might go part of the way towards addressing these problems.
> Instead of hunting around through a list of hundreds or thousands of worlds,
> just type in what you are looking for into the world search engine. I know
> not everyone is a big fan of search engines, but again if they are done well
> and their coverage is complete they can be very powerful tools.
>
> -Roland
>
> jdal wrote in message <35411fea.0 at sundev>...
> tag
> them
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May 4, 1998, 8:58pm
they would have a bigger budget if they would listen to the ideas of
their customers to get rid of the yearly charge and make a one time fee.
[View Quote]Eep² wrote:
>
> Create? Create what? What does he create that doesn't take him eons what more programmers could do in a fraction of the time? COF DESPERATELY needs more programmers (Roland's told me so himself) but they just don't have the budget. I even exposed Neil Colvin (current Modeler developer) to him but he proved unresponsive to hiring him, bringing up the lack of a budget. AW should be developing FAR faster than it is.
>
> Leo Mauk wrote:
>
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May 4, 1998, 11:59pm
um, I think you missed my point. I meant make the 19.95 a one time
fee instead of charging us 19.95 each and every year.
[View Quote]TechnoZeus wrote:
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> If you want to pay for the next 30 years in advance, I'm pretty sure they
> wouldn't object, but I can't afford it. ActiveWorlds is "not" expensive,
> but some of us can hardly afford inexpensive items and are glad they chose
> not to make it impossible for us to register.
>
> TechnoZeus
>
> Dean Miller wrote in message <354E4827.4AAA at timon.acu.edu>...
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May 4, 1998, 8:20pm
basically, a cul-de-sac is a round extension at the end of a street or
off the side of a street with house encircled around it. A cul de sac
is round or half circle. Think of knotts landing if you can remember
that far back. ;-)
[View Quote]grover wrote:
>
> How so? all the street objects are basically a variation on the same theme- the L has
> sidewalks on two adjacent sides, the straight piece on opposite sides, etc. Would the
> cul-de-sac be sidewalks on 3 sides (like street 7), or did you mean something else?
>
> grover
>
> Dean wrote:
>
>
> --
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