|
paul barrow // User Search
paul barrow // User Search
Apr 25, 1998, 3:13am
Yes he would. It was me. I discussed it with him months ago. But that help
page says that there may still be crashes, and there are, frequently, but
only with AW. Not with any other D3D programs.
Paul
[View Quote]Eep² wrote in message <3540C8B6.E78E07B at tnlc.com>...
>Well then I'd bitch at Intergraph, 3Dfx, Criterion, and COF cuz there's an
Intergraph Intense 3D Voodoo Rush listed in the Direct3D Support help
section that supposedly works, and I didn't put it there, so Roland would
know who had it working. Try to find that out and see what they did to get
it working.
>
>Paul Barrow wrote:
>
that
>
|
Apr 25, 1998, 9:00pm
Yes, I've sent email to Criterion.
[View Quote]Eep² wrote in message <35417B50.C91D9780 at tnlc.com>...
>Have you bitched to Criterion and Intergraph about it, then, too? Don't
settle for crap that don't work, people. You spewed out the money, time, and
energy trying to figure out the damn thing; it had better at LEAST do what
it advertises...
>
>Paul Barrow wrote:
>
help
>
|
Apr 27, 1998, 4:07am
Yeah. Object movement.
Move <Fn,Bn,Un,Dn> F=forward, B=Back, U=Up, D= Down n=0.0 - X
Turn <Ln,Rn> L=Left, R=Right n=degrees
For <var> x,y,z <command> x=start, y=end, z=step
There's some for starters.
Paul
[View Quote]TechnoZeus wrote in message <3542b326.0 at sundev>...
>
>New commands, and command enhancements: (Any new ideas here?)
>
>TechnoZeus
>
>
>
>
|
Apr 27, 1998, 4:08am
Seconded.
[View Quote]TechnoZeus wrote in message <3542b32a.0 at sundev>...
>
>Mixed Relative, and Absolute Warps/Teleports.
>Example: bump Teleport 30N 40W +1.2A +180
>This example would teleport the avatar that bumped the object to
coordinates
>30 North by 40 West at an altitude 12 meters higher than the starting
point,
>and facing the opposite direction.
>
>TechnoZeus
>
>
>
>
|
Apr 28, 1998, 1:05am
I'd rather have the words. They don't have to be stored as words, AW could
store them as a 1 byte representation like BASIC used to do and translate
them to words for display/editing. That way the length of the command is
irrelevant and you have maximum optimization of space.
Paul
[View Quote]TechnoZeus wrote in message <3544bc94.0 at sundev>...
>Cool. I like it. How about this possible modification though...
>Change <Ln,Rn> to move commands... L=(Move)Left, R=(Move)Right
>and add <Cn,An> as turn commands... Cn=Clockwise,An=Anti-clockwise(AKA
>Counter-clockwise) n=degrees
>
>Also, what do you think of the idea of having the object revert back to
it's
>original (stored) position whenever it (or any other object) is selected,
>to avoid having to guess at how far it has moved if you want to adjust it's
>location slightly?
>
>TechnoZeus
>
>Paul Barrow wrote in message <354420c0.0 at sundev>...
>
>
>
|
Apr 29, 1998, 1:30am
Bad idea. That would mean extra programming to implement new command
features and a zillion check boxes and how you determine the the sequence of
multiple commands using check boxes and if you needed to change the order
later how would you accomplish it?
Paul
[View Quote]Eep² wrote in message <35454CAF.BC71BBEE at tnlc.com>...
>Better yet, screw words altogether and add checkboxes for the triggers,
commands, arguments, etc
>
>Paul Barrow wrote:
>
could
>
|
Jul 4, 1998, 9:41pm
After rotating/moving/copying an object, it is possible to get it to a point
that is you placed it back side by side to the original object that you
copied it from that it will no longer meet exactly at the edges. This has
pissed me off quite a few times and I've ended up deleting it and making a
new copy from the original object to fix the problem. It's the
shift-movements/rotations that gets it out of alignment (when you try to
match it up to the original object).
Myself, I would like to have x/y/z rotation of objects just for animation
purposes. This would have no affect on registry or anything else for this
reason (if so designed):
The object would be placed in the world just and any other object is and
would remain so as far as the registry and world database is concerned. The
"new" animate Rotate command would cause the object to rotate based on
supplied parameters on your computer (and not in the world database). And
if you decided to right-click on the object to select it, what you would get
is the original object position bounding box as it is in the cache/world
database as it was originally placed. So, it's just a rotation in memory
(like in RWXMod in spin mode or manually rotating the object). I don't see
why this would be so hard to implement and would, I think, allow for
smoother, more reliable, lower resource overhead, that have 3, 6, 12, or
however many duplicated objects, each rotated and made visible/invisible in
sequence via the current animation scheme.
Paul
[View Quote]TechnoZeus wrote in message <359da27f.0 at homer>...
>Actually, I would never use overlap to cover the cracks. The objects I set
>up in my example are geometricly correct, and therefore "should not" have
>any gaps between them. I have seen the same "cracks" between objects that
>had not been rotated from each other at all. Perhaps you can tell me what
>causes this and how you calculated the exact (or approximate) size of the
>cracks. I'm interested to know. I've always just figured this was a
>RenderWare display glitch and the the cracks would go away when they fix
it.
>Was I wrong?
>
>TechnoZeus
>
>grover wrote in message <359D2B03.EE7BE65A at synergycorp.com>...
>picturing
>saw? thats
>is
>nearly
>reasons
>demanded
>Ascii art
>flip them
>the
>even
with
>15
>angles.
1.4cm
>at the
>day
>up
>and
>
>
>
|
Apr 27, 1998, 3:50am
I enabled fogging in some truespace experiments and it really slowed
everything down.
Paul
[View Quote]Eep² wrote in message <35437086.C5B05BCF at tnlc.com>...
>The correct 3D term is "fogging" and RW can supposedly do it. I recently
asked Roland about adding fogging to AW, actually, and he said he tried to
get it to work in the past but couldn't figure it out or something, so, like
most of the cooler features, it's never been done. The Tomb Raider series
has fogging and it is a nice way of blending things in, although it blends
to black rather than white as in your flight sim pic.
>
>Dthknight wrote:
>
>
|
May 2, 1998, 8:17am
Amen to that.
Paul
[View Quote]Athena wrote in message <354A3D0C.7536 at neosoft.com>...
>The ability to re-download a single object on command.
>
>As an example.....a "Reload" button in the Build window. Right click an
>object, hit the "reload" button, and it forces the browser to
>re-download both object and texture.
|
May 2, 1998, 8:13am
I disagree with both of you. When I get multiple emails, OE only says "You
have mail" once. The aw browser could be made to do the same thing at
logon. After that, there should be a very non-intrusive ding when a tg
comes in. If you're having a discussion by tg, it would be very annoying to
get loud "anythings" for each message.
Paul
[View Quote]Beardo wrote in message <354a8210.0 at sundev>...
>Hi, thanks for your reply. When you start the Active Worlds browser and
>there are several telegrams waiting for you it shouldn't be any sound for
>it. Only after you have started the browser and then recieve new telegrams
>the sound even should be activated. How about a simple short beep when a
>telegram arrives? The rest I can answer since I dont know anything how it
>works, sorry. But I'm not a programmer or has the knowledge how such things
>work. Perhaps someone else in this ng can answer that.
>
>Regards,
>
>Björn Mitz
>
>ICQ 4185626
>bjoern.mitz at swipnet.se
>Citizen of Active Worlds,
>resident of A'A world, as Beardo.
>http://home5.swipnet.se/~w-57902/
>http://www.flashback.net/~beardo/
>
>builderz skrev i meddelandet <354A7F92.7405A2D9 at geocities.com>...
you
>will
>telegram.
>indicate
>
>
|
May 3, 1998, 8:09am
We were discussing audible notifications.
Paul
[View Quote]Eep² wrote in message <354B1081.5E21D298 at tnlc.com>...
>AW does only report "You have a telegram" once at login if multiple
telegrams actually exist.
>
>Paul Barrow wrote:
>
"You
to
>
|
May 8, 1998, 5:22am
Oh sure, now you want some idiots to be able to harass people by blocking
their movements?
Of course, there are a few nice looking female Av's I'd like to corner.
Paul
[View Quote]facter wrote in message <355131C9.4AFFA97A at iinet.net.au>...
>I've been reseaching through the old AWTalk post, and found a really
>good suggestion from phaoroh .. .. which I knwo ahs been talked about
>before. ..
>
>Solid av's so we cant walk through each other =)
>
>Fac.
>
|
Jun 12, 1998, 12:32am
Now that I could live with. No additional bandwidth used up.
Paul
[View Quote]Richard Wojcik wrote in message <357aac87.0 at homer>...
>I have advocated something a bit simpler in the past. I like the
>text-to-speech (tts) capability of Powwow. With a flick of a switch, the
>text in the chat window is sent to a tts program. The program
mispronounces
>words like crazy, but you can follow the conversation without having to
look
>at the screen. If implemented in AW, tts would allow you to keep the
>browser minimized or hidden behind other windows while working on other
>things. You would hear it when someone tried to initiate a chat you.
Also,
>tts, unlike true voice, would not add anything to bandwidth. It would run
>totally on the client side.
>
>The Powwow tts is not very good, but it is functional. I wonder if it
would
>be possible to use Festival, which is a very good tts program. One can get
>Festival with the free speech processing Toolkit from the Oregon Graduate
>Institute's Center for the Study of Language Understanding (CSLU) at
>http://www.cse.ogi.edu/CSLU/.
>
>Midnight Madness wrote in message <35761E9A.7CBFF51D at activeworlds.com>...
>
>
>
|
Jun 16, 1998, 3:49am
Well, not quite. First You have to have a working (reliably) AW Direct3D
driver which we don't and also, AW/Renderware is just funky and I don't
think will ever run totally smooth except in lightly built areas with few
animations (unless maybe you want to live with Visibility set to 40 or less,
which to me is like going out and driving around in the fog).
Paul
[View Quote]Ton den Hartog wrote in message <35837a5b.0 at homer>...
>My solution to this problem ( I also have a Voodoo full screen) is to wait
>for 3dfx Banshee or to but a Voodoo Rush card. Both will do 3D in a window
>at Voodoo speed and with Voodoo (Glide) compatibility.
>
>Ton den Hartog
>
>Kevin DiAmore - KraKa <12kevo at snip.net> wrote in message
><35803FBE.1B4055D3 at snip.net>...
>but nothin. I thought about it and it would be able to be done. I really
>wish you supported it because my friend would
>rates are 2fps.....yes that is 2. Mine runs like crap on my 133. But I do
>have a Pure3D and I can run Quake II at around
>listen. Also I was very disappointed to see that the upgrade I DL was
>basically just exterior upgrades. The only difference
>tab WOOHOO!!! I haven't used AW in like 6 months too haha after six months
>that is all they got done? Am I missing
now
>AW is pretty unusable.
>
>
|
Jun 16, 1998, 3:40am
Not only that, someone could reverse a pair of words, aka Heaven=Hell and if
that some one managed to send the file to some unsuspecting newbie via ICQ
or something then wouldn't there be a lot of surprises.
Paul
[View Quote]builderz wrote in message <35812C0F.134257F at geocities.com>...
>I agree with Marvin / zer0 on this idea. The only problem that I see is
>that someone could purposely spell the word wrong with different cases
(i.e.
>sHiT, ShiT, sHIt, etc.). The text file would have to be able to filter ALL
>cases (lowercase and uppercase) of the word for "complete" filtering. I
>honestly don't know how hard it would be to do that, but I'm sure it
>wouldn't be killer.
>
>-Builderz
>
>Marvin wrote:
>
>
>
>
|
Jun 16, 1998, 3:41am
And how about Bump maps?
Paul
[View Quote]Millerz wrote in message <3580F8D1.BF0DFD25 at xnet.com>...
>I really think it would be an awesome feature to include environment
>mapping for worldbuilders. I know its supported in the renderware api.
>
>
>
|
Jun 16, 1998, 3:29am
This is a multi-part message in MIME format.
------=_NextPart_000_0021_01BD98BD.CAE220E0
Content-Type: text/plain;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable
Wish we had an animate command for a few things like Opacity, Color, and =
perhaps Surface.
Paul
------=_NextPart_000_0021_01BD98BD.CAE220E0
Content-Type: text/html;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable
<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>
<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type>
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT color=3D#000000 face=3D"Times New Roman">Wish we had an =
animate command=20
for a few things like Opacity, Color, and perhaps Surface.</FONT></DIV>
<DIV><FONT color=3D#000000 face=3D"Times New Roman"></FONT> </DIV>
<DIV><FONT color=3D#000000 face=3D"Times New =
Roman">Paul</FONT></DIV></BODY></HTML>
------=_NextPart_000_0021_01BD98BD.CAE220E0--
Jul 4, 1998, 9:05pm
Yes, with head buried in the ground and feet in the air kicking.
Paul
[View Quote]TechnoZeus wrote in message <35981792.0 at homer>...
>Sounds good. I wonder if it would be possible to decide how we land based
>on our "flight patern" during the landing process... For example, for one
>avatar it might be something like straight down = head first... after a
>while, maybe go into a spin. Hehehe.
>
>TechnoZeus
>
>Tyrell - Alpha Prime wrote in message <35979264.4580EDB6 at dlcwest.com>...
to
>shake
|
Jul 6, 1998, 10:15pm
Of course, you really don't need a 10m wide road. I would edit copies of the
road objects and make then 8x8 or even 6x6. A 6m wide street is approx 18
feet. How wide are cars?, about 6 or 7 feet?
Paul
[View Quote]TechnoZeus wrote in message <35a0ab22.0 at homer>...
>Using 60m by 60m lots in a 500m by 500m world, you will have 8 lots by 8
>lots (for a total or 64 lots) with 20m left over in each direction. This is
>not accounting for any roads, so to get your 64 lots, and put a 10 meter
>road on each edge of each lot, you would have to settle for 5m by 5m lots
>separated by 10m roads, and leaving 10m unused in each direction... or you
>could use 70 by 70 meter lots separated by 10 meter roads, which would give
>you 7 lots by 7 lots for a total of 49 lots, with just enough room left
over
>to have a 10 by 10 road around the whole thing to complete the grid.
3600m
>lots are a bit small anyway... in my opinion. I'ld go with the 70m by 70m
>with a 10 meter street, or if you leave the street out in some places, you
>could join two lots for a 70m by 150m double lot, or join 4 lots for a 150m
>by 150m quad lot. Hope this helps a little.
>
>TechnoZeus
|
Aug 11, 1998, 9:09pm
If you did a little research, you would know that Renderware is listed as
being supported by 3Dfx. Look before you leap. Oh, and you get what you
pay for. That's why Creative Labs, 3Dfx, Intel, USR/3COM, Etc, are top
selling products even though they cost a little more.
Paul
[View Quote]Andon Coleman wrote in message <35d08074.0 at homer>...
>My opinion on 3Dfx is ! at #$ !!!
>They overcharge for Crap! Yes, they're a standard, but standards are rarely
>the best, in fact... Standards are usually the base line.
>
>Number two, AW runs off of RenderWare, and it'd be stupid as hell to even
>try to transfer to a 3Dfx Engine, because RenderWare is the fastest overall
>engine 1, and 2, It's the easiest to model for...
>
>Number three, there are special DLLs for 3Dfx crap cards available...
>
>-Andon13
>
>
|
Jul 17, 1998, 5:34pm
Still wouldn't work because it wouldn't have a mask.
Paul
[View Quote]Edward Sumerfield wrote in message <35af9899.0 at homer>...
>I agree. Animate does not work with URLs but flower8 is a fixed picture
>using the flo8.jpg texture, so I don't think that that is relevant.
>
>The one sided picture is a problem though. You can put two of them back to
>back but you still have the problem of looking at the flower at an angle.
>
>There is the "axisalignment zorienty" (thank you Eep) in rwx that makes an
>object always face the viewer. I don't think there are any animate type
>objects that have it though.
>
>So maybe this has resolved into another wish. To allow builders the create
>their own textures on objects that always face the viewer can we have a set
>of animate??.rwx with the axisalignment zorienty line in them?
>
>Stop the presses. I just downloaded the flower8.zip to check my facts
>
>ModelBegin
> ClumpBegin
> AxisAlignment ZOrientY
> Vertex -.05 0 0 UV 0 1
> Vertex .05 0 0 UV 1 1
> Vertex .05 .1 0 UV 1 0
> Vertex -.05 .1 0 UV 0 0
> TextureModes null
> Texture flo8 mask flo8m
> Quad 1 2 3 4
> ClumpEnd
>ModelEnd
>
>It already has the "AxisAlignment ZOrientY" thingy so why doesn't it always
>face the viewer.
>
>OK I am out of my depth now. Would someone who knows what they are talking
>about please take over.
>
>Edward Sumerfield, esumerfd at msn.com
>http://members.xoom.com/esumerfd
>
>Dthknight wrote in message <35AF87F9.6924246C at earthlink.net>...
>picture command on an animate2.rwx object?
purple
>has always been the
>property teacher told us).
name
>i chose) hehehe I was wondering
a
>variation on the color to purple
>are very nice and i use them alot
>represented in the flowers of AW but no
>heard other ppl say they love purple
>the place to ask..please may i one
>flower8.rwx for my own world and it
>i think and then played with the
>
>
|
Jul 23, 1998, 10:47pm
The "normal" limit for 2.0 is higher than the normal limit was for 1.3. I
doubt that they will raise it any more.
Paul
[View Quote]Wullis wrote in message <35b7612b.0 at homer>...
>The "cell data limit" in "AlphaWorld" is only at "Normal"...Can't you raise
>it a bit? I'm having a lot of problems with "Building Inspector"...):
>
>-Wullis
>
>
>
|
Jul 26, 1998, 12:18am
I want streets paved with gold. Can ya help me out?
Paul
[View Quote]Byte Me wrote in message <35B97013.6487 at byte3d.hypermart.net>...
>I wnat a curved ver! :) I've been wodnering what you did with it :)
>grover wrote:
I know a few
maybe i'll do
was curved.
the updated
Isn't that what
10x10m piece, but
|
Jul 29, 1998, 7:48pm
That only applies to Local Area Networks and the hacker has to be on the
local network. Can't be hacked by remote (as the article itself says).
Paul
[View Quote]Aule wrote in message <35BF2E96.1256EA00 at utah.uswest.net>...
>Using Netscape or Outlook for your email? Better have a look at this:
>
><http://www.zdnet.com/zdnn/stories/zdnn_smgraph_display/0,3441,2123238,00.h
tml>
|
Jul 30, 1998, 5:53pm
Most motherboards require you to change a jumper before you can flash the
bios and thus are not vulnerable.
Paul
[View Quote]Athena wrote in message <35C0DBDB.20DB at neosoft.com>...
>Aule wrote:
>
>If you want something to feel paranoid about, how about Win95/CIH......a
>virus that can flash your BIOS? For most machines, that means you have
>to replace hardware in order to get it running again. There are already
>several flavors floating around....one of which hits on the 26th of
>*every month*......
>
>Athena
>Looking for a "hole" to crawl into.....with my computer.....
>
> --------------------------------------------------------------------------
--
when
> --------------------------------------------------------------------------
--
telling
|
Jul 31, 1998, 12:04am
Well then, you need the latest DAT files for McAfee or the latest version of
whatever virus scanner you have (but, the virus was set to go off on the
26th which is past now).
Oh, McAfee is no longer making DAT updates for version prior to 3.x.
Paul
[View Quote]grover wrote in message <35C0FAC4.5DB530A at synergycorp.com>...
>oh man! how do we stay safe from this one?? (i have a jumperless
motherboard,
>paul!)
>
>grover
>
>Paul Barrow wrote:
>
> --------------------------------------------------------------------------
a
an
> --------------------------------------------------------------------------
>
>
>
|
Jul 31, 1998, 4:08am
One brand I can name off the top of my head that uses a jumper is ASUS.
Paul
[View Quote]DNapalm wrote in message <35C15741.C39949CE at usa.net>...
> Not any that I've seen...:)
>
>-DN
>
>Paul Barrow wrote:
>
|
Jul 31, 1998, 3:34pm
Of course not. Those are all junk computers. The only way I would have one
is if it was given to me.
Paul
[View Quote]DNapalm wrote in message <35C16B2D.6B3BB46E at usa.net>...
> All I can say is I've worked with Gateway, Dell, Magitronic, and PB,
and not
>one has required a jumper to flash the BIOS....
>
>-DN
>
>Paul Barrow wrote:
>
the
message.
>
>
>
|
Jul 31, 1998, 3:39pm
Most custom built machines using quality motherboards have a flash jumper.
The department store class machines like PB, Dell, IBM, Gateway, etc., are
all built to minimum standards and as cheaply as possible (so they have a
chance to compete on price) and have many short comings and are (compared to
good quality custom built systems) junk.
Out of all the motherboards we used over the years in our systems, only one
was jumperless.
Paul
[View Quote]Athena wrote in message <35C1EF86.10A2 at neosoft.com>...
>Paul Barrow wrote:
>
>My hardware consultant tells me that "some" motherboards can be jumpered
>to make the BIOS write-protected, not "most". He says that he thinks
>about half of the computers we have at work are jumperless. Also, you
>have to make sure that the jumpers are set correctly....if they were set
>to "write" and not set back, even having a jumpered motherboard won't
>save you.
>
>Athena
>
> --------------------------------------------------------------------------
a
an
> --------------------------------------------------------------------------
|
Jul 31, 1998, 3:40pm
The article I read said July 26th.
Paul
[View Quote]Athena wrote in message <35C1F08F.69CB at neosoft.com>...
>Paul Barrow wrote:
of
>
>26th of *every* month. In July, the 26th was a Sunday, which means that
>most company computers weren't being used that go around. What about
>August 26th? And that's only one version of CIH....there are several
>floating around.
>
>Really not trying to be an alarmist.....they report that this virus will
>show up with *most* virus-scanning software. It's just a measure of how
>persistant the virus-writers are....
>
>Athena
>
the
message.
Win95/CIH......a
have
already
|
|