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3.5 SDK (Sdk)
3.5 SDK // Sdk
Jan 29, 2004, 9:02pm
There will be a post here when the 3.5 SDK is available, right?
Jan 29, 2004, 9:44pm
They've never posted updates to this group for a long time...
[View Quote]On 01/29/2004 5:02 PM, codewarrior wrote:
> There will be a post here when the 3.5 SDK is available, right?
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Jan 29, 2004, 9:46pm
What 3.5 SDK? I cant think of anything new :O
- MR
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:40199122$1 at server1.Activeworlds.com...
> There will be a post here when the 3.5 SDK is available, right?
>
>
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Jan 29, 2004, 10:27pm
[View Quote]"strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
news:40199b71 at server1.Activeworlds.com...
> What 3.5 SDK? I cant think of anything new :O
>
> - MR
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There is a new checkbox in the world features water section that presumably
will be reflected as a new attribute in the SDK.
There is a new terrain elevation offset in the world features ground section
that will also presumably be accessable by SDK apps.
There could also be less obvious changes or bug fixes in the SDK that
we have no way of knowing about.
And then of course there is this:
[special id number] is only used with buttons using the sdk_event action.
The browser will send this id number with an sdk_event to the server to
perform some custom action to be handled by a bot in the world. (for example
"show map" or "open inventory", where the bot can respond by sending the
user the appropriate url)
Jan 29, 2004, 11:45pm
That last one leaves open a lot of interesting possibilities :)
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:4019a4f1 at server1.Activeworlds.com...
> "strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
> news:40199b71 at server1.Activeworlds.com...
>
> There is a new checkbox in the world features water section that
presumably
> will be reflected as a new attribute in the SDK.
>
> There is a new terrain elevation offset in the world features ground
section
> that will also presumably be accessable by SDK apps.
>
> There could also be less obvious changes or bug fixes in the SDK that
> we have no way of knowing about.
>
> And then of course there is this:
>
> [special id number] is only used with buttons using the sdk_event action.
> The browser will send this id number with an sdk_event to the server to
> perform some custom action to be handled by a bot in the world. (for
example
> "show map" or "open inventory", where the bot can respond by sending the
> user the appropriate url)
>
>
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Feb 1, 2004, 9:45pm
Wouldn't we be required to distribute custom toolbars to anyone we wanted to
be able to use such features, though? I can't imagine too many casual
visitors to a game downloading something like that, so this is pretty much a
feature limited to universe owners. :P
[View Quote]"brant" <awteen at shoemakervillage.org> wrote in message
news:4019b743$1 at server1.Activeworlds.com...
> That last one leaves open a lot of interesting possibilities :)
>
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Feb 2, 2004, 12:21am
Well if you own a world, you can certainly put your own custom
toolbar on there for your use only, and use it to easily command
your personal bot, couldn't you?
Even if you were just a cit.. if you can bring a bot into a world, then
you could make your own toolbar for it without needing to own
a universe, couldn't you?
If you don't think it's possible.. please explain why.
And while you speculate on how useless it is.. I'm going to find
ways to make it useful as soon as I get the latest SDK.
[View Quote]"ubermonkey" <monkey at monkey.com> wrote in message
news:401d8fa3$1 at server1.Activeworlds.com...
> Wouldn't we be required to distribute custom toolbars to anyone we wanted
to
> be able to use such features, though? I can't imagine too many casual
> visitors to a game downloading something like that, so this is pretty much
a
> feature limited to universe owners. :P
>
> "brant" <awteen at shoemakervillage.org> wrote in message
> news:4019b743$1 at server1.Activeworlds.com...
>
>
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Feb 2, 2004, 2:20am
"New in 3.5 is the ability to use a custom toolbar layout, along with
customized toolbar graphics. This feature is primarily designed for use by
universe administrators who can now design a custom toolbar prior to
distributing the software. "
[View Quote]"ubermonkey" <monkey at monkey.com> wrote in message
news:401d8fa3$1 at server1.Activeworlds.com...
> Wouldn't we be required to distribute custom toolbars to anyone we wanted
to
> be able to use such features, though? I can't imagine too many casual
> visitors to a game downloading something like that, so this is pretty much
a
> feature limited to universe owners. :P
>
> "brant" <awteen at shoemakervillage.org> wrote in message
> news:4019b743$1 at server1.Activeworlds.com...
>
>
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Feb 2, 2004, 11:39am
Well I think making a custom toolbar for games in the universe is a good
idea. Beats having to type in chat commands all the time. All a user has to
do is download the toolbar file, put it in their toolbar directory, and then
restart the browser. Then, they can just change it in the settings when they
want to play the game and switch it back to the default one when they are
done. Simple as that...
[View Quote]"zeofatex" <greg at warpedsoap.com> wrote in message
news:401dd01a$1 at server1.Activeworlds.com...
> "New in 3.5 is the ability to use a custom toolbar layout, along
with
> customized toolbar graphics. This feature is primarily designed for use by
> universe administrators who can now design a custom toolbar prior to
> distributing the software. "
>
>
>
> "ubermonkey" <monkey at monkey.com> wrote in message
> news:401d8fa3$1 at server1.Activeworlds.com...
wanted
> to
much
> a
>
>
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Feb 3, 2004, 11:08pm
Oh, I'm not saying it's useless, just a bit limited. Having the browser
download a set of toolbar files from the world's OP (if they're even
provided) would be much better, IMO. You can certainly put your game's
toolbar up for download, but few will actually bother to install it, and
even more will be terrified to DL it. I will, of course, be making a custom
toolbar to handle a number of Proxima's game commands as soon as the 3.5 SDK
is here, I just feel the need to point out how it could be better than it
is.
-Monkey
[View Quote]"codewarrior" <pete at accelr8r.com> wrote in message
news:401db412$1 at server1.Activeworlds.com...
> Well if you own a world, you can certainly put your own custom
> toolbar on there for your use only, and use it to easily command
> your personal bot, couldn't you?
>
> Even if you were just a cit.. if you can bring a bot into a world, then
> you could make your own toolbar for it without needing to own
> a universe, couldn't you?
>
> If you don't think it's possible.. please explain why.
>
> And while you speculate on how useless it is.. I'm going to find
> ways to make it useful as soon as I get the latest SDK.
>
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Feb 3, 2004, 11:29pm
They are full on bitmaps... have you seen the size of the things?!
- MR
[View Quote]"ubermonkey" <monkey at monkey.com> wrote in message
news:402045f5$1 at server1.Activeworlds.com...
> Oh, I'm not saying it's useless, just a bit limited. Having the browser
> download a set of toolbar files from the world's OP (if they're even
> provided) would be much better, IMO. You can certainly put your game's
> toolbar up for download, but few will actually bother to install it, and
> even more will be terrified to DL it. I will, of course, be making a
custom
> toolbar to handle a number of Proxima's game commands as soon as the 3.5
SDK
> is here, I just feel the need to point out how it could be better than it
> is.
>
> -Monkey
>
> "codewarrior" <pete at accelr8r.com> wrote in message
> news:401db412$1 at server1.Activeworlds.com...
>
>
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Feb 3, 2004, 11:48pm
Well, you know, they wouldn't *have* to be bitmaps. I would assume that
custom world toolbars could be jpgs without it being a particularly serious
issue. :P
[View Quote]"strike rapier" <strike at Rapiercom.freeserve.co.uk> wrote in message
news:40204af9 at server1.Activeworlds.com...
> They are full on bitmaps... have you seen the size of the things?!
>
> - MR
>
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Feb 4, 2004, 12:17am
[View Quote]ubermonkey wrote:
> Well, you know, they wouldn't *have* to be bitmaps. I would assume that
> custom world toolbars could be jpgs without it being a particularly serious
> issue. :P
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PNG
Feb 4, 2004, 1:32pm
OK.. point taken. I wouldn't be surprised if some kind of mechanism
evolves that allow custom toolbar buttons on a per world basis
via automatic download through your OP path.
Just pointing out that it could be useful even if someone only made
their own personal custom toolbar without distributing it to anyone
else.
[View Quote]"ubermonkey" <monkey at monkey.com> wrote in message
news:402045f5$1 at server1.Activeworlds.com...
> Oh, I'm not saying it's useless, just a bit limited. Having the browser
> download a set of toolbar files from the world's OP (if they're even
> provided) would be much better, IMO. You can certainly put your game's
> toolbar up for download, but few will actually bother to install it, and
> even more will be terrified to DL it. I will, of course, be making a
custom
> toolbar to handle a number of Proxima's game commands as soon as the 3.5
SDK
> is here, I just feel the need to point out how it could be better than it
> is.
>
> -Monkey
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Feb 7, 2004, 1:10pm
Well, the huge limitation here, and the reason why I won't be using the
toolbar, is that there's no way to trigger the SDK_Event command by mapping
it to a key.
If that were possible, FPS games could be programmed without the limitation
of only being able to click on avatars and objects. In my opinion, this
would be a huge achievement.
-Brant
[View Quote]"lord fett" <lordfett at vectracon.com> wrote in message
news:401e5309$1 at server1.Activeworlds.com...
> Well I think making a custom toolbar for games in the universe is a good
> idea. Beats having to type in chat commands all the time. All a user has
to
> do is download the toolbar file, put it in their toolbar directory, and
then
> restart the browser. Then, they can just change it in the settings when
they
> want to play the game and switch it back to the default one when they are
> done. Simple as that...
>
> "zeofatex" <greg at warpedsoap.com> wrote in message
> news:401dd01a$1 at server1.Activeworlds.com...
> with
by
> wanted
> much
>
>
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Feb 9, 2004, 7:36pm
Now that would be a glorious day for AW, when we could finally have some
real balistics-based combat. Well, for people who like FPS games anyway. ;D
-Monkey
[View Quote]"brant" <awteen at shoemakervillage.org> wrote in message
news:4024ffd6 at server1.Activeworlds.com...
> Well, the huge limitation here, and the reason why I won't be using the
> toolbar, is that there's no way to trigger the SDK_Event command by
mapping
> it to a key.
>
> If that were possible, FPS games could be programmed without the
limitation
> of only being able to click on avatars and objects. In my opinion, this
> would be a huge achievement.
>
> -Brant
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