A few old ideas (Wishlist)

A few old ideas // Wishlist

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technozeus

Apr 26, 1998, 1:24am
To save space (in news applications that group by thread anyway) I'm going
to post a few ideas as a multi-branch thread with this message as the root.
Some are good ideas, and some are not so good, but at least you'll have a
chance to read them and if you have some positive input about any of them, I
welcome your input. Most of them have been seen (in one form or another) by
at least one employee of CoF at some time in the past, but since I have
avoided the newsgroups (for reasons of storage space constrantes as well as
being turned away by the way I saw people treating each other when I did
visit them) I have taken the time to gather a few of the suggestions I have
offered (or intended to offer) in the past. If these are all familliar to
you, or if you have no interest in "old news" as such, feel free to skip
this thread entirely. If you find this interesting... good. If this
turns out to be usefull to have here... Great! :·)

TechnoZeus

technozeus

Apr 26, 1998, 1:31am
This is the command enhancement I would like most to see added: Trigger
delay timers.
After any trigger, a number in parenthese could be interpreted as a delay
count... for example:
Try this...
animate a tree01.rwx object with flame...
then have it wait a short time and change to water...
then have it wait a short time and change to snow...
all without having any other object to control it... just the tree.
the way ActiveWorlds presently works, as far as I know you just can't.
But with the delay parameters it would be this simple...
create animate me flame 1 1 0; create(10000) animate me water 1 1 0;
create(20000) animate me snow 1 1 0
That would be flame for 10 seconds... then water for 10 seconds beyond that
time... then snow.
another simple example would be to make a door open for a short time as
follows:
activate visible off, solid off, visible d1 on, solid d1 on; activate(15000)
visible on, solid on, visible d1 off, solid d1 off; bump visible off, solid
off, visible d1 on, solid d1 on; bump(7000) visible on, solid on, visible d1
off, solid d1 off
where the open door object has been named d1.

TechnoZeus

technozeus

Apr 26, 1998, 1:32am
Here's another nice one... combining triggers...
Ya know.. Like when someone wants to make a teleport to GZ, so they use...
activate teleport 0n 0w; bump teleport 0n 0w
Maybe they could use something like...
activate/bump teleport 0n 0w
Using this type of trigger combining (to mean something like "bump or
activate") along with trigger delay timers, the following simple command
would open a door for a short time and (when clicked or bumped) and then
close it:
bump/activate visible off, solid off, visible d1 on, solid d1 on;
bump(7000)/activate(15000) visible on, solid on, visible d1 off, solid d1
off
As in the example I gave for trigger delays, the object used to represent
the open door has been named d1 with a command like...
create visible off, solid off, name d1
for the purpose of this example.

TechnoZeus

technozeus

Apr 26, 1998, 1:34am
Another idea... a way to shut an animation off so that the object would lose
the applied texture. For example,
astop off
might be used to turn a tree01.rwx back to it's original color combination
of green with a brown stem.

TechnoZeus

technozeus

Apr 26, 1998, 1:41am
When a citizen tries to build on an area occupied by a tourist owned object,
rather than giving the usual message, perhaps it would be possible to prompt
the citizen to ask if they would like the object ownership converted to
tourist status so that it could be placed, or something like that. In other
words, it should not be necessary for a citizen to change into a tourist
just to add a tourist owned object onto tourist owned property... or should
it? Any comments?

TechnoZeus

technozeus

Apr 26, 1998, 1:43am
Perhaps, allow a world owner to re-shape their world to any rectangular
coordinates that give the same area as the original settings.

TechnoZeus

technozeus

Apr 26, 1998, 1:45am
An "Automatically silde out of contact with other objects when moved" check
box in the object properties dialog box. When no reasonable distance in the
direction moved will accomplish this, the object would only slide to a point
where it is no longer in contact with any object belonging to another
citizen, and a message would explain what happened.

TechnoZeus

technozeus

Apr 26, 1998, 1:46am
A "Follow object" checkbox that would keep your avatar in the same position
relative to the object(s) you are moving.

TechnoZeus

technozeus

Apr 26, 1998, 1:48am
A "Bring ojbect with" checkbox in the Teleport dialog (for teleporting your
avatar) which would be availible if you have an object selected, and when
checked, would cause the object to be moved with your avatar.... or
alternatively, a "carry object" option in the object properties that would
let you walk around or teleport while holding the object, and would keep the
object in the same position relative to your avatar.

TechnoZeus

technozeus

Apr 26, 1998, 1:49am
Vision enhancements: Normal Vision = Like it is now; Techno Vision =
Wireframe Vision (or Textureless Vision) with added viewing distance or
improved framerate; Kronos Vision = Normal for closer objects + Wireframe
for more distant objects.

TechnoZeus

technozeus

Apr 26, 1998, 1:53am
Wildlife. It has been brought to my attention that some people would like to
see such things as deer, horses, geese, squirrels, foxes, bears, ducks,
swans, gerbils, etc. roaming around the realm of Alpha World. This could
possibly be accomplished with a limited number of "bots" which would be
visually repeated at regular intervals... for example, every kilometer.
While not for every world and I would expect, not a priority, it has been
suggested that some worlds would be enhanced by the presence of computerized
life forms other than the people who visit the worlds. This is perhaps one
way such a possibility could be realized.

TechnoZeus

technozeus

Apr 26, 1998, 1:55am
More information in the Help file about what effects your visibility range.
(If there are other things you would like to see more info about in the help
files, feel free to post them as a reply to this message also.)

TechnoZeus

technozeus

Apr 26, 1998, 1:58am
New commands, and command enhancements: (Any new ideas here?)

TechnoZeus

technozeus

Apr 26, 1998, 1:59am
A "Mutate" command. Example: create Mutate me 3 10000 seed plant tree
bigtree, astop
This example would change the object displayed to seed.rwx after 10 seconds,
plant.rwx after 20 seconds, tree.rwx after 30 seconds, and bigtree.rwx after
40 seconds although the name of the object file (in the Object Properties)
would not change.

TechnoZeus

technozeus

Apr 26, 1998, 2:00am
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

technozeus

Apr 26, 1998, 2:01am
A "Scale" command.
Example: create Scale me 2 1 .5
This example would scale the object to 2 by 1 by .5 times its normal size.
Caution: This command could be problematic.

TechnoZeus

technozeus

Apr 26, 1998, 2:02am
Rotate command.
Example: activate Rotate me 2 3000 360
Once activated, this example would rotate the object 2 degrees once every
three seconds stopping after a total of 360 degrees.

TechnoZeus

technozeus

Apr 26, 1998, 2:03am
Tint command. This command would cause the surface colors and textures of
the effected object to be blended with the RGB color specified by the first
three numeric parameters using the last number to determine the extent of
the effect. I'm not sure if (or how) this command could be implemented, but
if so it would give builders a great deal of added control over the look of
their creations.
Examples:
create Tint 0 0 0 1
This example should turn the object solid black.
create Tint .75 .2 1 .9
This example should change the color of the object rendering to something
close to blue-violet.
create Tint 1 1 1 .2
This example should lighten the color of a dark object a small amount by
blending in 20% white.

TechnoZeus

technozeus

Apr 26, 1998, 2:06am
Paint command.
Example: create Paint me Tree10
This example would be apply the texture "Tree10.bmp" (or Tree10.jpg) to the
object. Notice that while this example has the same effect as "create
Animate me Tree 12 10 10" the Paint command would make it possible for more
people to take advantage of texture mapping because it would be easier to
understand than the Animate command.

TechnoZeus

technozeus

Apr 26, 1998, 2:08am
Drop-boxes displaying the commands that are supported by an object, or the
objects, sounds, textures, etc. that are available to select from in the
user's current world.

TechnoZeus

technozeus

Apr 26, 1998, 2:20am
Accelerate command.
Example: bump Accelerate +2S -1E
This example would have an effect similar to "walking" or "flying" in which
a small acceleration would be added to your movement in a South by SouthWest
direction (in this example) but with no associated sound effects and no
predetermined destination. This would be usefull for such effects as wind
storms or water that carries you downstream until you reach the shore, but
still allows you to "swim" against the current. The intended difference
between Accelerate and Warp is that Warp changes your location and the
direction you are facing, whereas Accelerate would be intended to alter the
speed and direction of your avatar's present movement. Perhaps an easier
word to spell would be a better choice... maybe a Walk or Fly command?

TechnoZeus

technozeus

Apr 26, 1998, 2:22am
Here's one I would REALLY like to see: Command abreviations. For example,
"animate me flame 1 1 0" could be entered as "ani. me flame 1 1 0" or as
"anim. me flame 1 1 0" and "teleport 0N 1E" could be entered as someting
like "t. 0N 1E" where the shortest alphanumeric sequence that distinguishes
the command from other commands would be enough, and would be followed by an
abreviation delimiter such as the period character.
Full and abreviated forms could be used in any combination, as in the
following example of an animate command:
create a. me flame 1 1 0
Following is a list of some examples in the proposed abreviated form:
c. Mu. me 3 10000 seed plant tree bigtree, astop
b. T. 30N 40W +1.2A +180
c. Sc. me 2 1 .5
a. R. me 2 3000 360
c. Ti. .75 .2 1 .9
c. P. me Tree10
b. Ac. +2S -1E

TechnoZeus

technozeus

Apr 26, 1998, 2:24am
Avatar Customization flyout menu to let the user select clothing color
variations and/or skin tone for a personalized version of the selected
avatar. This one may be difficult or impossible, but here it is anyway if
anyone is interested.

TechnoZeus

technozeus

Apr 26, 1998, 2:25am
Teleport Duplicate of Object. (Pretty self explanatory. Should have an "Are
you sure..." prompt.)

TechnoZeus

technozeus

Apr 26, 1998, 2:26am
Ability to rotate an object vertically. (That is, through the x-z or y-z
plane.) Even if only in specific "large" increments within a limited range.

TechnoZeus

technozeus

Apr 26, 1998, 2:30am
Teleport to Object's Location. (Choose object from a list of the N/S by E/W
coordinates in which the specified owner has one ore more objects. Among
other things, may be usefull for finding lost objects for the purpose of
deleting them. Also, a version of this could be available in non-build
mode by right clicking on an onbect in the distance. If local teleports
are disabled, your avatar would attempt to "walk" to the object.

TechnoZeus

technozeus

Apr 26, 1998, 2:31am
Full Object Inventory. (List all objects owned by user on an item by item
basis.) Probably difficult if possible. Here's an alternative.... List
of the objects cached for a given world, including their location and owner
number. Sortable by owner or proximity to a specific location.

TechnoZeus

eep²

Apr 26, 1998, 2:32am
This can already be done through animate commands if the texture files are numbered (tree1.jpg, tree2.jpg, etc). I don't think there's a way to make it switch to different texture names though (tree1 to snow1, for example) though.

[View Quote] > This is the command enhancement I would like most to see added: Trigger
> delay timers.
> After any trigger, a number in parenthese could be interpreted as a delay
> count... for example:
> Try this...
> animate a tree01.rwx object with flame...
> then have it wait a short time and change to water...
> then have it wait a short time and change to snow...
> all without having any other object to control it... just the tree.
> the way ActiveWorlds presently works, as far as I know you just can't.
> But with the delay parameters it would be this simple...
> create animate me flame 1 1 0; create(10000) animate me water 1 1 0;
> create(20000) animate me snow 1 1 0

Actually, this would probable me "create animate me flame 1 1 0,animate me water 1 1 10000,animate me snow 1 1 20000" to save redundancy and make things more "smooth" to type.

> activate visible off, solid off, visible d1 on, solid d1 on; activate(15000)
> visible on, solid on, visible d1 off, solid d1 off; bump visible off, solid
> off, visible d1 on, solid d1 on; bump(7000) visible on, solid on, visible d1
> off, solid d1 off

In addition to what I mentioned above, killing spaces after commas (,) and semi-colons (;), as well as using "no" instead of "off" will save data here, too.

eep²

Apr 26, 1998, 2:32am
Suggested this one to Roland months ago.

[View Quote] > Here's another nice one... combining triggers...
> Ya know.. Like when someone wants to make a teleport to GZ, so they use...
> activate teleport 0n 0w; bump teleport 0n 0w
> Maybe they could use something like...
> activate/bump teleport 0n 0w
> Using this type of trigger combining (to mean something like "bump or
> activate") along with trigger delay timers, the following simple command

technozeus

Apr 26, 1998, 2:32am
A long range scanner of some type. For example, a way to toggle the screen
(maybe by pressing Tab or something) between the normal 3D view, and a map
centered around your current location. 1 pixel per square dekameter would
cover alot of range, but would of course be hard to see details on.. Maybe
one pixel per square meter would be better.

TechnoZeus

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