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A few old ideas (Wishlist)
A few old ideas // WishlisttechnozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 26, 1998, 1:58am
New commands, and command enhancements: (Any new ideas here?)
TechnoZeus technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 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 technozeusApr 26, 1998, 2:25am
Teleport Duplicate of Object. (Pretty self explanatory. Should have an "Are
you sure..." prompt.) TechnoZeus technozeusApr 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 technozeusApr 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 technozeusApr 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 eep²Apr 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. eep²Apr 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 technozeusApr 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 |