ThreadBoard ArchivesSite FeaturesActiveworlds SupportHistoric Archives |
A few old ideas (Wishlist)
A few old ideas // WishlisttechnozeusMay 3, 1998, 5:14pm
Careful Dean. Not seeing it doesn't make it any less valid. Personally, I
would think that adding visual curvature would be a bit redundant if you have world wrap and therefore the equivilant of mathematical curvature, however it could give some interesting visual effects, and in fact may lead to more inventive curve forms such as sine wave landscapes or rolling hills that would act mathematcally as "flat" but would give a more "natural look" to some worlds. TechnoZeus [View Quote] jim lewiesMay 6, 1998, 9:31pm
Yes Please!
TechnoZeus <TechnoZeus at uplogon.com> wrote in article <3542baa6.0 at sundev>... > > 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 > > > > > scott d. millerMay 18, 1998, 8:07pm
[View Quote]
Did you want to create a spagetti farm?
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart scott d. millerMay 18, 1998, 8:07pm
[View Quote]
Did you want to create a spaghetti farm?
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart scott d. millerMay 18, 1998, 8:10pm
[View Quote]
Both good ideas...
ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart scott d. millerMay 18, 1998, 8:13pm
[View Quote]
How about something that is triggered... like a guard dog. Or something
which interacts with the user rather than just wander around. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart scott d. millerMay 18, 1998, 8:14pm
[View Quote]
yes there is something I'd like to see...
A COMPLETE list of items to build with in AW. The existing list is pathetic. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart groverMay 18, 1998, 8:15pm
They means object commands that go in the <Action> block, Scott... not building
commands ;-) grover [View Quote] [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at grovers.com `6_ 6 ) `-. ( ). `-.__.`) steve at synergycorp.com (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ scott d. millerMay 18, 1998, 8:19pm
[View Quote]
EXCUZZZE ME...
We already have those. They are the arrow keys. Take off your "numlock" and use the arrows to move, Pg Up and Pg Dn to rotate, Ins and Del to copy and delete, + and - to raise and lower, and of course shift to make it small incremental movements. Don't make stuff any more complicated than it already is. ScottyDM -- Please send all SPAMS, FLAMES, and CONSPIRACY THEORIES to scottydm at cwia.com Send all other IMPORTANT CORRESPONDENCE to scottydm at codenet.net ___ /////\\ Digitally Enhanced Portrait of: {|-0-0-|} Scott D. Miller, | % | Silicon Mercenary \===/ Freelance Chip Designer always #5 FOO = ~FOO; // the sound of a beating heart m&lmillerMay 18, 1998, 8:40pm
I think it would be a mistake to have them repeat at regular intervals.
I mean, wild life would look kinda out of place running through a bath house, or someone's home, or a bar. Scott D. Miller <scottydm at cwia.com> wrote in article <3560B27C.936DB095 at cwia.com>... [View Quote] technozeusMay 20, 1998, 2:20pm
Yes, that would also be nice. Not sure why it's not allowed. Perhaps that
was meant to be more like the outside world where you have to have supplies before you can build.. or maybe just to challange us... or maybe it just hasn't been added "yet"... hard to say. I would like to mention though, that the ability to select multiple objects enhances the usefulness of a feature that lest you bring the selected objects with you as you move and/or teleport. On the down side, you would not want a person to be able to "accidentally" carry objects around as they walk, as it would make a mess of object allignment all over the place. TechnoZeus [View Quote] technozeusMay 20, 1998, 2:24pm
Very true. It would of course have to be something that could be easily
turned off at the world level as well as at the browser level, I would think... although being able to keep your browser from viewing such items "at all" would significantly reduce their usefulness. TechnoZeus [View Quote] technozeusMay 20, 1998, 2:36pm
As a matter of fact, I have suggested the addition of a feature that would
list all registered objects in the world you are building in, and I have heard that other people have made similar suggestions in the past, so it would not surprise me at all to see something like that come out in a beta some time. Until then, we just have to make do with the many object yards that people have built. I have a bump warp attached to the flaming door in Alpha World at 894S 786E .7A 215 which will take you to my main index area where the objects for Alpha World are alphabetically cataloged and hyperlinked guideword signs will take you to them with a single click. In that area you will also find a link to theobject index I have in Mars world... but that one was designed for faster computers (not like my computer) so if you have a slow computer, be ready for insufficient frame rates and the visual side effects they can cause in the Mars Index. TechnoZeus [View Quote] technozeusMay 20, 1998, 2:42pm
Yes, thanks grover for that clearification. Also, note that when moving an
object for building purposes, it moves for everyone, whereas the movement we are talking about here would most likely be rendered on each computer independant of any other, and would not affect the location where the object is stored. Selecting such a moved object (or any object) would reveal the object's "true" location. TechnoZeus [View Quote] technozeusJun 2, 1998, 10:19pm
I was wondering if a new trigger could be added to the command set which
would be issued when a given frame number is switched on in an animation sequence by use of the frame command. I don't know if it would be reasonable or not, to allow a normal looping or non-looping animation to cause the same trigger event when displaying the same frame... that would have to be decided by someone who knows how that pard of the program is written. Here's an example using "aframe" as the trigger name and assuming that a normal frame change could be used to issue the event... create animate me stone 15 15 3000; aframe13 frame +1, noise gong.wav In this case, the object would display each of the 15 stone textures for 3 seconds except for frame 13 which would quickly be switched to the naxe frame and would cause the gong.wav sound file to play. I realize that this might be a particularly difficult trigger to impliment, but it would be very useful in many ways. By the way, in case you're wondering how that would look with a trigger delay on it as I described in an earlier sub-thread, here's the same line, but modified to play the sound 1 second later... create animate me stone 15 15 3000; aframe13(1000) noise gong.wav; aframe13 frame +1 technozeusJun 10, 1998, 2:19am
I'm not sure if I already posted this idea, but a discussion in the
AWCommunity newsgroup brought my attention to a use for it that I may not have mentioned before. The idea is to have a text display of some type pop up whenever you enter a world that has not been cached, explaining to you stuff like the triangles that are always visible in place of objects while things load. An "Opening Text" menu item could even be added to the View menu in case someone wants to see the text again, and if a revision date is recorded, it could also be displayed when you enter the world again if the text file has changed. What made me think about this old idea is a post that mentioned the the need for "clearly communicated policy on unacceptable behaviors and the consequences thereof" which reminded me that this opening text idea can be used for simple policy notes so that people don't have to be "expected" to view a web page to know the basics of a world's policies. An explanation of the triangles, and the download time would only need to be displayed in the default world (AWGate at this time), and would be a short note at the end of that world's policy note. The policy note for any given world would be displayed during initial loading of the property cache for that world, and would give the person a chance to read the notice before clearing the text box and viewing the world. By the time they clicked the OK button (or whatever would be used to clear the text and display the world) much of the entry area would already be loaded. A well written policy note would give people a better idea of what kind of world it is and what behavioral restraints or self control (if any) are expected within that world. The amount of text in the display sould probably be limited, to make sure it will be read, and if a more detailed reading is to be expected, or if the world owner has built their world with the expectation that people will have their browser displayed, the reader could be directed to a web page or to turn on Show Browser if they have it turned off. (Like many people, I keep mine off almost all of the time because it gives me more room to display the 3D window.) TechnoZeus scott d. millerJun 30, 1998, 7:56pm
[View Quote]
TZ,
I would prefer to change into a tourist manually. If I am building I don't want to be auto-changed if there is an otherwise unseen tourist object where I'm placing an object. There are a few times in the past when I've changed into a tourist to build something. Mostly involving close building projects, where I will check to see that what I've built (a stream with sloped banks and sand blending into grass) can be added onto by another builder. I use tourist so the other builder can examine my approach (if they want to) then delete it and duplicate it using their own building #. By the way, WHY is it illegal to give my property away? I would solve some of those tricky building problems. Particularly when co-building with an less experienced, unsure newbe. My experience has been that sometimes they just give up on the tricky parts. (Not the same as building privs, I don't want to modify ALL their properties (even if that is a god-awful animation they are using for some object) just build some tricky thing like a waterfall flowing over/through a pile of rocks). Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net scott d. millerJun 30, 1998, 7:57pm
[View Quote]
This would be very cool....
Scott -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net scott d. millerJun 30, 1998, 8:07pm
[View Quote]
Why would it look out of place? I once saw a mountain lion at dusk
slinking along side a wooden fence near some houses in a Colorado Springs neighborhood. I also saw a buck with a really nice rack waiting for traffic to clear before crossing 6 lane S Nevada Ave. to go to the shopping mall. (Also in Colorado Springs, was he going to get some antler polish at Sears?) The challenge is to create a bot which can interact with other objects so you do not get the trapped bot effect, or bots which can pass through objects. The easiest would be to let the citizen/builder place the bot, then object collision would be the responsibility of the builder. But I got the impression that some bots would be scattered around by COF to lend interest to the landscape. ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net scott d. millerJun 30, 1998, 8:17pm
[View Quote]
"move" is ok, but it implies a destination. How about "push"?
ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net scott d. millerJun 30, 1998, 8:20pm
Can Renderware support true 3D? Or is it just an AW limitation?
ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net edward sumerfieldJun 30, 1998, 8:39pm
Using relative coordinates as opposed to absolute.
Edward Sumerfield, esumerfd at msn.com http://members.xoom.com/esumerfd [View Quote] groverJun 30, 1998, 8:50pm
Renderware is simply a rendering library- it draws, in 3D what it is
told to. AW currently only has the user-interface to rotate objects about the y-axis. btw, has anyone who's complaining about the lack of an ability to rotate about the x or z axis actually tried doing it manually in rwx? it never lines up!! if aw would let us rotate, no piece would ever line up- there would be 3cm cracks every-freaking-where :( grover [View Quote] > Can Renderware support true 3D? Or is it just an AW limitation? > > ScottyDM > > -- > Scott D. Miller > General Manager & Principal Consultant > Arête, Ltd. > > Please use the return e-mail address of: scottydm at codenet.net -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ henrikgJul 1, 1998, 8:21am
To me it looks like 3 things have to be changed to allow object rotation
around x or z axis: 1. Browser funtionality. Easy. 2. A new server version and upgrading the world databases since more information must be stored for each object. Also easy but is it desireable? 3. Object encroatchment is based in a registry file which holds the outer dimensions of each object in a world. This dimensions will change if the object is rotated around x or z axis.... So either the footprint of the object must be calculated in each case/angle (by the server?) or use a more complex registry file. Harder and solutions must be found. I don't see how rendering speed would be affected since Renderware have to deal with all the angles anyway. Correct me if I'm wrong here.. HenrikG grover <steve at synergycorp.com> wrote in article <35996B9F.5D8789D at synergycorp.com>... > Renderware is simply a rendering library- it draws, in 3D what it is > told to. AW currently only has the user-interface to rotate objects > about the y-axis. btw, has anyone who's complaining about the lack of > an ability to rotate about the x or z axis actually tried doing it > manually in rwx? it never lines up!! if aw would let us rotate, no piece > would ever line up- there would be 3cm cracks every-freaking-where :( > > grover > [View Quote] technozeusJul 2, 1998, 4:29am
I wasn't talking about changing your login status to Tourist. Simply
allowing placement of Tourist property rather than failure to place an object. As for your idea about giving property away, perhaps in addition to privilege acquiring, we need some dynamic privileges, like for example, to be able to tell AW that it's okay for a certain person to give us property at that time. This would make it possible to allow someone to place an object as you were saying while they are working together without making it so that someone easily could vandalize using another person's building number. TechnoZeus [View Quote] technozeusJul 2, 1998, 4:36am
Always lines up for me. I would like to see what you're doing that is
causing the "cracks" or misalignment. TechnoZeus [View Quote] technozeusJul 2, 1998, 4:45am
You're right. Rendering speed would be almost entirely uneffected.
However, there are two problems I think most people overlook. The first is that only the "y" axis is the same on all objects placed so far... the "z" axis and the "x" axis are pointing in all different directions because objects have already been rotated around the "y" axis. The geometry gets a bit involved. The other is that only the "y" axis runs through the "center" of most objects. The "z" axis and the "x" axis both usually run through the base of an object. If that fact was not compensated for, the object would rotate below it's base and end up under ground... and even if it was compensated for and rotation around a raised "x" or "z" axis was achieved, if you sit a cube on the ground and then rotate it 45 degrees around a vertically centered "z" or "x" axis, one edge of the cube would be underground. TechnoZeus [View Quote] groverJul 2, 1998, 7:25pm
easy- take any sine or cosine of 15°, 45° or 75° (and at least one of 30° and
60°) and it's gonna come out to something other than an even 5cm. which means CRACKS!. around the y-axis, we think we can get around this because the arrow-key axis turns with the object. But in practice, the cache only goes in 5cm increments, which means unless your object is angled at 90° to a major axis, there will be cracks! I would like to see what kind of resolution you're running at that you don't see these cracks ;-) grover [View Quote] > Always lines up for me. I would like to see what you're doing that is > causing the "cracks" or misalignment. > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ zer0Jul 3, 1998, 2:17am
This would help a little with the seed object problem... but you really
need to be able to teleport with an object in tow! zer0 :) [View Quote] |