A few old ideas (Wishlist)

A few old ideas // Wishlist

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technozeus

May 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 lewies

May 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. miller

May 18, 1998, 8:07pm
[View Quote] Did you want to create a spagetti farm?

ScottyDM

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scott d. miller

May 18, 1998, 8:07pm
[View Quote] Did you want to create a spaghetti farm?

ScottyDM

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scott d. miller

May 18, 1998, 8:10pm
[View Quote] Both good ideas...

ScottyDM

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scott d. miller

May 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

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scott d. miller

May 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

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grover

May 18, 1998, 8:15pm
They means object commands that go in the <Action> block, Scott... not building
commands ;-)

grover

[View Quote] [View Quote]

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scott d. miller

May 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

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m&lmiller

May 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]

technozeus

May 20, 1998, 2:14pm
Nope. Why, are you selling spaghetti seeds? :·)

[View Quote]

technozeus

May 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]

technozeus

May 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]

technozeus

May 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]

technozeus

May 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]

technozeus

Jun 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

technozeus

Jun 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. miller

Jun 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

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scott d. miller

Jun 30, 1998, 7:57pm
[View Quote] This would be very cool....

Scott

--
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scott d. miller

Jun 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

--
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scott d. miller

Jun 30, 1998, 8:17pm
[View Quote] "move" is ok, but it implies a destination. How about "push"?

ScottyDM

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scott d. miller

Jun 30, 1998, 8:20pm
Can Renderware support true 3D? Or is it just an AW limitation?

ScottyDM

--
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Arête, Ltd.

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edward sumerfield

Jun 30, 1998, 8:39pm
Using relative coordinates as opposed to absolute.

Edward Sumerfield, esumerfd at msn.com
http://members.xoom.com/esumerfd

[View Quote]

grover

Jun 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



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henrikg

Jul 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]

technozeus

Jul 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]

technozeus

Jul 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]

technozeus

Jul 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]

grover

Jul 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]

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_______________________________________________________________
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(_Y_.)' ._ ) `._ `. ``-..-'
Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,'
___________________________(il),-'' (li),' ((!.-'__________

zer0

Jul 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]

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