A few old ideas (Wishlist)

A few old ideas // Wishlist

1  2  3  4  5  6  |  

dean

Apr 26, 1998, 5:36pm
I was probably mistaken.

[View Quote]

technozeus

Apr 26, 1998, 5:37pm
Okay. Thanks. I guess I had misunderstood. WHen you said "This can be
done" I thought you were talking about all of the functionality I had
mentioned {
{( i.e. ..>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. )}
} rather than a tiny portion of it. My apologies for misunderstanding.

TechnoZeus

[View Quote]

technozeus

Apr 26, 1998, 5:43pm
Ah, good point. That would however encourage less effecient building,
storage and performance wise at least. The addition I'm proposing here
would encourage the re-use of objects rather than discourage it, and would
still add variety and allow more creativity than is presently possible
without severe loss of efficiency.

TechnoZeus

[View Quote] [View Quote] > Okay, I'll bite... How do you build an "object colorer?"

technozeus

Apr 26, 1998, 5:55pm
Don't know what the present status is on that, but last I checked, that
format caused performance losses of it's own... and I think it also used to
cause the texture to be stored twice in the cache, although I just tested
that with my current version 2 beta (build 242) and it doesn't seem to any
more.

TechnoZeus

[View Quote]

technozeus

Apr 26, 1998, 6:01pm
No Eep², that wasn't me, and no Dean I'm not currently an active member of
the teaching staff in that world, although I have been told I am welcome to
teach there, and I do occasionally when I am specifically asked to do so.
Not that it's relevant here, but that should clear things up anyway.

TechnoZeus

[View Quote]

dthknight

Apr 26, 1998, 6:42pm
yes that's true... credit given :)

[View Quote] --
Dthknight - dthknight at earthlink.net - ICQ: 2603180
Dthknight Central: AW 1875N 2225W
Home Page: http://home.earthlink.net/~dthknight/
AWEC Home: http://awec.home.ml.org

"Anyone who has never made a mistake has never tried anything new." -
Albert Einstein

eep²

Apr 26, 1998, 8:17pm
Just because people would be able to use a modeller doesn't necessarily mean performance will suffer. If tips and guidelines are given (as well as perhaps a density--# of vertices/polygons--setting was in effect, or something), performance shouldn't have to suffer at all. Especially if it's just to recolor some polygons. Performance suffers with more textures, bilinear texture filtering ("filter" texturemode command), and, of course, more vertices/polygons. And I think I even read somewhere that object data inhibits performance, so with the more of these commands you want in, the slower things are gonna be...if what I read about is true, mind you. I don't see any performance decrease in areas with lots of data in the action/description fields, so I dunno.

[View Quote] > Ah, good point. That would however encourage less effecient building,
> storage and performance wise at least. The addition I'm proposing here
> would encourage the re-use of objects rather than discourage it, and would
> still add variety and allow more creativity than is presently possible
> without severe loss of efficiency.

facter

Apr 26, 1998, 10:33pm
eerr... i seem to remember distinctly roland saying that custom av's will be out with 2.1 . . . . .

[View Quote] > This has been discussed before. The first thing to happen would probably be allowing people to use their own avatar objects from outside the world (i.e. a URL). This was supposedly rumored for 2.0, but who knows when it'll be implemented, if ever. Specific avatar customization within AW will probably be even farther off...
>
[View Quote]

eep²

Apr 26, 1998, 11:09pm
Shyeah...care to make a wager on that? ;)

[View Quote] > eerr... i seem to remember distinctly roland saying that custom av's will be out with 2.1 . . . . .

facter

Apr 27, 1998, 2:36am
heheheheehe . . ..actually, lets !!! i like a good bet . . stakes ?? hehehehe =))

Fac

[View Quote] > Shyeah...care to make a wager on that? ;)
>
[View Quote]

paul barrow

Apr 27, 1998, 4:07am
Yeah. Object movement.

Move <Fn,Bn,Un,Dn> F=forward, B=Back, U=Up, D= Down n=0.0 - X
Turn <Ln,Rn> L=Left, R=Right n=degrees
For <var> x,y,z <command> x=start, y=end, z=step

There's some for starters.

Paul

[View Quote]

paul barrow

Apr 27, 1998, 4:08am
Seconded.

[View Quote]

technozeus

Apr 27, 1998, 3:07pm
Cool. I like it. How about this possible modification though...
Change <Ln,Rn> to move commands... L=(Move)Left, R=(Move)Right
and add <Cn,An> as turn commands... Cn=Clockwise,An=Anti-clockwise(AKA
Counter-clockwise) n=degrees

Also, what do you think of the idea of having the object revert back to it's
original (stored) position whenever it (or any other object) is selected,
to avoid having to guess at how far it has moved if you want to adjust it's
location slightly?

TechnoZeus

[View Quote]

technozeus

Apr 27, 1998, 3:09pm
Medium well please.

TechnoZeus. :·)

[View Quote]

trormond@utah.uswest.net

Apr 27, 1998, 4:12pm
The ability to "toggle" teleports/warps on and off as can be done with
visibility. This would allow monorail and similar transport systems to
actually reach multiple destinations from one point instead of simply
making loops or requiring user interaction at each intersection.

[View Quote] --
Aul
trormond at utah.*uswest*.net
ormondt at cvwrf.state.ut.us

paul barrow

Apr 28, 1998, 1:05am
I'd rather have the words. They don't have to be stored as words, AW could
store them as a 1 byte representation like BASIC used to do and translate
them to words for display/editing. That way the length of the command is
irrelevant and you have maximum optimization of space.

Paul

[View Quote]

technozeus

Apr 28, 1998, 1:22am
Not sure if I understand, but if so, I think what you're talking about would
require AW to interpret the Action field and store it's interpretation. As
it is, the actual text you enter is what gets stored as I understand it.
Perhaps if abreviations were implemented a button could later be added that
when clicked would replace the Action line with a compact (abreviated) form
of what AW would (at that time, in that version) interpret the line as
meaning. Am I close here, or way off?

TechnoZeus

[View Quote]

eep²

Apr 28, 1998, 1:27am
Better yet, screw words altogether and add checkboxes for the triggers, commands, arguments, etc

[View Quote] > I'd rather have the words. They don't have to be stored as words, AW could
> store them as a 1 byte representation like BASIC used to do and translate
> them to words for display/editing. That way the length of the command is
> irrelevant and you have maximum optimization of space.

technozeus

Apr 28, 1998, 1:33am
Great idea. I've also noticed the lack of such an action, but have never
managed to think of it while offering suggestions. Perhaps this idea could
even be expanded. Since triggers are only used at the beginning of a
command, it sould be possible to give the same words another purpose
elsewhere... for example using an "action" command...
activate action ojb1 bump=off
When the object containing that action line is clicked, the object that was
named using
.... name ojb1
would have it's bump trigger disabled. Only the create trigger could not
be disabled in this way, and for obvious reasons. Anyway, this would be
ONE way to accomplish what you mentioned. Perhaps even the commands
themselves could be toggled in this way. I.e. ...
bump teleport +1 +0 +2a, action teleport=off
could be used to cause bumping the object to teleport you one time, but not
when bumped again. Comments?

TechnoZeus

[View Quote]

spawn

Apr 28, 1998, 6:10am
Roland said that custom avatars was high on the list™ for ver. 2.1 :)

Spawn

[View Quote] > eerr... i seem to remember distinctly roland saying that custom av's will be out with 2.1 . . . . .
>
[View Quote]

eep²

Apr 28, 1998, 7:49am
Yea yea...we'll see...

[View Quote] > Roland said that custom avatars was high on the list™ for ver. 2.1 :)
>
[View Quote]

paul barrow

Apr 29, 1998, 1:30am
Bad idea. That would mean extra programming to implement new command
features and a zillion check boxes and how you determine the the sequence of
multiple commands using check boxes and if you needed to change the order
later how would you accomplish it?

Paul

[View Quote]

eep²

Apr 29, 1998, 2:04am
The same way it's accomplished now. Programming is programming, and checkboxes, radio buttons, and listboxes are common Windows GUI components so it shouldn't be a problem. Typing sucks.

[View Quote] > Bad idea. That would mean extra programming to implement new command
> features and a zillion check boxes and how you determine the the sequence of
> multiple commands using check boxes and if you needed to change the order
> later how would you accomplish it?

technozeus

Apr 29, 1998, 4:20am
Maybe a "wizard" type of gueded command creator would be a nice addition...
Click a button and get guided through the process of chosing a type of
command, when you want it to happen, and so on.. and then a chance to add
another command until you tell it that you're finished.. then the command
could be concatinated and placed in the Action window for you where you
could leave it as is, or choose to modify it. That way you don't take away
any of the power or flexibility of the "command line" but you add the ease
of use and quick learning associated with a graphical interface. :·)

TechnoZeus

[View Quote]

eep²

Apr 29, 1998, 4:24am
Feh...wizards...that would take even more work than simple radio buttons, checkboxes, and listboxes. Never did like wizards...made me feel like an idiot. Stick to help file references ("?" box in upper right corner of Object Properties dialog).

[View Quote] > Maybe a "wizard" type of gueded command creator would be a nice addition...
> Click a button and get guided through the process of chosing a type of
> command, when you want it to happen, and so on.. and then a chance to add
> another command until you tell it that you're finished.. then the command
> could be concatinated and placed in the Action window for you where you
> could leave it as is, or choose to modify it. That way you don't take away
> any of the power or flexibility of the "command line" but you add the ease
> of use and quick learning associated with a graphical interface. :·)

athena

May 1, 1998, 6:27pm
[View Quote] Excellent idea.

Athena
aka Dejah Thoris

raven shadow

May 1, 1998, 7:29pm
even neater would be spherical worlds :-) instead of flat ones :-)
[View Quote]

technozeus

May 1, 1998, 8:59pm
Well, the wrap idea forms the Euclidean equivilant of a 4D torus, which is
much easier to calculate since it can be done without polar coordinates or
true gravity, however if what you wanted is the "apearance" of a spherical
world, I suppose it would be possible to bend the rendering of the z-axis
with respect to distance.... up for the apearance of the inside of a sphere,
or down to look like the outside of a sphere... and maybe ste the default
viewing angle up or down a bit to compensate. I doubt anything like this
is supported by RenderWare, so the amount of curvature would probably have
to be kept very small... flat enough that the ground objects would still fit
together well. It would also take a lot of extra procesing I would think,
but not as much as spherical curvature and the look would be about the
same... unless you wanted to make very small spheres or build close to the
center of them using "away from the center" as the "up" direction.

TechnoZeus

[View Quote]

dean

May 1, 1998, 9:23pm
Now, really, why would you want the appearance of a round world? The
does not appear to be round until you view it from high above the ground
(very high). Unless you have a city in the sky and have a huge
ground object, I don't see the point.


[View Quote]

grover

May 3, 1998, 2:20pm
YES! if there were a wireframe mode on AW, the frame rate could fly, even for
the slowest computer... no more zbuffering, no more complex animated textures,
no more fps .1- and we could even keep avatar animation turned on, with
recognizable avatars :-)

grover

[View Quote] > Pointcloud... Hmmm Cool. :)
>
> TechnoZeus
>
[View Quote]

--
_______________________________________________________________
http://www.grovers.com/ ("`-''-/").___..--''"`-.__
steve at grovers.com `6_ 6 ) `-. ( ). `-.__.`)
steve at synergycorp.com (_Y_.)' ._ ) `._ `. ``-..-'
Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,'
___________________________(il),-'' (li),' ((!.-'__________

1  2  3  4  5  6  |  
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn